¿ Alguien sabe qué tal está el thunder at sea ?

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Boores
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¿ Alguien sabe qué tal está el thunder at sea ?

Mensaje por Boores »

http://forums.navalwarfare.org/showthread.php?t=6

Me estaba bajando el fighting steel project, para desempolvar el Fighting Steel, y he visto que ofrecen un simulador de campañas operacional, y me ha picado la curiosidad.

Saludos. :Ok:
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Re: ¿ Alguien sabe qué tal está el thunder at sea ?

Mensaje por Boores »

Tiene una demo. Es un mapa de europa, en el se generan contactos y cuando hay un encuentro, se genera un escenario, se abre el fighting steel project y ejecutas el escenario. Imagino que al acabar se guardarán los resultados en la campaña y se continúa el juego.
No está mal la cosa. Habrá que investigarlo más. Ojalá tuviesemos más tiempo :blabla:
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Re: ¿ Alguien sabe qué tal está el thunder at sea ?

Mensaje por morningsinger00 »

Pues parece interesante sí, a ver si alguien lo conoce o lo prueba y comenta algo.
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Re: ¿ Alguien sabe qué tal está el thunder at sea ?

Mensaje por Boores »

Voy a poner algunos screenshots que he hecho con la demo:



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Última edición por Boores el 24 May 2010, 16:00, editado 1 vez en total.
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<<Alios ego vidi ventos;alias prospexi animo procellas>>Marcus Tullius Cicero
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Re: ¿ Alguien sabe qué tal está el thunder at sea ?

Mensaje por Boores »

Many gamers still play FSP/TAS but we no can no longer fully support the titles at this time. FS has run into problem with its older 3D engine and the latest versions of DX and we have frozen development on TAS as we are now working on other projects such as WC:NAW, NC, and SAS-WW2. These forums are kept running so players can help each other and we will, when feasible, offer some limited support.

Como bien dicen no dan soporte. A mí me funciona con XP y una Ati 4670
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Re: ¿ Alguien sabe qué tal está el thunder at sea ?

Mensaje por Boores »

In other words, you use TAS to control various task forces on different missions and when they encounter an enemy task force then the information is captured in a FS scenario. TAS then launches FS and you fight the battle resulting from the encounter and at the end of the battle the results of the encounter are then loaded back into TAS and you resume your naval campaign, except that now the status of your ships and those of the enemy task force are updated to reflect damage, ammunition depletion, ships sunk, etc. It's a great combination and I am still having tremendous fun using these two games in this way.

Aquí dejan más claro como funciona.
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Re: ¿ Alguien sabe qué tal está el thunder at sea ?

Mensaje por george patton »

Gracias Boores, seguiré atentamente los cometarios y valoraciones que expongas. :Ok:
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Re: ¿ Alguien sabe qué tal está el thunder at sea ?

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NWS: Thunder at Sea is an operational naval campaign simulator centering on surface warfare that also includes air and submarine elements. Thunder at Sea uses the latest version of the Fighting Steel Project to resolve the resulting surface engagements. Thunder at Sea is capable of simulating any naval operation between 1890 and 1945, currently however it handles campaigns in the FSP time period (1939-45). Command the lonely Tirpitz lurking in Norwegian fiords, ready to pounce upon the arctic convoys. Lead savage encounters in the waters outside Guadalcanal. Hunt disguised raiders in the vast reaches of the Indian Ocean. Face the rain of steel conducting evacuations off Crete. Thunder at Sea comes with several operational scenarios including Operation Rheinubung, Guadalcanal, Malta convoys, Arctic convoys and German raiders in the Indian Ocean. Information on fates of individual ships recorded and presented after the battle. also included is a random scenario generator. In addition, users can create their own scenarios, or edit existing scenarios, as the scenario format is fully open and documented. Documentation of scenario format is included with the simulation.
Features:


* Full zoom capable detailed strategic map covering any theatre in the world.
* Land and weather effects included.
* Land based and carrier air, submarines and minefields.
* Recon by land or carrier aviation, or floatplanes.
* Shadowing by cruiser patrols.
* Realistically unclear, delayed, or even misleading sighting reports.
* Operational scenarios covering up to a month.
* Real time with pause function for orders.
* Realistic range limitations and refueling, at sea or in port.
* Missions for task forces include: Convoy, Tactical transport, Bombard, Mine laying, Intercept, Patrol etc.
* Surface battles are resolved using the latest version of the free Fighting Steel Project.
* Automatic feedback of battle results from Fighting Steel.
* Cause of loss recorded for every ship sunk or damaged.
* Play as either side or let the AI handle both sides and sit back and play the resulting scenarios.
* Campaigns with a series of linked Thunder at Sea scenarios in a specific theatre.
* The ability to edit your own missions using a scenario editor!





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Última edición por Boores el 25 May 2010, 11:08, editado 1 vez en total.
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Re: ¿ Alguien sabe qué tal está el thunder at sea ?

Mensaje por Boores »

THUNDER AT SEA MANUAL

Version 1.4

Copyright © 2003, 2004 Naval Warfare Simulations



ABOUT Thunder At Sea

Thunder At Sea is an operational-level simulation of naval warfare, using FS with the latest FSP version to resolve the resulting surface engagements. Thunder At Sea covers operational situations up to about a month in duration, and includes a campaign game with a duration of up to a year in time. Carriers are included, but the emphasis is on surface battles. Thunder At Sea can handle air aspects on the scale of Matapan or Bismarck, but was never intended to re-fight large carrier vs carrier battles like Midway.

Thunder At Sea has a mission system, which is intended to be flexible and variable. The AI will use different plans each time a scenario is played, and in some scenarios the forces will be varied as well. The AI never "cheats"! The AI in Thunder At Sea knows no more than the human player, and is dependent on the same, perhaps vague or misleading, reports as the human player for information on the enemy.

Thunder At Sea includes campaigns, where the sides execute a series of connected operations, for example a series of Arctic convoys during half a year or so, or the battle for supremacy in the Mediterranean between the British and Italian fleets.

Last but not least, the Scenario data for Thunder At Sea is in completely open and readable form. The intention is that any user should be able to edit or create scenarios. In the file "Thunder At Sea Scenario Format" there is information about how to edit or make a scenario.

TIME, DISTANCE AND LOCATIONS

All times in Thunder At Sea are given in GMT (or Zulu) time. This is because naval operations at this scale will cover several time zones, so using local time is not really an option. However, local time at the mouse cursor location is shown in the status bar below the map. Also, the resulting Fighting Steel scenarios will be in local time (I tried GMT, but that got FS confused about what was night and day).

Locations are given in Latitude/Longitude in degrees and minutes. The current location for the mouse cursor is shown in the status bar.

All distances are given in Nautical miles. You can measure a distance by double clicking the map and then moving the mouse around. The status bar will show distance and bearing from the point you double-clicked to the mouse cursor. Click again on the map to return to normal mode.

STARTING THE GAME

When you start Thunder At Sea, it will display a world map (and current day/night shading). To load a scenario, click the load button on the toolbar, which will display the scenario selection dialog.

After you have selected a scenario, you will be prompted for the side you want to play. You can also select "none" in this dialog, which will let you watch both sides. The "none" setting is mainly for watching what the AI does, useful when fine- tuning scenarios. It will let the player watch and give orders to both sides, although the AI controls the forces, and will often override orders if it thinks it has a better idea.

You can also start a random scenario, in which you can select the theatre and time for the scenario, and allocate forces yourself to the missions you are given to accomplish.

Finally, there are campaigns with a series of linked scenarios where ship losses and oil consumption are carried forward to the next scenario.

THE MAP

Zoom the map in and out by using the zoom buttons on the toolbar. You can also zoom in by pressing the left mouse button and dragging a rectangle. When you release the mouse button, the map will zoom to the selected area.

To move the map, you can hold down the right mouse button and drag. What this actually does is rotate the globe.

The map will jump to a selected TF or sighting if it is not visible in the map view.

GAME SPEED

The game can be paused or started with the play and stop buttons on the toolbar. Note there are options that will control whether the program is to pause automatically when you are notified of an event such as a TF needing new orders. Pressing the "P" key will toggle between pause and run. Game speed can be adjusted with the arrow keys on the toolbar. Game speed can also be adjusted with the PageUp and PageDown keys.

SAVING THE GAME

The game can be saved using the save command in the File menu. There are six save slots available. A saved game can be loaded with the load command. Note that multiple move objectives for TF’s are not saved, only the first objective.

A saved game can be restarted as either side (Exception: Campaigns can only be continued as the original player side). You should be aware that if you change sides, the AI's plans might be somewhat upset.

Thunder At Sea will autosave before every Fighting Steel scenario. If you should exit FS early for some reason, click cancel in the dialog after the battle, then load Autosave, hit run. There will be a sighting and FS will start up. Instead of starting the 'Thunder At Sea Scenario', select load game in FS and start your latest save of the scenario that caused the problem.

After each campaign turn there will be an opportunity to save the campaign and exit. There will also be an autosave when a campaign scenario finishes.

ORDERS TO TF’S

Your forces will require orders from you, the Admiral in charge. At the start of a scenario, your forces will move a short distance from their initial location, but if you do not give them orders, they will soon start patrolling back and forth in the same place, essentially doing nothing.

There are two ways to open the orders dialog to give orders to a TF. Either right click on a TF on the map or right click on it in the TF list to bring up the orders dialog. The TF list is in the panel to the left, under the TF tab.

In the orders dialog you can give a TF an objective or a series of waypoints to the objective, and set a speed. Objectives and waypoints are set by clicking the objective button and then clicking on the map. You can multi-select waypoints by holding down the ctrl-key and clicking. The last click for the final objective must be without ctrl and will take you back to the orders-dialog. A TF that reaches its final objective will start patrolling back and forth in the same place.

When giving orders to a TF, the current endurance radius will be shown on the map as a yellow circle.

There is also a calculate/predict button which will cause a range circle to be shown on the map. The range circle will show the reach of the current TF at its currently selected speed, in the number of hours set. This can be helpful if, for example, you want to set your speed so that you arrive at a bombardment target at midnight.

You can clear all objectives for a force by using the trashcan button.

If the force has exactly 2 waypoints, you can give it a sentry order, which will cause it to go back and forth between these two points.

If the TF contains a carrier, there will be a Launch strike button, which will let you order airstrikes on enemy TF’s that are spotted and in range.

The game will auto-pause while you are giving orders to a TF.

Note! You cannot give orders to forces just leaving port. This is because it might require some time to navigate inshore waters before reaching open sea. They will be able to receive orders in a couple of hours. Forces that have just been involved in battles are also temporarily unable to receive orders, as they are waiting for events outside the battle to catch up.

DETACHING SHIPS

You can detach a division from a TF by right clicking on it in the TF list in the main window (but not in the TF orders dialog). The detached division will form a new TF. You can also detach single ships, in which case you will be asked if you want to add them to the last division or form a new one.

SIGHTINGS AND REPORTS

When an enemy force is detected, a report will reach you. Reports will be displayed in the report list, under the reports tab to the left of the map. Reports will in most cases be more or less delayed, depending on the source. Naval air sightings and sightings by coastal forces are usually the quickest to reach you. Submarine reports have a variable delay, simulating that the sub might have to dive for a while before reporting.

Reports from land based air are usually the most delayed. Cooperation between Air and Naval forces was sometimes not what it should have been. The exact delay varies within a range in the scenario settings, to reflect national differences. For example in the Sportpalast scenario, there might be a substantial delay before Luftwaffe reports reach the Kriegsmarine, while the British are much better in this respect.

All sightings are randomised, so might be more or less reliable. Force composition, course and speed might all be off. There is even a small chance that a sighting is completely false.

If you select a sighting, a brownish line will appear on the map. This is the predicted track of the enemy force until the current time, assuming that course and speed estimates are correct. Some sightings do not have course and speed, and will thus not get a predict line.

LAND BASED AIR

Aircraft on carriers are the only ones you will have direct control over in the game. You are the admiral, and unfortunately, land based air is controlled by the Air Force, that is, the AI (OK, sometimes by the Navy or Marines, but you still cannot control them). Land based air will launch strikes on enemy targets, and will report sightings to you, though often with a substantial delay.

CARRIER AIR

As mentioned above you can launch carrier airstrikes by pressing the airstrike button in the orders dialog. You will be presented with sightings that are within range of the strike aircraft on your carrier. Select a target and launch the strike.

The airstrike will take off and move to the predicted target location. If it finds the target, or another TF, it will attack, but if the target information is erroneous or the weather turns for the worse, it might miss the target. NOTE! If there are friendly TF’s close to the intended target, there is a slight chance that the strike will erroneously attack your own ships.

Fighters are not represented in Thunder At Sea. Instead, to simulate CAP, carriers give a bonus to the AA capability of the TF they are in.

AIRSTRIKE RESULTS

When one of your TF’s is the target of an airstrike, you will be presented with a series of messages detailing results of AA-fire, the attacks of the planes and the state of ships that are hit.

However, when one of your airstrikes hit the enemy, you will only get a report, delayed as for all reports, which specifies what the pilots think they hit. You should be aware that pilots are an optimistic breed, and have a tendency to exaggerate. (Note: It is possible to get immediate reports of friendly airstrikes, see options).

SUBMARINES

Submarines are simulated in Thunder At Sea by sub patrol areas. Enemy forces moving in a submarine patrol area run a risk of being reported or attacked by a sub. You can see your own sub patrol areas on the map, but not the enemy's.

The risk of being attacked varies with the speed of the force, faster moving forces have a much smaller risk of being attacked. Having Destroyers and other escorts with the force will lessen the chance of successful submarine attacks.

A sighted convoy will attract submarines, so valuable fighting ships are advised to keep some distance from convoys in submarine waters. Submarines are "German" in behaviour, and will tend to prefer attacks on convoys, but will of course attack warships if the opportunity arises.

MTB’s

MTB’s, MAS boats, S-boats and other similar craft are simulated in a way akin to submarines, by areas in which these might attack. MTB’s will attack only at night and only if the sea state is calm or moderate.

MINEFIELDS

Minefield areas are locations where minefields might occur, usually around bases. When you move in an enemy minefield area, you run a risk of hitting a mine, or being reported by coastal patrol craft. The purpose of minefields in Thunder At Sea is primarily for discouraging TF’s from hanging around outside enemy bases, or otherwise moving in restricted waters where major surface units would not be risked.

The risk of striking a mine is reduced at speeds below 15 knots if destroyers are included in the force, it being assumed that some destroyers carry sweeping gear.

WEATHER

Weather is represented in two ways, sea state and cloud level. The weather is the same over the entire map, which is obviously unrealistic, but it is a good enough approximation for the purposes of the game. The current weather can be seen in the weather display on the lower left side of the main window. In addition, some types of weather will be shown by changing the colour of the sea in the map display. Fog will result in a whitish grey colour, precipitation in blue-grey, and storm in a darker blue-grey shade.

When the sea state is heavy or storm, the speed of ships is restricted, and they will consume more fuel. Note that the speed restriction due to bad weather is larger in TAS than in FS. Ships would accept a risk of weather damage in actual combat, but not when travelling.

Storms will also stop all air operations. When the cloud level is overcast, air search is halved in effectiveness, while precipitation hinders all air search.

Haze, fog and storm will reduce the surface sighting distance.

Note: The likelihood of bad and good weather can be adjusted in the scenario files, to differentiate the weather in for example the Mediterranean and the North Atlantic.

SURFACE COMBAT

Whenever two forces detect each other, a FS scenario file will be generated, and Thunder At Sea will start Fighting Steel. The scenario will be found under Editor Scenarios, and will be titled "A TAS scenario". The type of scenario depends on the circumstances in Thunder At Sea. When one side has a convoy, the scenario will obviously be a convoy scenario. Some battles will be evade scenarios, based on the ratio of forces and if one of the sides is cautious. The purpose of this is to get the Fighting Steel AI to behave in an appropriate way. Points for disengaging or completing missions in FS have no effect in Thunder At Sea and the Victory Point values per ship may also vary. In particular the points for sinking Merchant Ships are reduced in Thunder at Sea to reflect the advantage the player obtains in campaigns from preventing the successful completion of a convoy mission.

Thunder At Sea will autosave before every Fighting Steel scenario, just in case something happens to end the game prematurely.

After the FS scenario is resolved, Thunder At Sea will read the After Engagement file created by Fighting Steel to get data on damage, ammo consumption, etc.

The participating forces will be frozen in Thunder At Sea after the battle, for the same time the battle took, so that non-participating forces will be given the chance to move in this interval. There is a possibility that the forces frozen whilst involved in the combat will also be reported as suffering other effects, such as air attack, during this period. For game purposes it should be assumed that these events occur just after the resolution of the FS battle, or during the battle, as for example at Matapan.

As there are no CV’s in FS, a special solution has been implemented if a carrier is involved in surface combat. The carrier is removed from the scenario. Then, after the scenario, if all ships on that side are sunk, the carrier is assumed to have been sunk too, otherwise it is assumed that the carrier has been successfully screened.

IMPORTANT! Ships sunk by fires after the Fighting Steel scenario, will NOT be sunk in TAS. Also do NOT use surrender in FS scenarios generated by TAS, as that will produce inconsistencies in the end of engagement file that will confuse TAS.

SHADOWING

Forces with patrol missions will attempt to shadow enemy forces they encounter. They will continue shadowing until they lose contact, sending continual reports on the enemy. If you are the owner of a force that is being shadowed, you will get a message that your force is being shadowed when shadowing starts; you will not be notified if or when they lose contact (remember Admiral Lütjens on the Bismarck).

A shadowed force cannot do anything to engage the shadowers. It is assumed that they will escape after a few salvoes, as did the pursuers of the Bismarck.

ENDURANCE AND REFUELLING

All ships have an endurance value. You will be warned when a ship is close to its endurance limit. Ships can refuel in any friendly port with a round map symbol. Ships which run out of fuel completely will be restricted to 5 knots speed.

Note! When a force is running low on fuel, it is usually the destroyers that will run out first. You can detach the destroyers and carry on with your larger ships, at some increased risk of submarine attacks and other ill effects from not having a destroyer screen.

It is also possible to refuel from a replenishment TF. Just move the two TF’s close to each other and refuelling will start. The refuelling TF will automatically match speed and course to the tanker. Max speed will be 5 knots during refuelling at sea. The ammo of the refuelled ship will also be replenished at the same time, but at a very slow rate.

ENTERING PORT

When a friendly TF enters port, you will be asked if you want to dissolve the TF or not. If you dissolve the TF, all ships will be available in the port for forming new TF’s after refuelling. If you do not dissolve the TF, it will refuel and rearm, and be available for orders after an appropriate time interval.

To form a new TF in a port, right click on the port symbol on the map to bring up the base dialog where ships can be added or removed from the TF by clicking on arrow symbols. This requires that there are some ships in the port of course, which there will usually only be if you have dissolved a TF in that port.

MISSIONS

All TF’s have a mission. The mission type and target can be seen in the orders dialog for the task force. Missions are primarily a tool for regulating AI behaviour, but some mission types require the player to bring forces to certain locations. These are: Breakthrough, Bombard, Tactical transport and Minelaying. In these cases, the target of the mission will be marked with a cross on the map.

Success in Convoy, Transport, Minelaying and Bombard missions will give a number of victory points. The current success status of your missions can be seen in the Scenario status dialog, reached in the Scenario menu. There you can also see the current damage state and cause of damage of your ships.

Scenario status will also be shown after the scenario is finished, and then you can see enemy missions and losses as well.

VICTORY POINTS

Victory points are awarded for completing missions and for sinking enemy ships.

Intercept and Cover missions do not receive any VP's. They have their own rewards so to speak, as a successful intercept mission will mean lots of enemy ships sunk, and a successful cover mission will earn you points for the convoy.

Breakthrough and Bombard missions will earn points depending on the combat strength of the ships participating, up to a maximum of 100 VP's for bombard missions.

Tactical transport will earn points depending on the number of TR's, DD's and CL's participating.

Minelaying will earn points depending on the number of destroyers and cruisers participating.

Convoys will earn points depending on the number of TR's participating.

CONVOYS

Convoys cannot be controlled by the player. This is partly for realism reasons. Even if convoys could technically be given orders, this was often impractical or avoided due to the risk of disclosing the locations of forces by use of radio. The convoys in the game simply follow along (but not exactly) the convoy path to their objective.

Some scenarios might have convoys with zero speed, simulating anchored transports. These will not move until they have been engaged in surface combat.

RAIDERS

A TF composed of only one auxiliary cruiser (Q-ships in FS) is considered to be a disguised raider, and is somewhat harder to spot than other TF’s.

When a TF composed of a single raider is engaged in combat, there is a chance that the combat will start at very short range. This simulates that the raider has tricked the enemy ship into approaching too close (the Sydney syndrome).

MERCHANT SHIPPING

Merchant ships sailing independently are simulated by merchant shipping areas, which are shown bordered by a green line on the map. TF’s within these areas can sight and sink enemy merchantmen. This is automatic, and will not generate an FS scenario.

Sinking merchantmen is not so easy as it might seem; it will take approximately 3 days between sighting a merchantman in average weather. Sighted merchantmen might send a distress signal, which will generate a sighting for the other side. The sinking side gets VP’s for each sunk merchantman. The running tally can be checked in the menu Scenario - Scenario status.

FLOATPLANES

Most large warships carried floatplanes for recon and observation purposes. However, these were not always employed on recon duties. In Thunder At Sea, floatplane capability will be activated in some scenarios where floatplanes were historically put to efficient use. Floatplane recon range is not shown on the map, unlike carrier recon, but ships carrying a floatplane will have an F after their name in the ship list. The chance for a floatplane to make a sighting is significantly less than for a carrier air group, due to the smaller number of aircraft involved. Floatplanes can only fly when the sea state is calm or moderate, and the weather otherwise allows air operations.

Only undamaged ships can use their floatplane capability, as the floatplane was typically among the first items damaged when a ship took hits.

AA CRUISERS

Some cruisers were designed or rebuilt as AA cruisers with increased AA-capacity. These will contribute more to air defence that normal cruisers. AA cruisers in Thunder At Sea are the Carlisle, Dido and Atlanta classes.

OPTIONS

In the options dialog you can customise a number of aspects of the game.

Message options lets you adjust how the simulation alerts you to different occurrences. These range from pausing the game and displaying a message box to ignoring them completely, and should be pretty self explanatory.

You can also decide what information in the form of range circles etcetera that you want to see on the map.

Lastly there are some realism options that might require more explanation.

With breakdowns selected, your ships run a small risk of having a mechanical breakdown. This is dependent on speed, so running around at high speed for extended periods of time will result in more breakdowns. Turn this off if you don’t like fate throwing spanners in your turbines.

Unrealistic reports will give you an immediate report when a friendly airstrike attacks an enemy TF. Otherwise, you will get delayed and possibly overoptimistic reports.

Variable player start locs will cause the human side to have variable locations for the TF’s at the start of a scenario. Normally, only AI controlled forces have variable start locations. Note that this will only affect single TAS scenarios, not campaigns, where the locations and missions are already very much variable and randomised.

CAMPAIGNS

A campaign consists of a number of campaign turns, which will be either a week, a fortnight or a month in length. Each campaign turn will have one TAS scenario.

STARTING A CAMPAIGN

You start a campaign by pressing the "New campaign" button. Then select a campaign in the select campaign dialog, and select the side you want to play.

BEFORE A TAS SCENARIO

At the start of a campaign scenario you will come to the campaign form, where you will see the missions you have been given this scenario, as well as the ships you have at your disposal. You can now assign ships to the forces that are to execute the missions. First create a division with the "New division" button, then select that division and the ship you want to add, and press the "Add ship" button. You can change the formation of a division by right clicking on it. Note that only destroyer divisions may start in line abreast formation.

Activating a ship costs a number of operations points (OP's). See further under Operations points below.

If you do not want to go through the details of creating forces for yourself, you can press the "AI assigns ships" button, and let the AI create forces for you. You can always go back and edit the forces afterwards if you are not satisfied with the AI dispositions.

Note that you do not need to delete empty divisions, they will be removed automatically once the TAS scenario starts. When you are satisfied with your forces, press close to continue to the TAS scenario.

Important: Divisions containing one or more aircraft carriers will be omitted from FS scenarios (see Surface Combat above), so don't place other important assets in the same division with a CV.

AFTER A TAS SCENARIO

After the scenario you will see the victory points dialog, just as after a normal TAS scenario. After that, you will get a chance to study the map after the scenario (in case you are curious where that enemy TF were hiding out). Press continue and you will come to the Campaign Aftermath dialog. There you can see which of your ships have been damaged, and the level of damage. Ships that have medium damage or worse will be automatically sent to shipyards for repair. Lightly damaged ships will remain in the available ships list, and you must decide yourself if and when they are to be repaired.

Ships in the repair list will be repaired in the order listed, so if you have a ship that you want repaired quickly, make sure to move it to the top of the list. Note that a battleship will take much more resources to repair than a destroyer. Each side has a number of repair points that determine the capacity for repairing ships. In some campaigns, one side will have no local repair facilities, and thus no repair points. In that case all repaired ships will be withdrawn automatically, except for some light damaged ships, which might be repaired locally. Usually, that side will have frequent reinforcements instead. That is the case for the British side in the Odyssey campaign for example.

Transports are recycled, so will be back next turn no matter how many times they are sunk. The enemy gets victory points for sinking them of course. In some campaigns, one side will have destroyers recycled. This is because some nations do not have enough destroyers in FSP, and would rapidly run out of them otherwise. This applies to the Italians in the Odyssey campaign for example.

After deciding which ships are to be repaired, you will get an opportunity to save the campaign and exit, to continue playing some other time.

OPERATIONS POINTS

Operations points simulate the resources and logistics needed to keep major surface units operational, chiefly oil. Each side in a campaign has a number of operations points that they start the campaign with, representing stockpiled oil and other resources. Each campaign turn (scenario) they will receive a number of new OP's. OP's can be saved for use in later campaign turns, so it can sometimes be a viable strategy to send small or no forces to sea, to be able to send out a bigger force the next turn.

Each ship type costs a certain number of OP’s to activate for a scenario. Battleships for example, being a lot more resource consuming than destroyers. The OP cost for each ship will be shown in the ship list in the campaign window.

REINFORCEMENTS

Each campaign turn you might receive reinforcements. There is also a possibility that some ships might be withdrawn.

EXPERIENCE

Each side in a campaign has a base experience level and a base nightfighting level. Ships will tend to gravitate towards the base level over time. However, ships that are on active duty, and especially ships which have been involved in combat, will have a chance to increase their experience level. Naturally, ships on active duties will also have a better chance to remain on a high level, while ships that sit in port will tend to decline. The experience and nightfighting ability for each ship will be shown in the ship list in the campaign window.


Al final he picado :bang: os pongo el manual para que veais mejor lo que añade.

Por cierto muy majo Cristopher Dean, muy atento. Sí señor. Le da mil vueltas a Matrixgames.

Saludos :D
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Re: ¿ Alguien sabe qué tal está el thunder at sea ?

Mensaje por Stratos »

El problema del TAS es k el FS no modela muchas cosas como la tierra, el espacio de tiempo es limitado etc. Una versión moderna con el NAW como base hubiese estado mucho mejor.
-Los pilotos de caza hacen películas.
-Los de ataque hacen historia!

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Re: ¿ Alguien sabe qué tal está el thunder at sea ?

Mensaje por Boores »

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Re: ¿ Alguien sabe qué tal está el thunder at sea ?

Mensaje por Boores »

En los anteriores screens os pongo el proceso a seguir tras un encuentro con la flota enemiga.

El juego funciona a la perfección. En los famosos menús en 2d que antes se colgaban mandándote al escritorio ahora van perfectamente.

No sé si la IA ha sido manipulada por el mod FSP, pero en la batallita, modo fácil, me ha ganado la IA, también hay que añadir que casi no me acuerdo del juego :D

Al terminar el propio Thunder at Sea, guarda los resultados de la batalla, los barcos hundidos etc y los suma a la campaña, escenario, etc en el que juegues.

Es una gozada 8)
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Re: ¿ Alguien sabe qué tal está el thunder at sea ?

Mensaje por Silverman »

Muy buenas. :D

Pues es una lástima que esté en inglés, perdería demasiado tiempo y hay otros juegos en cristiano a los cuales deseo hincar el diente.

Ya jugué al faitink estil hace muchos años, creo recordar que el juego era de 1.996 y estaba optimizado para el windous 95. Los gráficos en 2D me parpadeaban sin parar, aunque recrear los encuentros del Bismark y del Graff Spee no tuvo precio. :palomitas:

¿Siguen sin haber islas ni zonas de tierra? imagino que tampoco aviones.

Muchas gracias por la información Boores. :Ok:

Saludos.
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Re: ¿ Alguien sabe qué tal está el thunder at sea ?

Mensaje por Boores »

Hola Silverman, los aviones los simula el programa que hace la campaña, igual que los submarinos etc, y afectan, mucho, ya que te hunden barcos los cabritos, pero en el juego táctico, el 3d, como sí estaba limitado en este aspecto, no aparecen.

Saludos :Ok:
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Re: ¿ Alguien sabe qué tal está el thunder at sea ?

Mensaje por Silverman »

Hola de nuevo Boores. :D

Ya me acuerdo que los aviones y submarinos se trataban de manera abstracta aunque efectiva e incluso realísticamente. A mi me sucede como a otro compañero de foro (creo que se llama Rottweiler o algo así) que le gustan desde las galeras hasta la I Guerra Mundial, a un servidor incluso hasta la II Gran Guerra, aunque entiendo esa omisión, pues en 1.918 todavía no existía la aviación anti-buque prácticamente, arma que cambió por completo el combate naval. Ni tampoco la electrónica, nada de radares, todo a ojo, es más romántico. :army:

Es un tanto extraño que en todos estos años no se hayan desarrollado más juegos en 3D sobre la temática naval, excepción de los Silent Hunter de submarinos y algo de la marina vélica. (De vela) Cuestiones de mercado supongo. He visto uno que recoje la batalla de Thushima de 1.905, Guerra ruso-japonesa, se llama Distant Guns, aunque vi en su página que era caro de descargar y las críticas que le dábais no eran del todo favorables. :roll:

Ayer mismo me tropecé con un hilo-informe tuyo bestial sobre uno de Jutlandia, :W00t: creo que los desarrolladores son los mismos que hicieron el Distant Guns, el caso es que era muy tarde y lo aparqué en tareas pendientes para hoy. Así que no comento más hasta devorar ese informe con tan magnífica pinta. La época en cuestión me atrae y no está tan explotada, el inconveniente de las máquinas de carbón estaba en que eran una jodienda para los tripulantes, pero como aquí no nos da el hollín en la cara, todo son ventajas. :Ok:

Muchas gracias por todo tu trabajo Boores. Saludos. :aplauso:
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