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View Full Version : Marshall Islands Patrol


boatfull
07-15-07, 05:14 PM
If your stationed at PH,this has to be the easiest patrol to get there and back. But for the life of me I have never seen one enemy ship or
plane in the area.Has anybody spotted anything there? I usally complete
my objectives and go to another location.:-?

MobyGrape
07-15-07, 07:07 PM
Isn't an objective to Sink ships around Marshall? How do u complete objectives without sinking and shipping There?.And your correct I spent endless days there without success:hmm:

boatfull
07-15-07, 07:21 PM
The objective is to patrol the area and sink ships,but once that Icon turns grey the game doesn't care where you sink ships.Other then the
attack on PH & Midway Island,I don't think the japanese came that
close to PH again?

tater
07-15-07, 07:58 PM
That;'s cause there are no ships there in the stock campaign. None in the Gilberts either.

You can try my campaign mod if you want some action there.

tater

nomad_delta
07-15-07, 07:59 PM
I'm glad I'm not the only one that can't find anything to sink around the Marshall Islands. I started a new campaign out of Pearl/1941 after installing patch 1.3, and the very first patrol they sent me on was a "engage merchant shipping" in the Marshall Islands.

I went there and completed the "Deploy to Marshall Islands" objective and tooled around a bit looking for ships, but found not a thing. The same thing has happened on every single patrol I've ever done around there -- I always come up empty. So I took off and headed for Palau instead.

I'm actually tracking a couple merchants just off the coast of Palau as I'm typing this, actually, and I sunk a few on the way here.

I think the Marshall Islands is just entirely devoid of traffic. Might have a look at the campaign layers and find out for sure.

nomad_delta

tater
07-15-07, 10:52 PM
I just said that, lol.

There is NO TRAFFIC in the Marshalls, trust me, I've looked at the campaign files, lol.

http://www.subsim.com/radioroom/showthread.php?t=116283

I have some traffic in the latest version. I'm updating it for 1.3 at the moment though (making sure the PH wrecks etc are there).

tater

nomad_delta
07-15-07, 11:39 PM
I just said that, lol.

There is NO TRAFFIC in the Marshalls, trust me, I've looked at the campaign files, lol.

http://www.subsim.com/radioroom/showthread.php?t=116283

I have some traffic in the latest version. I'm updating it for 1.3 at the moment though (making sure the PH wrecks etc are there).

tater

doh! not sure how I missed that. :p

I'll give your campaign files a try as soon as they're 1.3 ready. I'm a little scared 'cause it sounds lot more difficult with all the zig-zagging and the convoys and task forces moving at much higher speeds, etc. I already suck pretty bad as it is. ;)

nomad_delta

tater
07-15-07, 11:50 PM
Hehe, if you hit anything at all you'll be doing better than many RL skippers.

Early war, anyway.

tater

Bando
07-16-07, 03:36 AM
Hehe, if you hit anything at all you'll be doing better than many RL skippers.

Early war, anyway.

tater

Tater, as Nomad I'm waiting for the 1.3 files to be ready. Also concerning the RFB for 1.3
In the mean time, I've been playing vanilla 1.3 (few graphic mods) and I must admit, the AI stepped up big time.
When your layers appear, and RFB does not change AI (don't know what Beery's thoughts are, about this issue) we're up for a huge challenge.

I can't wait..................

tater
07-16-07, 07:58 AM
For now I'm gonna leave my AI skills the same since I do reduce the numbers of escorts. With some 1.3 testing, we can see how low they need to go.

Bando
07-16-07, 08:24 AM
Oh but that's just fine. I'm not asking for AI to be toned down. I'd love to play the RFB mod, with the campaign layers of your mod on top of that.
As mentioned, that will be a huge challenge. I can't hardly wait for it to start......:up: