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View Full Version : TMO2, enemy surface radar ?


Armistead
10-09-10, 10:11 PM
With a Gato in calm waters, at 28ft the engines will engage, although they lack full speed, basically running decks awash, con tower fully exposed. Doe's this have any effect on enemy surface radar, range, ect?

What about angle?

I don't think it doe's. I was doing this with one TF, one to charge batteries and two more speed to get in position. The DD's finally came at my position at roughly 7nm.s away. It was night and fog, so they couldn't see me. Also, it was Oct. 42, I assume the capital ships have radar then as nothing else would explain it. Course I often wonder why DD's come at you fast from 7nm plus away when it seems impossible they could..no complaints, just wish I knew what was the cause to better deal with it.

Another question, surface radar use. Can they home in on your use of it? In reality I don't believe they had directional capacity with surface radar, but what about your radar. Obvious in game they come right to you. When I have radar on and they're coming at me fast, I can cut it off and run away, later cut it back on and they're often going back to the TF. I"ve never got the full answer to this.

I never do status reports, but what is the range that they can pick them up. I assume a TF must be in your contact zone for them to do so?

Game wise, not real life answers please, unless comparing.

tater
10-11-10, 02:19 PM
TMO has the Type 13 and Type 21 radars set to have a min height of 0.

The 13 ne3eds to only detect planes, so set the height at a few hundred meters.

The type 21 could detect large ships at 20 miles, so perhaps set the minheight on the 21 to 5 to7 meters? That might possibly allow it to detect a surfaced sub. Ducimus would know better.

tater
10-11-10, 02:30 PM
http://www.subsim.com/radioroom/showthread.php?p=1512917#post1512917

modlet for ya.

Bubblehead1980
10-11-10, 02:50 PM
http://www.subsim.com/radioroom/showthread.php?p=1512917#post1512917

modlet for ya.


what does this mod do? ?

tater
10-11-10, 02:51 PM
what does this mod do? ?

Did you follow the link and read what I wrote?

It fixes the (broken) Type 13 radar that should never detect a sub so that it never detects a sub.

Bubblehead1980
10-11-10, 02:57 PM
Did you follow the link and read what I wrote?

It fixes the (broken) Type 13 radar that should never detect a sub so that it never detects a sub.


The link wouldnt show up, but it does now, have to restart browser.thanks for your patches.The visual sensors patch for RSRD have been nice, no more spotting me at 7 miles for escorts.Sure the patch for type ab escort sonar will work but havent played against them yet since playing in early 42 right now.

when i get a chance im going to try and learn S3D so can make some changes but time is limited, i barely get to play and kind of lost when it comes to changing around game files.

Do you know if there is a how to for S3D?

tater
10-11-10, 03:08 PM
At skwas's site there are some how-to docs. It's very easy with S3D. It tells you what the values do.

BTW, this mod should make a HUGE difference playing TMO. I fixed this ages ago and forgot about it, frankly. It's also fixed in RFB.

The Type 13 is on virtually every jap warship, starting in 1943 (first in spring, then rapidly installed with 1000 radars built). Some IJN warships have Type 22 in mid 1942.

Ducimus
10-11-10, 03:15 PM
I may have changed the radar assigned in the SNS file rather then mess with the type 13. Type22 sticks out in my mind for some reason, i also remember thinking type13 was pointless since their aren't droves of US planes wondering about.

tater
10-11-10, 03:24 PM
I may have changed the radar assigned in the SNS file rather then mess with the type 13. Type22 sticks out in my mind for some reason, i also remember thinking type13 was pointless since their aren't droves of US planes wondering about.

Yeah, but RSRDC doesn't touch the AI_Sensors file. So anyone running RSRDC will have the type 13 historically on the boat (I set those up myself for all warships).

Get this, the radars SHOULD rotate. The 21 does (in RSRDC). 13 is sorta like SD. Does not rotate I think. 22 rotates.

IN the cfg there is a detection time, right? So you want to have min aspect on target for whatever that detection timeframe is.

I wonder what happens if the radar physically rotates (like I have it doing in RSRDC ships (Real IJN mod within)). Then make the actual radar node a daughter so that IT rotates. With a narrow field for the radar, it would then actually sweep. Since it only "sees" targets for a second or so during the sweep, it would allow ships to get closer, no?

Armistead
10-11-10, 07:40 PM
Some good info tater, thanks for all the help and knowledge

Bubblehead1980
10-13-10, 12:16 AM
Some good info tater, thanks for all the help and knowledge


hey where can i get the mod the makes only aircraft show up on the map? removes the ships.

Armistead
10-13-10, 12:27 AM
Air contacts mod

http://www.subsim.com/radioroom/downloads.php?do=file&id=2789