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-   -   [REL] Run Silent, Run Deep - The Campaign (https://www.subsim.com/radioroom/showthread.php?t=123467)

Ducimus 10-25-07 05:46 PM

The fictious character "bungo pete" only appears in Trigger Maru, unless someone (anyone) else has used him - and they'd be free to do so if they wanted ot.

He is (in TM), the only Destroyer Escort class in the Japanese roster (other then the two cloned ships i use for sea trials). I do not know what the changes in RSRD are, but i can say that if "Generic destroyer Escort" is used in any of the MIS layers (in any mod that is run overtop of TM), then Bungo pete has a chance to spawn anywhere in the game, instead of just the one location.

And i can assure you, you do not want 'ole Pete' in your game escorting convoys. He was designed to be unique, only one instance of him in the game at any one time, in one location, so he is a bit over the top in his sensor loadout. As a common escort, he would make the Atlantic look like a trip to disneyland.

tater 10-25-07 05:59 PM

I put BP in quotes in that thread. It was because a person had a mixed mod install with TM and RSRD at the same time. My point was that due to the increased sensor capabilities in TM, ANY escort set to Elite (particularly late in the war) would be a de facto "bungo pete."

I didn't mean literally BP. RSRD over TM would have no "real" BP. (unless you made the mixed install by altering Campaign.cfg and added in the BP mission (unlikely)).

But take ANY late war escort with several DC throwers, add in late war sonar, radar, and hydrophones, set him to "elite" and he might as well be BP, particularly if there are several of him cooperating to kill you. Even early war DDs set to "elite" with the TM sensor settings would give you a run for your money, frankly.

tater

Ducimus 10-25-07 06:07 PM

Quote:

Originally Posted by tater
I put BP in quotes in that thread. It was because a person had a mixed mod install with TM and RSRD at the same time. My point was that due to the increased sensor capabilities in TM, ANY escort set to Elite (particularly late in the war) would be a de facto "bungo pete."

I didn't mean literally BP. RSRD over TM would have no "real" BP. (unless you made the mixed install by altering Campaign.cfg and added in the BP mission (unlikely)).

But take ANY late war escort with several DC throwers, add in late war sonar, radar, and hydrophones, set him to "elite" and he might as well be BP, particularly if there are several of him cooperating to kill you. Even early war DDs set to "elite" with the TM sensor settings would give you a run for your money, frankly.

tater

This is very true. Taters campaign layers that i used in TM, i intentionally removed all crew rating 4 and replace them with crew rating 3. The AI sensors in TM are improved somewhat, so any crew rating 4 (BP or not) would be rather difficult. I have only looked at the first two pages of this thread, and saw "can i use this with TM" more then a couple times.

As im sure Tater and lurker_hlb3 have repeatidly said, its not compatible. Im here saying the same thing now. They are not compatible. This is because of mechanic reasons within the files themselves, and for no other reason. It is not uncommon for mods to touch on the same files. So then, If anyone combines the two mods, despite lurker_hlb3's, Leovampires, Tater's, and my own warning, you do so at your own peril.

AVGWarhawk 10-25-07 07:04 PM

Phoooooooooooo.......if Bungo Pete was able to spawn just about anywhere the Pacific would be a living hell:oops:

Ducimus 10-25-07 07:53 PM

Quote:

Originally Posted by AVGWarhawk
Phoooooooooooo.......if Bungo Pete was able to spawn just about anywhere the Pacific would be a living hell:oops:

I have the impression that lurker_hlb3 is looking for historical stuff to go in his mod. Bungo pete, much like an "akikaze class" destroyer, is pure fiction. Besdies, as much as i love a challenge and being depth charged, even I wouldnt want multiple bungo petes romping around in the pacific. He's just too over the top.

If i couldn't have made him unique,so theres only one of him, and only in one location (sort of a pseudo easter egg, arch nemissis/white whale/monster to be afraid of), he wouldn't appear in TMaru either.

pythos 10-25-07 09:24 PM

Where can I dock a Task force 3 boat in Feb,1 1942. I went to caviate and found the base no longer allied (no message). Went to sarabaja (spelling), no docking available, just refit, then Freemantle, once again no end patrol option. So I went to Brisbane, still no luck. I have an S-18 class boat with a crew stuck out at sea with no home port.:doh:

lurker_hlb3 10-25-07 10:48 PM

Quote:

Originally Posted by pythos
Where can I dock a Task force 3 boat in Feb,1 1942. I went to caviate and found the base no longer allied (no message). Went to sarabaja (spelling), no docking available, just refit, then Freemantle, once again no end patrol option. So I went to Brisbane, still no luck. I have an S-18 class boat with a crew stuck out at sea with no home port.:doh:

What version are you using ? The "no dock" bug was in v100 and corrected in V101. If you have V100 you need to go to first post and download v102.

pythos 10-26-07 07:50 AM

Ok, so it's a bug. Thought so.

Do I have to abondon that crew at sea though?

pythos 10-26-07 07:56 AM

I could find only the patch for the the mod, where is the whole thing?

Probex 10-26-07 07:57 AM

Quote:

Originally Posted by AVGWarhawk
Darn Lurker...is there killer DD in the mix with this mod? I had two all over me like a cheap suit. :oops:



Soooo, IS there a killer DD? I had two destroyers hold me down until I got sick of playing any longer. Very unusual, basically Atlantic quality.



S!

AVGWarhawk 10-26-07 09:11 AM

Quote:

Originally Posted by Probex
Quote:

Originally Posted by AVGWarhawk
Darn Lurker...is there killer DD in the mix with this mod? I had two all over me like a cheap suit. :oops:


Soooo, IS there a killer DD? I had two destroyers hold me down until I got sick of playing any longer. Very unusual, basically Atlantic quality.



S!

Apparently the killer Bungo Pete is not in RSRD. But, yes, I have run into some very good DD that frustrated the hell out of me to the point I hit the ESC key:nope:

Bilge_Rat 10-26-07 09:15 AM

you guys are lucky, the only thing I have seen so far is empty ocean....

:damn:

AVGWarhawk 10-26-07 09:19 AM

They are out there Bilge! Sometimes my net comes up empty. Thus far I have bagged from 2-4 vessels on each patrol. Realistic IMHO. Mucho happy with this mod.

Fun part is, when you do final come upon a vessel you relish the moment of the kill:up:

lurker_hlb3 10-26-07 05:01 PM

Quote:

Originally Posted by pythos
I could find only the patch for the the mod, where is the whole thing?

http://files.filefront.com/RSRDC+P1+.../fileinfo.html

Reno 10-26-07 06:19 PM

Quote:

Originally Posted by Ducimus
...And i can assure you, you do not want 'ole Pete' in your game escorting convoys. He was designed to be unique, only one instance of him in the game at any one time, in one location, so he is a bit over the top in his sensor loadout. As a common escort, he would make the Atlantic look like a trip to disneyland.

Too bad he couldn't be made to work in consort with a Q-ship and sub and have some 50 lookouts on deck like in the novel Run Silent Run Deep. Now that would be over the top:o

donut 10-26-07 09:46 PM

Capt.lurker_hlb3,We are helpfully suggesting >>
 
Wanting To try RSRD,& using T_M_,this effort is escaping our modding skill,or ineptitude at merging RSRD, many conflicting portions of simular files. We realize your mod is aligned with RFB.,but IJN.ASW was historically less than USN due to equipt.tech.,& Installed on ships/warships priority. Elite Escorts were few.Hope you will consider coments for RSRD R/L:sunny:

Probex 10-27-07 05:39 AM

The game stops being fun when it becomes impossible to shake the escorts, thus ESC key and then the campaign un-install. I am not a 'noob' at this game either.

I will test the 1.02 version still.


S!

lurker_hlb3 10-27-07 09:42 AM

Quote:

Originally Posted by Probex
The game stops being fun when it becomes impossible to shake the escorts, thus ESC key and then the campaign un-install. I am not a 'noob' at this game either.

I will test the 1.02 version still.


S!

There are no "Killer" DD's in RSRDC by design, If your having a problems with escorts can you please give me a approximate time and place were you "can't escape" them

Probex 10-27-07 09:53 AM

I will try if it happens again.

Thanks.

tater 10-27-07 11:53 AM

This is where the supermods + campaigns start to get tricky.

My personal take is that while systematically IJN ASW was weak, I think it was more of a big picture problem (operational doctrine) than an individual unit capability issue. That said, there were certainly issues with ASW capability on a platform level. Their DCs early war, for example.

I tend to lean towards better than stock AI, but with an accurate campaign.

With accurate DC loads, the TM improved AI sensors are not that bad, since you can run them out of ammo (RSDS includes modded DCs). To the extent it makes skippers more careful, I think that alone increases realism. If you know the IJN ASW will just suck, and only a random lucky shot will ever sink you, I think you end up playing in a sloppy way. In RL I think that US boats were not lost in huge numbers partially because of poor jap ASW, but also because they were careful.

In addition, when you compare USN sub losses to IJN/KM you must not forget code breaking and sigint. They lost many more boats because of this. So when you compare ASW capability on the platform level, how do you use this information?

The KM lost a large % of their boats, the USN only something like 20%, right? What % of U-boats were lost because of sigint/ULTRA putting ASW assets on top of them?

Oddly, one thing I haven't explicitly looked at in RSRD are the AI skills. I assume that like my campaign they are variable---more variable than TM, actually.

My ideal sensor tweak would allow for the occasional "elite" without him being The Terminator™. In my campaign (unmodded by TM) I have "Competent" as a possible IJN skill level, with Veteran more common for escorts (because I thought stock AI was weak). Rarely there are Elites.

My personal take is that the campaigns should be written with a range of AI skills, and then if merging is desired, have the Automated Campaign Editor change them as needed.

That's really the easy part of TM-merging.


tater


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