I have been to 90+K with a Type VIIB in 100% realism. I wasn't picking targets. (I wasn't letting coastals go.)
On any level beyond the very low ones it takes eihter a bit of luck or a bit of strategy such as port hunting.
Skill makes things much easier, but how would you know who in the 100K club used skill and not a bunch of saved games?
In short, the whole realism settings in the game and how its set up is nothing more than a difficulty setting, not actual realism. The more you take away the harder it gets.
Novice
Amature
Normal
Hard
Veteran
Insane
You will surely die
Basic levels of difficulty in other games wording, SH is the same thing but called realism and the realism levels arent real, only a few are not all of them. Ever play DOOM? Then Im sure these settings I quoted look familiar.
Originally posted by stinkhammer6:
Ever play DOOM? Then Im sure these settings I quoted look familiar.
I do have Doom. Never played it though... not really my kinda game.
Actually, I have 2 copies of Doom 3 (they came packaged with my GPUs) still haven't bothered to remove the shrinkwrap. Anyone want to buy one cheap?
No problem. I didn't mean to come across as being defensive, although reading back over my reply I can see how it may have looked that way.Originally posted by aaronblood:
Consider my statement retracted.
It's nearly done. I expect we'll be releasing it this weekend.I'm waiting to hear some reports on the latest update of RUB before I jump in. How's it coming? ...or is it done?
Yeah, that's it. Basically, full realism would give you more contact info, because you have a guy marking contacts and courses as you call out ranges and bearings. In my view, true realism is somewhere between the settings that the game allows. In real life you'd get a contact 'estimate', which would have a factor of error. In the game, you either get nothing at all, or you get a precise position.Originally posted by aaronblood:
I suspect you mean reality was more of a blend of the two which is not modelled in the game...
RUb reload times are based on real patrol reload times. We didn't just guess, so there is no possibility of 'overcompensating'. We weren't trying to 'compensate' for anything. We were just making the reload times historically accurate. If anything, the RUb reload times are a bit too fast, because the average reload rate in real life battle conditions was about 80 seconds. </div></BLOCKQUOTE>Originally posted by Beeryus:
<BLOCKQUOTE class="ip-ubbcode-quote"><div class="ip-ubbcode-quote-title">quote:</div><div class="ip-ubbcode-quote-content">Originally posted by aaronblood:
Reload times are a tad too quick. I think they over compensated in the RUB mod though.
why was it 80 seconds? whas it some technical reason, or was it because when they used the gun they were not in a duel but could take their time? just curious ...
It's definitely not a case of them taking their time. There were definite dangers that would make them want to reload as fast as possible. The danger of air attack was a big one. No, there was a technical reason. U-boats only carried a very small supply of ammo on deck (20 rounds). That supply could be loaded and fired fairly quickly once the crew was at the gun and once it had been un-waterproofed and made ready. The problem was that after those few rounds, the gun had to be resupplied by ammunition that had to be carried from a cabinet through the zentrale, up through the conning tower and onto the bridge, then down the ladder to the deck and to the gun. Also, during a gunnery attack, only a few men were allowed on deck due to the possibility of air attack. All this contributed to an average reload rate of over a minute. Unfortunately the game doesn't allow us to simulate two separate reload rates (one for ready ammo and another for stocks held below deck), so RUb goes for a straight average which takes into account manning and set-up time, as well as the fast reload and the slow reload, to give one average reload time.Originally posted by Maj_Solo:
why was it 80 seconds? whas it some technical reason, or was it because when they used the gun they were not in a duel but could take their time? just curious ...
What we call realism really is just difficulty, but there are other things i feel could be called making more realistic, for example, gathering the attack data yourself (i enjoy doing this), in real life it wasnt just a 'point and shoot' affair.
But i do agree that it is just difficulty. 'Realism' would be the fear and excitement, and the 'human errors' of your crew. Your right berryus that we get completely accurate contact data, and nothing happens to your crew like falling ill during a voyage etc. We are ourselves unlikely to die from depth charging from this game, therefore the fear element isnt there (idea for a mod anyonelol)
Like i said before, you can only simulate realism up to a point.
Cannon
I disagree entirely with that. You can only simulate reality up to a point, but realism is easy. All you have to do is make the player act in a way that mirrors reality. Fear can be simulated by various methods: in an aircraft simulation for example, the joystick can freeze up intermittently (to simulate panic) during a dogfight if your pilot is inexperienced. You don't have to simulate the fear - all you have to do is simulate its effects. Fear and inexperience manifest themselves in ways that can be simulated without the need for the player to be in actual danger.Originally posted by CannonFodda_99:
Like i said before, you can only simulate realism up to a point.
Hmmm... I think you guys are making this more complicated than it is. "realism," "reality," "difficulty," what we are getting into now is semantics.
The basic fact is, gathering target data yourself versus having a supercomputing, 100% accurate officer "assist" you is more challenging, more realistic, and more difficult.
You can say its more "realistic," more "difficult," or whatever, the word choice doesn't change the core idea that it is harder/more challenging/more realistic/closer to reality/more immersive than just pointing at a ship and getting a perfect firing solution.