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-   -   USS Johnston-Samar(screenshots) (https://www.subsim.com/radioroom/showthread.php?t=232901)

Bubblehead1980 08-07-17 03:31 AM

USS Johnston-Samar(screenshots)
 
Added the playable Fletcher to campaign mode in TMO RSRD.

Got the USS Johnston.

Departed Manus in October 1944, made rendevous with TF 77 escort carriers on October 21 Easy of Leyte Gulf. Ran with TF next few days, endured an air attack(I added) .

25 Ocotober rolled around, around 1250 ran into the Center Force(bit late, not sure why RSRD has it arriving in historical location at this later hour). off Samar.

I bored in full speed at the group, trying to get in range for torpedo attack. Shells began falling, returned fire on the DD's closing. Several DE's and one DD from my TG also engaged.

Initially was making torpedo run on a CA and a Kongo BB but then spotted Yamato Class, so switched targets. Sunk a Asashio DD with 5 inch guns during run in and left another blazing. Took a single hit amidships , minor damage. Dodged many shells. As closed in the Yamato, multiple CA's, CL, and another BB(Nagato I believe) opened up with their main guns, I was making 33 knots, dodging gun fire like crazy.Fired on a CA near by, started a fire.

Finally within decen torpedo range, fired all ten in a nice spread, turned away a flank speed.


Three Mark 15's hit the Yamato, one hit the bow of Mogami CA, one hit a DD. Yamato had a fired and slowed some but kept going. CA stopped and bow flooded under but didnt sink. DD split in two and sunk fast.

Japanese got me back though, just as I thought escaped BAM. Yamato's main battery hit me, over next few minutes I was taking multiple hits. Flooding amidships and in stern. Shells continued to fall as center force turned away, more smaller hits occured, hull damage went to 100.




http://i.imgur.com/pyVRclv.png
http://i.imgur.com/lDy4hAH.png
http://i.imgur.com/SndAh51.png
http://i.imgur.com/P0YmR7M.png
http://i.imgur.com/pxfIpV8.png
http://i.imgur.com/zlwMuyA.png
http://i.imgur.com/iX8XlCK.png
http://i.imgur.com/fjmsGR0.png
http://i.imgur.com/Ur5w3sO.png
http://i.imgur.com/jFaRV6i.png

yubba 08-07-17 10:42 AM

That's a nice torpedo spread,,, I've been following your work with great interest how you got the torps to fire on the fletch,, the best I got on the 1.4 fletch, is one tube and 4 torpedoes,, could you please tell how you achieved getting 10 shots off like that I missed something..

Bubblehead1980 08-07-17 11:51 AM

Quote:

Originally Posted by yubba (Post 2505232)
That's a nice torpedo spread,,, I've been following your work with great interest how you got the torps to fire on the fletch,, the best I got on the 1.4 fletch, is one tube and 4 torpedoes,, could you please tell how you achieved getting 10 shots off like that I missed something..


In the .sim file there is a section dealing with torpedoes. Fletcher only had one torpedo. I added 9 more, so would have a total of ten as fletcher class did. I selected Mark 14 as default torpedo for the tubes, with my surface mod the Mark 14 is now the Mark 15.Named, specs updated etc. Only thing is its two speed instead of three because we dont have a way to choose a medium speed.

I forget exact names and not at home, ill update post later if needed.

Basically can launch two ways to get the shot you see in screenshots. As you know can shoot a bow shot, butt I dislike bow shots like a sub when running a DD, prefer to turn to and bring side around for a authentic DD torpedo launch.

I charge in at full speed when close to desired firing point, port or starboard rudder full and bring myself to paralell target vessel , slow down some so player ship is lagging a little behind, thus when torps fire and take their hard jog port or starboard they will be swimming out, leading target and swimming somewhat ahead and not back behind, all about the gyro angle.Once desired setup, proper solution into the computer, place TBT on center of ship , send final bearing and fire, Use spread knob accordingly. Gives a decent destroyer like spread .


Second method is more of an on the fly method or if in a situaion dont want to leave your broadsides exposed long while trying to get a good set up for torp launch, such as on an alerted target. Charge in at high speed, have fire control info in. Just as send final bearing and hit FIRE, throw he rudder hard over in desired direction, ship will turn some before torp is in water as there is a delay in torps leaving tube, by time torpedo leaves tube, youve got a nice side launch . Not as accurate as above method and being in DD have to fire from longer rangers typically than would a sub, spread knob is your friend.

Wish we could set them to fire as a salvo so dont have to hit the firing plunger each time and also wish had a way to set three speeds for torpedo.

yubba 08-07-17 01:16 PM

Sim file ???
 
Well you are going to have too take me by the hand the only sim files I found in the fletch mod was for ai ships and the other looked like alphabet soup poured down the stairs I did see some notes for sub doors that's about it.. this is the 1.4 fletch

Bubblehead1980 08-07-17 07:09 PM

Quote:

Originally Posted by yubba (Post 2505247)
Well you are going to have too take me by the hand the only sim files I found in the fletch mod was for ai ships and the other looked like alphabet soup poured down the stairs I did see some notes for sub doors that's about it.. this is the 1.4 fletch

PM me your email, ill send you what i've done with Fletcher. It'll be easier to explain it.

yubba 08-08-17 09:19 AM

Thx for the package,, star shells I'd look at Japans Destroyers I tested a couple US subs thinking they had stars shells,, they didn't. For reference to Sonar,, the Heavy Cruiser Baltimore has an active sonar suite meaning sound head moves and transmits so when we do get ASW going ,, we could load a couple of cuties to deal with subs.,brainstorm., make aft torpedo room active and figure out how to pop out something that resembles a depth charge


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