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Old 06-25-21, 01:55 PM   #3523
Bubblehead1980
Navy Seal
 
Join Date: Apr 2009
Location: Florida USA
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Quote:
Originally Posted by flaminus View Post
Yes,it seems this file will not affect the crew models, very strange reason.
Btw, the original night is dark enough i think, how can we see enmy ships in a really really dark night.

Others responded but since I spent a huge amount of time adjusting this in SH 4 to get things right , figured would weigh in.

A major problem with SH 4, any version and any mod have encountered is it is impossible to simulate historically accurate night surface attacks. In stock, it was outright impossible. Nights were far far too light for nights on open ocean. This permitted hawkeye, sniper like vision from escorts at night.

This obviously is a major issue, especially in later war as it prevents proper simulation of how US submarines operated. Really was a huge missing element in the game because frankly, night surface attacks bring a whole other level of intensity and fun into this sim.

In TMO, one could work into position but always had to fire from excessive ranges such as 4000-5000 yards, when subs often went in to 2000-2500 yards from targets on the surface. , sometimes closer.A submarine is quite difficult to see on the surface at night. Then one torpedoes hit, 8 out of 10 times player was shot up by gunfire from sniper like escorts and merchants.


So for my TMO update...I made it a major goal to make realistic night surface attacks happen, which includes ability to maneuver on surface .


The darker nights mod changed things, but required some adjusts to the visual settings in sim.cfg to work properly, otherwise ships were blind.


Now, in TMO, player can pull off these attacks in a historically accurate manner, with proper tactics. One can even slip past the escort screen get inside a convoy and attack from within, and escape. Of course a number of factors involved.

As far as seeing the enemy, well player can still see them. However, its more realistic, you're not going to identify a merchant from 9000 yards at night as before lol. Crew sometimes can with the ID ship function. I wait until closer. Just close in and find best target I can. Study of ship silhouettes matters so you can instinctively identify class of ship....tanker, large merchant etc before getting class enough to name it. Player also has to learn to make more "on the fly " shots and maintain situational awareness, especially one first attack has pulled off and are inside the convoy. Dodging gunfire from close merchants(they are no longer sniper like) and of course the escorts which will rush in to the scene of the attack. 90 percent of the time I play without map contacts and camera, and can quickly plot a solution.


I have not tried the darker nights with FOTRS yet, but will soon and will likely require some adjustments to work properly.
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