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c13Garrison
07-16-13, 12:27 PM
Good day,

I have been playing the flawed 1.5 version on and off for about 7 years. Despite issues (you HAVE lookouts, why don't they shout out "Reef Ahead!" rather then let you beach yourself 40' inland?) its been my favorite "captain the ship game" I've had. Great Naval Battles offered a really nice Kriegsmarine campaign (also very flawed), but nothing I'd found had recaptured the WWII era better.

Now I have finally discovered TMO & RSRD, and just running out a test patrol and only bumping into one small ship I am amazed by the detail. I have a hunch I will love this for a long, long time.

For everyone in the modding community, especially the apparently much abused creator of TMO, may I extend a heart felt thank you for all the inspired work that has been done. In radio they say 1 letter speaks for 20 listeners, but I hope my note of thanks speaks for 1000.

God bless and Happy Hunting!

Garrison

1_TriggerMaru_Overhaul_2-5
1_TMO_25_small_patch
RSRDC_TMO_v502
Fixed Zero Bomb Load RSRDC
LST_TMO_v2

...and if anyone thinks I'm missing anything, I'd welcome any advice, this is all new to me.

les green01
07-16-13, 12:53 PM
welcome aboard

AVGWarhawk
07-16-13, 01:27 PM
:salute:

HertogJan
07-16-13, 03:57 PM
Welcome aboard.

There's a small patch for RSRD which you can find here http://www.subsim.com/radioroom/downloads.php?do=file&id=1459
You might want to take a look at OTC... On the otherhand :hmmm:, seeing you've been playing 1.5 unmodded for 7 years :o and never had probs with the range inaccuracies :huh: you don't need it... :smug:

Also, you might want to take a look at some eye candy mod's like Improved Stock Environment_v3_TMO&RFB or any other.

GL and good hunting!

c13Garrison
07-16-13, 04:45 PM
I've always used the TDC with SH-IV. Back when I used to play Silent Service (early 90's? Late 80's? I forget...) for a while I actually could calculate torpedo bearings manually with only imagining lines in space in my head, but I'm so far from regular math now that it would be more work than I could manage. So, no, no range issues. I assume that only effects manual targeting?

My only issue with SH-IV has been absurdly running aground if I had time acceleration too fast and didn't do a micro check of every yard of the route, and getting killed. For a while I played with a "no reload from save rule" if I was sunk, which meant I never made it to summer of '43. I finally decided I wanted to see the end game, so have gotten past that point.

Running out of fuel 25 miles from base (and not being worth a tow!) sucked, but that happened only once and then I was more conservative with fuel.

les green01
07-16-13, 05:06 PM
you can also try Traveller Mod v2.6 Final for TMO 2.5 even put it where a rescue sub will bail you out Traveller Mod v2.6 Final for TMO 2.5

Red October1984
07-16-13, 06:23 PM
Hello and Welcome to Subsim!

Happy Hunting! :woot:

u crank
07-16-13, 06:30 PM
Welcome to SubSim c13Garrison. :salute:

c13Garrison
07-16-13, 07:39 PM
Just read up on the Traveler Mod and I think I'll hold off a while- I don't need to make the game "harder" yet. Who knows what I'll find in TMO/RSRD, I think I'll try to survive those careers once or twice first; despite a "rescue sub" being a needed patch on a very blatant hole in the game.

Case in point, my second patrol from Cavite made me burn a Lot more fuel than I would've figured, or else the sub is less fuel efficient in RSRD. I started heading for Java, when I realized I wasn't going to Make Java. I ended up creeping towards the Malaysia port at 1/3, ran out of fuel, then drained the batteries. 89mn out, washed up on a beach. ...Yeah, I think I need to get used to this. lol

I managed plain ol' SH 1.5 just fine, getting an entirely unrealistic quantity of tonnage, I just need to get used to this one.

And thank you for all the greetings, its a very welcoming feeling!

g

fireftr18
07-16-13, 08:47 PM
Welcome aboard!!! Glad to have you. :salute:

You now have guard duty. You'll be marching guard on deck 24/7 until further notice.

TorpX
07-17-13, 12:28 AM
Welcome aboard! :salute: :subsim:

c13Garrison
07-17-13, 07:19 AM
Thank you kindly!

I'd like to log my missions, or at least the ones that might be interesting to others, but should I start a separate thread or just stick them all under the sticky topic? I just posted my most notable mission from my last unmodded career there, but I don't want to "pollute" a small sample topic header with too many postings.

merc4ulfate
07-17-13, 07:52 AM
Now you should try running a U-Boat.

OpsMonsun_V705
OMv705_to_V720
OMv720_Patch5
OMEGU_v300
OMEGU_v300_Patch7
OM_Med_Env
OM_Harder_Escort_L2
UBM Missions
Popular German Music From The 30īs

Sailor Steve
07-17-13, 08:12 AM
WELCOME ABOARD! :sunny:

...why don't they shout out "Reef Ahead!" rather then let you beach yourself 40' inland?
Or at least "Land Ho!" and drop to 1x any time you're within sight of anything. That's one of everybody's favorite complaints. Terrain-avoidance routines might be nice too. It's not like the OOD can't steer the boat.

I'd like to log my missions, or at least the ones that might be interesting to others, but should I start a separate thread or just stick them all under the sticky topic?
That's really your choice. On the one hand the sticky thread will always be there, but anything you write will be lost in the clutter. Some people read all the reports avidly. On the other hand your own personal thread will depend on how often you post in it, and on your writing style. Simple patrol reports are probably better in the sticky. Some people have written complex, detailed stories involving their characters, some of them very worthy of reading. It's up to you.

c13Garrison
07-17-13, 10:16 AM
@Merc4ulfate: My original interest was in German submarines, given that my field of study is the Anglo-German naval building race circa 1890-1918, but at the time I started playing "involved" computer sims there didn't seem to be a good Atlantic theatre sim available.

Additionally, I think I'd be somewhat disappointed running an Axis career, knowing that no matter how successful I was the game ending conditions couldn't be modified. Now if a game actually could change the ending based on events- perhaps England getting starved out after a year of bitter deprivation, or America realizing it was Not actually outbuilding sinkings- that would be very interesting to me.

And a Mod that allowed you Construction Input (even if a Captain would never really have had such input) would be awesomely cool indeed! Maybe a nice boardroom setting, like the office, and you could talk with industrialists by clicking on them and offering general or specific "+/-" type decisions on the new boat, and then 8-15 months later (depending on how big the changes were) she's launched.

...yes, I know I'm dreaming. :/\\!!

And thanks Steve, I'll probably start my own thread then.

:)

in_vino_vomitus
07-17-13, 10:32 AM
Welcome aboard :)

merc4ulfate
07-17-13, 11:18 AM
" knowing that no matter how successful I was the game ending conditions couldn't be modified"

Then you should be equally dissatisfied running an Allied game since the outcome of the war can not change there as well.

Simply because one sides will win and one will lose in a simulation does not detract from the skill, tactics and survivability of running one side over the other. The German's may have lost the war but they did win many hard fought battles and as a country owe a tremendous debt to the men of the Kriegsmarine U-Boat units for their efforts during the war.

While I am american by birth I could gladly shake any of those mens hands knowing they are brave and were excellent strategist and warriors.

I applaud any man who serves aboard a submarine ... a man does not get aboard a submarine by being ignorant and thickheaded. They are very intelligent men indeed.

Run the Operation Monsoon Mods and see how you like German side. It is different in many ways and quite a challenge.

Sailor Steve
07-17-13, 12:39 PM
...my field of study is the Anglo-German naval building race circa 1890-1918...
How very interesting, to me anyway. I've been working on my own tabletop miniatures game for a couple of decades now, having played all the available ones and not finding them to my liking. I was originally started on WW2 but a friend suggested WW1 first, thinking it would be simpler. Right! :nope:

I'm currently doing ship charts and building models of ships launched in the 1880s. Some of this can be seen here (http://www.subsim.com/radioroom/showthread.php?t=192145).

I've collected many of the best books on the era, including Parkes's battleships book and all three of Burt's volumes, as well as Campbell's and Friedman's volumes on cruisers and destroyers, Lyons' destroyer book and all of Conway's original Warship series plus the 1989, 1990, 1991 and 1992 yearbooks and the current 2013 volume.

If you want to discuss that era, you've found someone with the same interest. :sunny:

c13Garrison
07-17-13, 04:09 PM
This is a lot harder than unmodded 1.5 Gold. Hard isn't the issue though, its being perplexed to understand it that I can't quite handle.

I've started 2 separate careers, with the S-37 & S-30;

The S-37 was on her maiden voyage patroling east of Luzon. I was at 512x time compression, I believe about mid-morning, when my first hint that there was trouble afoot was from shells raining down! Because of the time compression I took several hits before I could start to act. 3 escorts for 1 merchant I never identified were charging me at long range. Net result was 52% hull damage and many repairs had to made before I could get under way.

The boat subsequently successfully raided a port on the west side of Formosa, sinking one small freighter at sea and 2 in port. However, on its 2nd patrol the sub then ran out of fuel east of Borneo and beached. This leads to Question #1.

The S-30 found a seaplane tender on her maiden voyage, again north of Luzon. On a spread of 4 the first ran deep and the other 3 hit. She was still able to limp away at 6 knots. After an end-around of 25nm I fired another 4, with the exact same result, the 1st ran deep, the other 3 hit and destroyed her. Q#2.

On her 2nd mission, exploring the same area north of Luzon, I found a small convoy w/ 2 escorts settling into the shallows, presumably to unload. Then followed the most horrendous shooting I've ever seen. 8 torpedoes on stationary and slow targets under 2000 yards, all misses. Q#3.

The destroyer and mine sweeper then hounded me incessantly until CO2 forced my reckoning. Q#4.

Q#1; Is the fuel economy model for TMO/RSRD different? I still can't figure out how I ran out of fuel going from Cavite to North of Luzon and then trying to get to Java. - could one air attack with one "plink-plink-plink" sounding hit cause a slow fuel leak that wouldn't show up as damage on the Damage Control screen?

Q#2; In the attack on the tender tube #1 ran deep on both shots. Is this a coincidence, or is there something in the mechanics that might randomize that tube #1 is just a bit "off"? ...if there was, that would be Cool. :D

Q#3; What on earth could explain such horrible shooting with Mk10's as to miss 8 times straight? Nothing in the procedure of the attack was different than others I have made, except that the offsets were larger because I was scooting around escorts.

Q#4; Every time I have encountered escorts they have detected me before I could get close. The attack on the seaplane tender was made through the teeth of attacks. Just how able ARE these TMO/RSRD escorts? ...If I'm any more careful I'll never get set up for anything except by dumb luck, at least with an S boat.

Off to start career #3! More lambs to the slaughter...


oh- I did both a google search and a site search for "shipplanefiredamage V 1.4 by TheDarkWraith", and all I can find are references, not the file link. Could anyone perchance help out a poor sod down on his luck...? :up:

Its kind of embarrassing that I could be so successful in 1.5Gold and be so out of touch with TMO/RSRD...

c13Garrison
07-17-13, 04:16 PM
...Zounds. :o

...I have had a finished table-top dreadnaught building game on my shelf for about 20 years, because I keep getting told I'll never sell more than 500 units so no one will publish it (I had one meeting with a potential investor who admired its detail, but said "where is the fun hiding?")

Your library is envious to me. I've been wanting a Conway's series, but they're really expensive. My game is based upon "real world" numbers, but then converts down to War at Sea format ratings for counter creation.

I'm actually hoping that the 100th anniversary of Jutland spurs someone with solid $ behind them to come out with a solid building game. Time will tell!

Moonlight
07-17-13, 04:38 PM
I believe this is what you seek, TDW_Ship_Plane_Fire_Damage_v1_3_SH4.7z
http://www.gamefront.com/files/20132835/TDW_Ship_Plane_Fire_Damage_v1_3_SH4_7z

HertogJan
07-17-13, 05:04 PM
Q#1; Is the fuel economy model for TMO/RSRD different? I still can't figure out how I ran out of fuel going from Cavite to North of Luzon and then trying to get to Java. - could one air attack with one "plink-plink-plink" sounding hit cause a slow fuel leak that wouldn't show up as damage on the Damage Control screen?

The best way to economise fuel is going 9Knts, when recharging the batteries your fuel consumption increases.

Q#2; In the attack on the tender tube #1 ran deep on both shots. Is this a coincidence, or is there something in the mechanics that might randomize that tube #1 is just a bit "off"? ...if there was, that would be Cool. :D

Early war US torpedoes tend to be unreliable and besides the duds run deeper then you set them... After 18 month of war the US resloved the dud problem, :hmmm: not sure if the depth issue was resolved aswel tho.
Most set the torpedo as shallow as possible, I tend to play with the settings and find a 10 feet margen good enough.

Q#3; What on earth could explain such horrible shooting with Mk10's as to miss 8 times straight? Nothing in the procedure of the attack was different than others I have made, except that the offsets were larger because I was scooting around escorts

Can't really help you with that one as I don't use auto targeting, one thing comes to mind... maybe the fish are seen early enough for the vessels to evade them... the closer you can get the better your chances.

Q#4; Every time I have encountered escorts they have detected me before I could get close. The attack on the seaplane tender was made through the teeth of attacks. Just how able ARE these TMO/RSRD escorts? ...If I'm any more careful I'll never get set up for anything except by dumb luck, at least with an S boat.

They are good :-?, some are better :doh: and some are a nightmare :o(luckily for us, there arn't that many nightmares around :D).
Here's a link http://www.subsim.com/radioroom/showthread.php?t=104377 of a thread made by Ducimus in which he explains the workings of a DD or DE.



Off to start career #3! More lambs to the slaughter.

GL on the next career... Hope you're using new names for each career... The Admiralty might see a pattern after the 3rd and when you start a new 4th career you might start directly from behind a desk :-?

c13Garrison
07-17-13, 05:07 PM
Thank you Moonlight! Now alas for about 48 hours away from the computer. Life beckons...

c13Garrison
07-17-13, 10:31 PM
(Via mobile)

Yes, they all have different names. As soon as I think I can make it 10 missions without disaster I'll start recording them dramatically!

I was reading about the ship-plane-fire_damage mod Though, and it sounded like some folks felt it made torpedoes a bit too effective. What's the general feeling about that mod with LST in TMO/RSRD? Is the fire damage mod fair?

merc4ulfate
07-19-13, 08:48 AM
q2 Always set the depth manually as low as possible. Always manually check this before firing.

q3 If the ship slowed down or decided to go faster, which some do, then your fish may miss and you have no control over that. I have missed plenty that way especially over long distances. At 7000 yards one knot can make a big difference in position from firing point to intercept.

q4 ... Time compression will kill you ... use it sparingly.