Path: utzoo!attcan!uunet!tut.cis.ohio-state.edu!ucbvax!agate!tornado.Berkeley.EDU!felixh From: felixh@tornado.Berkeley.EDU (Felix Hack) Newsgroups: comp.sys.amiga.games Subject: Re: 688 Attack Sub: Why not modem support? Message-ID: <1990Oct21.214110.713@agate.berkeley.edu> Date: 21 Oct 90 21:41:10 GMT References: <3403.271f81b6@cc.helsinki.fi> Sender: usenet@agate.berkeley.edu (USENET Administrator) Reply-To: felixh@tornado.Berkeley.EDU (Felix Hack) Organization: ucb Lines: 20 I too was disappointed with the lack of modem support. About the only thing I can offer is that I remember reading on GEnie that the PC's modem play option didn't really work. As it stands, I would much rather play Red Storm Rising. It may not have all those neat ship and whale sounds, nor pretty graphics through the periscope, but the simulation is much more realistic. I mean, it's one thing to give all torpedoes, whether helo-dropped Mk46 or tube-launched wire-guided Mk48 the same 10-mile range. That's pretty bad, but you can say "all right, if that's what it takes to play better/faster, maybe that's OK." What's not OK is the stupid way that sonar performance drops off to the rear when using the towed array. The whole point (or at least one point) of using such a towed sonar array is to be able to hear behind the submarine. This part of the game makes relistic tactics unusable. You can't hang back, track the contact for a while, figure out what it is, and proceed. In the game you HAVE to point your nose at him, thus closing all the time. At that time his buddy could come up behind you, and you'll never hear him. As I said, give me RSR over 688 anyday. It even gets those oh-so-difficult to program torpedo ranges right.