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Old 06-23-08, 07:49 PM   #61
Blacklight
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Games that never leave my hard drive:
Sub Command with SCU/SCX
688i Hunterkiller
Dangerous Waters with LWAMI
Silent Hunter III with GWX 2.1
Harpoon 3 Advanced Naval Warfare
The Operational Art of War III
City of Heroes
Neverwinter Nights
Freedom Force


So yes... I still play Sub Command
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Old 07-22-08, 07:02 PM   #62
VonGlaus
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I still play it, because it runs on my laptop. When I'm stuck at work for a week at a time it keeps me happy. I still like SH3 better...
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Old 08-12-08, 10:34 AM   #63
Capt Hook
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Glad I found this thread, I remember buying SC so many years ago in a bargin bin. Gonna seek it out in my storage unit and fire it up again. Waiting on a copy of Shells of Fury I bought last night.
And I thought I never had a sub game, Oh well! Now I have two. Hope I can get it before you guys move on to other sims.
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Old 08-13-08, 04:00 PM   #64
Frame57
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I still like Sc better than DW. I tried the fury game and found it to be a bit cheesy,
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Old 08-24-08, 01:14 PM   #65
Capt Hook
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Cheesy! LOL!

One must start at the bottom of the class, mate. Then come to appreciate the finer games ahead. Gotta find me a couple three lg. ball bearings to twittle with till IUF comes out.
Untill then, I'll stow me gear and continue fightin the tea bags over Flanders field in my DR1.
Flying coffins, Steel coffins, your still gonna die.

Da Hook
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Old 08-24-08, 11:33 PM   #66
Frame57
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Quote:
Originally Posted by Capt Hook
One must start at the bottom of the class, mate. Then come to appreciate the finer games ahead. Gotta find me a couple three lg. ball bearings to twittle with till IUF comes out.
Untill then, I'll stow me gear and continue fightin the tea bags over Flanders field in my DR1.
Flying coffins, Steel coffins, your still gonna die.

Da Hook
Ya gotta love it. We have come a long way since Atari
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Old 08-29-08, 12:55 AM   #67
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I confess myself very torn at present. I've been playing DW religiously these past few weeks (and finally getting the hang over driving my precious Akulas, especially K-461), and I must confess it seems nowhere near as... frustrating as SC was in my memory, especially with the SCX mod added (dim memories of trundling along cautiously at five knots and being bombarded with Mk. 46s by SH-60s spring to mind!).

On the other hand, as many have pointed out and I myself have realised, only SC with SCX can give you that really hectic, frankly downright scary Cold War Feel to a mission. I only realised this yesterday, when attempting to make a quick Cold War G-I-UK breakthrough mission brought home to me the sadly curtailed number of units available to us poor DW players - whither the Swiftsures, the Sturgeons, the mighty Alpha and Sierra-II? When one remembers being able to set up Mediterranean Cold War battles in which half a dozen Julietts, backed by some Charlies and a selection of varied classes of attack boats (including some decidedly antediluvian Foxtrots!) could make co-ordinated attacks against a US CVBG, it's certainly a come-down.

Out of curiosity, which of the two would people rate as more realistic? I know it's a bit of a daft question (mostly because I wouldn't have much clue either way; my knowledge of naval warfare is purely theoretical, thank you very much medical unfitness for service), but it's been bothering me for some days of late. In DW (with LWAMI) I've found it possible to sink the Constellation and two escorts, all without coming under serious attack apart from the odd Mk. 50. To my memory, attempting such in SC (especially using the sort of close-range attacks I prefer to employ) would see one swiftly riddled with torpedoes.
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Old 08-29-08, 03:05 PM   #68
Frame57
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Hi Air hippo. The realism question is one I ponder too. Because I have found the auto crew to basically suck. As ooposed to what we did in reality in the cold war. Our ability to pick up Soviet boomer was un-paralleled. I cannot get the game to pattern this. Even using the latest and greatest Seawolf. I noticed that these subs cannot adjust trim angle which is vital to get deep fast. However in the 688i game even though I cannot manually adjust the trim angle of the boat the game will produce 30 degree up or down angles. These are without a doubt the best sims for modern subwarefare but personally they do not offer realism in my experience. They based it from Sonalysts and revolved it around sonar. Great if you want to be a sonar tech. But no game offers a real CO experience. Take care and I am sorry to hear about a medical condition. maybe we will make you an honorary submariner. you can still joint the Naval Submarine league which supports our Submarine service and gets in congresses face when need be.
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Old 08-30-08, 02:12 AM   #69
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Haha! Nice to hear an endorsement from a genuine submariner, even one from across the pond - this sceptred isle's senior service has a long-running rivalry with you damned colonials over who's best (and naturally I'm partisan) . The medical condition's asthma, incidentally - can't imagine it being a problem on a Trafalgar or a Resolution, but who am I to argue with Her Majesty's Government eh? Although I do wonder if there's a similar group of the Naval Submarine League in old Britannia... hrm...

Anyroad (to get back to the subject) - correct me if I'm wrong, but trim angle adjustment is the process of altering the submarine's angle relative to the horizontal by flooding and blowing ballast tanks through her length, hence the vast numbers of polished sea-cocks on that old Foxtrot at Liverpool (which, sadly, has now been sectioned by being cut in two - what a fate for a poor old warrior like her), right? I always figured it was modelled in the game's diving/rising mechanics, rather than relying solely on the planes.

Interestingly, I seem to remember that the SC Akulas would adopt quite steep dives if you were going fast enough - orders to "set depth four hundred metres" (when running at, say, 120m) issued at 25 knots usually produced an angle of about 20 degrees, if memory serves. DW's boats seem rather more reluctant to nosedive, and I have often wondered if this is a limitation in the game engine. Maybe it also precludes crash-diving, something I've often sorely missed when some twat in an Orion is ploughing towards me and my boat's diving with all the urgency of a bag full of helium.

I've also noticed the auto-crew being of various degrees of suck; they're noticeably reluctant to classify anything as anything until they've popped out of an escape hatch to inspect its bloody hull number, which is very handy when you're pretty sure there are two or three 688s nearbvy and they refuse to make them anything more substantial than "that bit of noise in the ocean, tovarishch Kapitain". And let's not get started on those useless bloody radar operators...
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Old 08-31-08, 01:10 PM   #70
Frame57
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After two and half hitches in the sub service i developed ulcers and had to get out. sad day for me, but i will cherish the time i spent on those boats forever. In combat tactics providing a sub has acheived neutral bouyancy, trim angle is produced by speed and the degree of plane usage. Certainy you blow forward ballast to increase that like when an emergency blow is conducted for example. The critical thing is to either get above or below a layer-fast if a torpedo is in the water. Or even emergency surface if you are gambling on the enemies presets. In Sc I put the Seawolf to a flank bell and ordered a 900 foot depth and the sorry SOB's could only give me a 7 degree down angle and it took me what seemed forever to get to 900 feet. Well the helo sunk my arse rather well. Not too mention that in real life our sonar can estimate the incoming speed and range of a torpedo which we do not have in the game. If I have an incoming torpedo that is within 300 yards I am going to use countermeasures obviously and high speed changes in depth and course.

I had the honor to have some suds with some British Submariners back in 1980. I was envious as they told me they get to have beer on the Sub. I was shocked in a good way and wanted to be a British sub sailor ever since
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Old 02-03-10, 07:58 PM   #71
xptical
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I just reinstalled SubCommand and Silent Hunter 3. Any must-have mods?
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Old 02-04-10, 04:37 AM   #72
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For Sub Command, the usually recommended mod is SCU/SCX that can be found there :
http://www.subguru.com/downloads.html

But notice that the missions and campaigns from unmodded Sub Command will be rather broken with SCU/SCX, as Sonalyst missions were not designed not for the specific SCU/SCX detection , range, etc, that can lead into problems.

By example in the "super escort" mission in which if played with SCU/SCX will have the tanker destroyed 1 minute after mission start by surface missiles shot by some Kilo from the other side of the map, and so leading you to fail the mission (as you are supposed to hunt and sink 2 Kilo before the tanker arrive on their location).

If you install SCU/SCX, to spare you frustrating time, it is better to then download and play with missions designed for SCU/SCX.
You can find a bunch of them here :
http://www.subguru.com/missions.htm
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Old 02-04-10, 11:29 PM   #73
xptical
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Thanks. It even looks like there are a ton of training missions designed for the modded version.

I think I'll play the unmodded version a while and then see where I go from there.
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Old 03-03-10, 04:28 AM   #74
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Reinstalled the game again (SC) , i like nuclear sub sims.
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Old 03-03-10, 06:06 AM   #75
goldorak
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Quote:
Originally Posted by fastbikkel View Post
Reinstalled the game again (SC) , i like nuclear sub sims.

Then you should try Dangerous Waters.
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