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Old 11-19-14, 01:40 PM   #2206
Roger Dodger
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Originally Posted by Kng View Post
Sorry, for digging this out... does anyone have those mods?
I still have this 7z file. If you will PM me your email address, I'll send you a 7z file with the following files included:

Fixed Zero Bomb Load RSRDC
Fixed_CD_sonar_RSRDC
IJN_Radar_Fix_for_TMO2
TMO_Visuals_for_RSRDC
Underwater Fix
Black Spiderw + Rg circles-standard
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Old 11-19-14, 02:24 PM   #2207
Roger Dodger
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Originally Posted by moha14881 View Post
I'm getting way too few radio contacts and all on land and presumed stationary! Also any ideas about tenacious zigzagging mechants and DDs.
I'm not understanding your query about 'radio contacts'. If you mean the convoy/task force alerts, you don't get very many anyways, and you will be too far out of position to even get into a firing position in the time allotted. When you get a FLASH message for a convoy/task force within your patrol area, plot the info on your navigation map to see if you can get into a good position. Stern chases are hopeless, but you might be able to get ahead of a convoy/task force. Good luck!

'zigzagging merchants or DDs'
Tough shots anyway you look at it. For merchants, you hope they will zig in your direction. You will have to watch them for awhile to assess their pattern. Fire when they start their zig towards you, and use the torpedo gyro offsets to spread your shots.
DDs, because of their speed, are even harder, and they will usually be coming right at you. If you can line them up with stern shots, you might have a (slim) chance of getting a hit (if you're quick enough).
Assume the DD is zigzagging across your stern about 160 degrees to 200 degrees. At 1000 yards and 180 degrees (dead astern) fire all four stern tubes: #7 @ 0 degrees offset, #8 @ 1 degree left offset, #9 @ 1 degree right offset, and #10 @ 0 degree offset. As soon as #10 leaves the tube, CRASH DIVE and HARD LEFT (or right) RUDDER. You 'might' get a hit, or failing a hit, you 'might' get away.

Good luck!
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Old 11-19-14, 09:33 PM   #2208
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Originally Posted by moha14881 View Post
I'm getting way too few radio contacts and all on land and presumed stationary! Also any ideas about tenacious zigzagging mechants and DDs.
You don't get many radio contacts with RSRD until later war, seems a lot more late 43 and 44. You will get many for battles. Most just give a speed or a heading, but you'll get several with more details, like later war you'll get many message of convoys coming through the Formosa Straits, you can't miss them.

A good tactic is to try to take this info and if times allow catch them in a bottleneck such as a strait. Often you'll get a message a convoy is headed for a certain port, so just try to wait outside the entry of that port...

Now if you know history and want to cheat with that knowledge, you can be at a spot beforehand and just wait.

As Torp said the constant helming is coded, but it simply means they know you're there and are alerted. However, they really don't change course, just helm and usually slow down, so the main thing is use the info of the base course they were traveling before in your set up and shoot a spread.
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Old 11-24-14, 07:51 AM   #2209
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Originally Posted by Roger Dodger View Post
I'm not understanding your query about 'radio contacts'. If you mean the convoy/task force alerts, you don't get very many anyways, and you will be too far out of position to even get into a firing position in the time allotted. When you get a FLASH message for a convoy/task force within your patrol area, plot the info on your navigation map to see if you can get into a good position. Stern chases are hopeless, but you might be able to get ahead of a convoy/task force. Good luck!

'zigzagging merchants or DDs'
Tough shots anyway you look at it. For merchants, you hope they will zig in your direction. You will have to watch them for awhile to assess their pattern. Fire when they start their zig towards you, and use the torpedo gyro offsets to spread your shots.
DDs, because of their speed, are even harder, and they will usually be coming right at you. If you can line them up with stern shots, you might have a (slim) chance of getting a hit (if you're quick enough).
Assume the DD is zigzagging across your stern about 160 degrees to 200 degrees. At 1000 yards and 180 degrees (dead astern) fire all four stern tubes: #7 @ 0 degrees offset, #8 @ 1 degree left offset, #9 @ 1 degree right offset, and #10 @ 0 degree offset. As soon as #10 leaves the tube, CRASH DIVE and HARD LEFT (or right) RUDDER. You 'might' get a hit, or failing a hit, you 'might' get away.

Good luck!
I actually run into a juicy convoy, maneuver and try to get a shot only to be interrupted by a DD. 250ft makes them loose their DCs!! When I go periscope depth I find myself surrounded by 7+ DDs all zigzagging! Merchants are like going 14+ knots and zig! No way to catch'em at 8:9 knots!! Any Idea to position well!
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Old 11-25-14, 05:18 AM   #2210
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Originally Posted by moha14881 View Post
I actually run into a juicy convoy, maneuver and try to get a shot only to be interrupted by a DD. 250ft makes them loose their DCs!! When I go periscope depth I find myself surrounded by 7+ DDs all zigzagging! Merchants are like going 14+ knots and zig! No way to catch'em at 8:9 knots!! Any Idea to position well!
Start plotting their base course and speed on the navigation map as soon as you make contact. If surfaced, you can spot them out to 12-13 miles (RADAR will be even better). With three plots, you can get a pretty good idea where they will be going, and you can plot an intercept course. Head for the intercept point. Use the dividers tool to draw a circle around the intercept point 1000 yds in radius. Don't stay surfaced after they get within 5 miles of you. Less than 5 miles they can pick you up. When you reach the edge of your circle, ALL STOP, and just wait for them. You might even want to make a turn towards the target about 45 degrees to give yourself a better chance to set up a longer shot.

Now you can use your attack map to determine how many targets there are. If escorted, the lead DD's SONAR line will be moving rapidly back and forth. You can even (while at silent running and all stopped) dive to around 250-300 feet. Wait for him to go by, and press 'P' to rise to periscope depth. If you time this right, you should be able to get a quick lock on a target with the scope. Try to get your lock within 10 seconds, otherwise you could be spotted. Down scope, and start firing when you get a solution (I usually shoot two per target). Once the torps leave the tubes, raise the scope and start your setup on the next target (10 seconds). Remember, if you get a hit on the first target, you will get unwanted attention from every DD in the area.

If you can get a shot at a second target, take the shot and boogie outta there. Pull the plug and go as far down as possible without engines. Try not to start the engines until you are down below 200 feet. 1/3 ahead at silent running under 200 feet and making a 90 degree turn to either side of your torpedo track might fool 'em. Or not, depending on Poseidon's humor that day.

Getting away from any escorts is now up to you. Only one escort is much easier to avoid than six at once.

Good luck.
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Old 11-25-14, 04:41 PM   #2211
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Thanks Roger Dodger! I think as well decks awash may help. I'm trying it. I'll see if this helps. So far It seems to work.
Also thanks Armistead.
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Old 11-25-14, 04:52 PM   #2212
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Originally Posted by Armistead View Post
You don't get many radio contacts with RSRD until later war, seems a lot more late 43 and 44. You will get many for battles. Most just give a speed or a heading, but you'll get several with more details, like later war you'll get many message of convoys coming through the Formosa Straits, you can't miss them.

A good tactic is to try to take this info and if times allow catch them in a bottleneck such as a strait. Often you'll get a message a convoy is headed for a certain port, so just try to wait outside the entry of that port...

Now if you know history and want to cheat with that knowledge, you can be at a spot beforehand and just wait.

As Torp said the constant helming is coded, but it simply means they know you're there and are alerted. However, they really don't change course, just helm and usually slow down, so the main thing is use the info of the base course they were traveling before in your set up and shoot a spread.
I don't get much Flash traffic and anyways They're like way toooo faaar away from assigned area!!
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Old 11-25-14, 09:46 PM   #2213
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Thanks Roger Dodger! I think as well decks awash may help. I'm trying it. I'll see if this helps. So far It seems to work.
Also thanks Armistead.
That will lower your silhouette by 10-15'. Your RADAR will also work. Both give you an advantage, at least for awhile. Personally, I much prefer night attacks, and rely on the RADAR as long as possible.
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Old 01-07-15, 09:48 AM   #2214
Crannogman
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Decks awash brings my speed down by half. Also, After installing RSRD my sonar no longer works when surfaced; is that WAD?
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Old 01-07-15, 04:56 PM   #2215
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Originally Posted by Crannogman View Post
Decks awash brings my speed down by half. Also, After installing RSRD my sonar no longer works when surfaced; is that WAD?
Indeed! Running with decks awash, you have to rely on the electric motors rather than the diesel engines. I usually only set the speed to 1/3 ahead, which will give me about 2 knots speed. That will keep the waves from rolling across the deck (on a calm sea), and flooding out the RADAR.

Your method/techniques all depend on circumstances - How far away are the target(s); what is their course vs your course, target(s) speed, etc. Use your own judgement to Adapt, Overcome and get into a good firing position.

Good luck and good hunting!
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Old 01-07-15, 09:42 PM   #2216
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So decks-awash really comes into its own once you've got surface-search radar. Before that, you might as well submerge
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Old 01-21-15, 08:11 AM   #2217
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thanks a lot
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Old 01-21-15, 09:31 AM   #2218
Benti
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I recieved a message about three convoys inbound for truk. In the radio message it said they were comming from home waters which left me to the conclusion that they were coming from the southern ports of honshu. The dates of the estimated arrival were 11th, 15th, and 18th of November 1942. I missed the first one but made it in time for the second and third. So i waited just outside of the northern deep water entrance to truk but somehow I wasnt able to spot nor hear anything in the time from the 14th to late 19th of November. Instead i got detected by a small DD task group consisting of three enemy vessels. Is it possible that I missed two convoys eventhough truk is this small?

best regards

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Old 01-21-15, 06:05 PM   #2219
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I've been working on a scripted mission file containing the Doolittle air raid, to match up with the 41a_US_taskforces mission. I made a copy of the PV-1 files and renamed them B25, and made them available early enough for the raid. I used the Hyperwar website to make best-guesses of the planes' routes. Is there any interest in putting this into the RSRD patch?
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Old 01-22-15, 03:52 AM   #2220
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What exaclty are you going to implement in this mission? I am sorry but I do not know too much about the Doolittle Raid at all. I know that they started from a carrier around 1000km away from Honshu and then bombed tokyo. After that the majority landed in occupied china and one went down in Russia.

Should the player protect the carrier where they are starting from or should he be able to witness the bombarding of tokyo if he dares to go close enough?
Besides these questions that I have, good idea! I am a fan of historical events especially in games so please go ahead


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