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Pkunzipper
08-08-2005, 10:52 AM
First of all a big thanks to Beeryus and all the other modders for their great work!

Then I think this thread could be helpfull for pointing all the issues players find playing the mod...

Here's mine:
1- C2 Cargos are really sturdy... while I can sink much bigger ships with a well placed (on the keel) torpedo, for C2 I need sometime 2 or, more often, 3 torpedoes, no matter what I aim for...
Is this intended or is an error on the database?

2- There's a German port on the sea, between North-Western Germany and Denmark...

3- Ports on the Mediterrean sea have wrong owners... In fact in 1939 Tripoli is Enemy (it should be neutral), Tobruk is allied (should be neutral) and some other, that now I can't remember, ones.

4- Just a very minor one... It seems that every port is written according to its nation spelling... There are some exception (IE. near all the italian ports Genova, Napoli and some other, Dunkirk). Not a big issue, but ...!

Egan2.0
08-08-2005, 11:12 AM
1. C2's have always been like this from the stock 1.0 onwards.I don't know if anyone has looked at it for RUB. I'll mention it, though.

2. It's the island of Helgoland. Zoom in and you will see it. Occpied by the Germans and a navigational hazard.

3. Ownership/ ports etc is being looked at for the update.

4. Ditto.

Pkunzipper
08-08-2005, 11:39 AM
Thanks Egan for your answers!

1. I noticed it from RuB 1.42 onwards... I don't recall C2 being so strong on "vanilla" SH3 or RuB <= 1.41!

2. Cool! I didn't know it!

3. Ok
4. Ok

PS. What are the features of "Operations" Mod? I didn't found any description in the readme file...

Egan2.0
08-08-2005, 02:23 PM
Originally posted by Pkunzipper:
Thanks Egan for your answers!

1. I noticed it from RuB 1.42 onwards... I don't recall C2 being so strong on "vanilla" SH3 or RuB <= 1.41!

PS. What are the features of "Operations" Mod? I didn't found any description in the readme file...

Features? Hmm, Completley reworked campaign from new convoys and convoy compositions(escorts and merchents,) new single ship traffic (which disapears as the war goes on...) New task forces, totally reworked aircover and aircraft, new ports, new minefields, the first of the historical operations (more to follow,) a beta version of the Dynamic front line system( all the land locked cities which will change hands as the war progresses giving you an idea of how things are going,) new nations, including neutrals like Spain, and several other bits n pieces...

The C2's have always been right sods. I once wasted five on one...

Pkunzipper
08-09-2005, 07:27 AM
Another issue I found today is related to gun reload time and crew fatigue...

They currently are unbalanced...

If you try to attack a ship with the deck gun, it takes so much time to sink it that crew become exausted... and so the gun will become less accurate and slower to reload...

What about to create a optional file (like you already do for minefields) with decreased (realistc, without simulating an average between miss/hit in a minute)?

Egan2.0
08-09-2005, 11:39 AM
What, the deck gun times? Deck gun times in 1.43 are that way on purpose. I'm just going to Italy in about two minutes so I don't have time go go into detail about it. There are about a million threads on it over at subsim.com which you should read.

The short is the deck gun times won't be changed. There are a couple of mods that chage it for you but the times in 1.43 are staying like that and there are very good reasons for it.

Ta.

stljeffbb
08-09-2005, 11:58 AM
I've had a possible bug happen to me...

I'm in a IIA in October of 39, and when I'm on the surface, the hydrophone operator still gives me bearings...I like that I know where the target is at all times, but I'm not sure its supposed to happen that way.

Thanks,

-Jeff

PS Saw a C2 in Norwegian colors for the first time...I almost sank it by accident!

panthercules
08-09-2005, 07:45 PM
Originally posted by stljeffbb:
I've had a possible bug happen to me...

I'm in a IIA in October of 39, and when I'm on the surface, the hydrophone operator still gives me bearings!

This bug appears to have nothing to do with RUB - I think it got introduced with patch 1.4b (overcompensation fix for the "deaf/mute SO" problem introduced by patch 1.3, I guess) - I was getting this with my Type VIIB and patch 1.4b both before and after RUB - only/easiest solution I've found is just to remove the SO from his post upon surfacing, although I think there may be another workaround involving ordering the SO to make one type of sweep or another to shut him up.