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View Full Version : RUB not so real?



lithic1
10-04-2005, 11:44 PM
I admit this mod is great.. and invaluable for me to the game.

I just have a couple of gripes/questions.

1. Harbors are empty. No sign of life whatsoever. Is this aimed at game balance.. ie.. preventing players from racking up huge scores?
2. Night.. many Uboat attacks occured at night.. especially on convoys. However.. night is perpetually pitch black.. even in good weather and full moon. In fact ive read passages by uboat commanders where that was even to light for there taste.

Just wondering what the considerations behind these to tweaks.

Cheers~

Bogoliubon
10-05-2005, 12:30 PM
I completely agree with the traffic issue, I used harbor_traffic_mod_1.45C along with RUb 1.43, not sure if it's compatible with rub 1.44.

The brightness setting at night is way off even in the stock game, I don't think this comes along due to the mod, try messing up with your gamma and you will get a different game http://forums.ubi.com/groupee_common/emoticons/icon_wink.gif

Kaleun1961
10-05-2005, 02:22 PM
I use the harbour traffic 1.45C with RUb 1.44, no problems encountered. Adjusting your gamma settings makes it much easier to see boats that your crew have spotted, but which you cannot "see" because your monitor is too dark. My LCD has a built-in gamma adjustment feature. If your's does not, you can search the internet for Adobe Gamma, a program which will allow you to adjust your gamma settings.

Gunnersman
10-05-2005, 02:55 PM
Yes, the whole point of RuB was to attempt to make sinkings a little more realistic, ie, slow down rate the deckgun can fire, turn down the killing power of shells, find no ships in harbors, which are suppose to be more difficult to penetrate than the game allows. Even though Beeryus puts in torpedo nets....etc, etc.

Kaleun1961
10-05-2005, 03:05 PM
I'm using the U-boat War Ace mod, which adds nets and mines to all ports, Allied and friendly. I don't bother to go near the Allied ports, and I'm very careful when exiting my own. There are maps provided for your own ports, showing where the minefields are. I am in too much of a hurry to bother following the escorts out, so I plot my own way out and bump up the time compression.

Pr0metheus 1962
10-05-2005, 06:30 PM
Originally posted by lithic1:
I admit this mod is great.. and invaluable for me to the game.

I just have a couple of gripes/questions.

1. Harbors are empty. No sign of life whatsoever. Is this aimed at game balance.. ie.. preventing players from racking up huge scores?

It's aimed at realism, with a little bit of unwillingness to get caught up in a huge project thrown in. Here's the deal:

Firstly, in reality, U-boats very rarely got into enemy harbours. The only times it ever worked were early in the war, before defences were properly installed. So in reality, virtually no enemy harbours were penetrated and the chances of a commander sinking anything in a harbour was virtually nil - which is about the same chance as you get with no enemy harbour traffic.

Secondly, let's say we wanted to put enemy traffic in there. We spend up to an hour placing every ship and writing simple patrol routines for some of them. There are quite a few enemy ports to fill - let's say it only takes 100 hours - three weeks to do the major ports. After we do that, we have a big problem in that we have to defend the ports, otherwise there would be no point in players going anywhere else BUT harbours. So we put in destroyer escorts, minefields and sub nets. That's another two or three weeks - perhaps more because all the destroyers need to have patrol routines. Now we have another problem - we have to make sure that our new traffic doesn't collide with land, or the mines and subnets. This takes much longer - you have to test each ship in the game - rack up another 4 to 6 weeks spent tweaking. We also have to make sure that the AI avoidance routines don't cause ships to collide with mines or sub nets. This takes much more time testing each harbour. I'd estimate that each harbour would take at least a full week (more likely two) to fully populate and defend, and we would need at least 20 major harbours given this treatment. So finally, after a few months, we have traffic, sub nets, mines. Harbours are well defended and perfectly realistic. What are the results?

1. Players STILL can't attack enemy shipping in harbours. If they try they will either fail completely or get killed, just as was the case in reality.

2. Players will complain that whenever they get near an enemy port they get killed by mines or sub nets. They will be asking for a way to remove the mines and sub nets.

All in all, adding enemy harbour traffic would not be a very rewarding task. It's a losing proposition all round. No one gains anything by populating harbours. We can do it, but it means huge amounts of work and all it will do is make enemy harbours completely inaccessible (which kind of defeats the point of putting the ships in to begin with), and it will alienate more players than it impresses. I must admit that I've had too many complaints about the choices that have been made in RUb (deck gun reloads, the fatigue system, the murky water, etc.) to be willing to make yet another controversial mod, and with this one I know upfront that it would be controversial, so it's kinda like the deck gun mod in that sense, but unlike the deck gun mod, which took just an hour or so to do, this one would take months of hard work.


2. Night.. many Uboat attacks occured at night.. especially on convoys. However.. night is perpetually pitch black.. even in good weather and full moon. In fact ive read passages by uboat commanders where that was even to light for there taste.

Night is quite light in overcast conditions, and RUb's starlit night is actually brighter than the standard game. Generally speaking, RUb's night is brighter than the real sky. The problem is that most players play the game in a lighted room. RUb compensates for this to some extent, but if we compensate too much it starts to look odd.

Bubblehead1948
10-05-2005, 06:46 PM
http://forums.ubi.com/images/smilies/16x16_smiley-indifferent.gif I agree. Rub does what it does well.
The previously mentioned harbor mod works well for home port atmosphere, and populates enemy ports to a reasonable degree. This should satisfy most. I have once or twice gotten into a harbour to sink something, but by and large, avoid them just as a real sub commander would;
because of the possibility of destroyers.
The real opportunity and challenge lies in the sea lanes.