View Full Version : I need advice
Penelope_Grey
03-25-08, 06:43 AM
On the Tambor class.
Just a couple of things.
1) How deep can it go before things start breaking?
2) what is her most fuel efficient speed?
3) Anything else you care to tell me about them?
Here are the mods I utilise for my SH4 experience.
http://img.photobucket.com/albums/v324/Spider-Hulk/Penny/Sh4.jpg (http://img.photobucket.com/albums/v324/Spider-Hulk/Penny/Sh4.jpg)
AkbarGulag
03-25-08, 06:55 AM
1) How deep can it go before things start breaking?
In a Tambor, 130m would probably be your limit.
2) what is her most fuel efficient speed?
2/3 or 9 knots.
You have a sub physics mod. I'm not familiar with it. If that changes anything I posted above, someone feel free to jump in and correct me.
I noticed you don't have RSRD :stare: (jk)
Penelope_Grey
03-25-08, 07:09 AM
I'll install RSRD Ive heard about it... heck... I don't profess to know a great deal about SH4:know:
AkbarGulag
03-25-08, 07:40 AM
I'll install RSRD Ive heard about it... heck... I don't profess to know a great deal about SH4:know:
In that case I permit you to continue living. RSRD is a historical shipping and aviation MOD. Essentially, it's initial observation is a reduced number of targets. But the ships are certainly there. If for example, you found actual nav charts for Japanese shipping in WW2, I put my money on it being what Lurker has built. If you want realism, RSRD is the greatest addition you could have.
Somone actually posted some authentic Japanese shipping lane maps some time ago. Maybe someone here could find a link for them.
Lurker also spends a lot of time maintaining compatability at the expense of sanity. So if you have TM (as you do) you will find a version for that also. The patches are a wee bit confuzzling at this point, so keep in mind that RSRD patches already include the earlier version. Meaning you should only need one.
Penelope,
You can find some shipping maps at SubSoWesPac website. Here is a link to the
download page, look under "Official Patrol Charts".
http://www.subsowespac.org/downloads.shtml (http://www.subsowespac.org/patrol_charts.shtml)
Hope this helps some.
Penelope_Grey
03-25-08, 11:03 AM
Do you know in GWX you got this pull down chart which shows all the major shipping routes and general areas where if you hang out in you will see something, is there anything like that for the Pacific?
Rockin Robbins
03-25-08, 11:11 AM
that puts the shipping lanes chart on your chart table. Whether it works for 1.5 or not is anyone's guess. I haven't sailed my Fleet Boat since I started 1.5. I still like the Fleet Boat better, but I'm learning so much with the Type IX that I'm not stopping any time soon!:up:
Let me look around for that mod and I'll come back to edit this post with a link.
Edit: It was Captain Cox's Pull-Down Pacific Map mod (http://www.subsim.com/radioroom/showthread.php?t=112750), which incorporates other stuff that would obviously be incomaptable (comaptable? that's too great to edit! I'll leave that one alone.) with version 1.5. Perhaps if an enterprising person pulled out the map by itself it would work properly!
Penelope_Grey
03-25-08, 11:13 AM
Cheers Rock. You're a top man!:up:
Ducimus
03-25-08, 11:14 AM
>>
1) How deep can it go before things start breaking?
>>
Knowing that, takes all the fun out of it! I'm not saying! :smug:
>>
2) what is her most fuel efficient speed?
>>
Assuming nothings changed in that physics mod your running, AHEAD STANDARD! You should be doing just under 10 kts.
>>
3) Anything else you care to tell me about them?
>>
I need more coffee.
>>
pull down chart which shows all the major shipping routes and general areas where if you hang out in you will see something, is there anything like that for the Pacific?
>>
Ironicly, that speed chart attached to the gramaphone , WAS that chart. SH4 isnt as menu.ini friendly as SH3. Some of the guys who were working on trying to add charts had a problem with adding new items. So the only recoruse was to change an existing item - lke the gramaphone. As an aside, said map was off in its shipping lanes anyway.
>>
RSRD
>>
Probably the most historically accurate campaign ive ever seen. Looking at it in the editor, Lurkers seemingly recreated every convoy to its exact merchant and escort number, shipping routes, etc. Its like he had a "big book of the IJN merchant marine" on his desk when he made the campaign. The traffic in RSRD is considered "real", meaning each convoy is unique, and doesnt respawn.
AVGWarhawk
03-25-08, 11:22 AM
>>
RSRD
>>
Probably the most historically accurate campaign ive ever seen. Looking at it in the editor, Lurkers seemingly recreated every convoy to its exact merchant and escort number, shipping routes, etc. Its like he had a "big book of the IJN merchant marine" on his desk when he made the campaign. The traffic in RSRD is considered "real", meaning each convoy is unique, and doesnt respawn.
Duci nailed it on the head. Putting aside the playability mods, this mod is a must. Reading the books about it, this mod reads like the books authored by the men who were there. If you play vanilla traffic, you will have ships climbing up your rear. This mod forces you to hunt like you are supposed to. It forces a few days of dead water patrolling and when you do find that surface skimmer, you go after it like a Banshi.
Ducimus
03-25-08, 11:34 AM
I'd have encorporated RSRD already but theres this "playablity" side of me that keeps me from doing so.
Right now i am reworking the campaign in TM. The current one, ships respawn too much, I find myself passing up targets, that should NEVER happen. Right now im aiming for convoys to be few at war start to more frequent at war end, with singe merchants being more frequent in war start, and fewer at war end. Im aiming to recreate the loss of traffic and slow shift in IJN shipping strategy/lessons learned, but doing so in a way where stuff still has a chance to appear.
I guess you can chaulk up my view on ships respawning from too many months of driving a type9 uboat in SH3. Going to far flung places to find nothing isnt fun. Historical? Yes. To me the big thing is not coming back to base with alot of tonnage. Things like a 50K ton patrol should NEVER happen. (hell, 30K is probably too much)
At any rate, don't get me wrong, as a mod, i love lurkers work, and have nothing but admiration to his attention to detail and patience. When im done with TM, ill be posting two versions. One with RSRD intergrated with no adjustments by me, and the other without. That way people have a choice as to campaign.
Regarding RSRD, yeah, it's pretty damn definitive. Real traffic, zigzagging. You could make a more randomized campaign that was not perfectly historical, but had the right balance and feel to RL (your existence as player alters history, really, since you will sink units not sunk in RL, etc). That would be OK, too.
I think RSRD has to by far be the most accurate campaign in SH. Not just SH4, period (unless other campaigns are exact recreations of complete Tabular Records Of Movement. And zig zag like all traffic did in dangerous waters.).
The one huge remaining problem with the SH4 engine, IMO, is the utter lack of persistence/dynamism. It would add so very much to have the Roster of ship names actually mean something. If there are 2 in a class, and one gets sunk, it's GONE. Sink the 2d one, and you never see that class again in the campaign. THAT would be cool.
It would add so very much to have the Roster of ship names actually mean something. If there are 2 in a class, and one gets sunk, it's GONE. Sink the 2d one, and you never see that class again in the campaign. THAT would be cool.
In our Campaign we use a Warship Restriction List and once all warships of a particular class are sunk we can't sink any more. If we encounter another that is 'restricted' we just need to pretend we didn't see it and move on with the patrol. A few years ago one of our guys did some research and also put together a Maru Restriction List but it isn't officially used.
I agree, what a nice feature that could be.
Art
Ducimus
03-25-08, 07:39 PM
I really wonder why ships are named in their roster cfg files. Game doesnt seem to use that data at all.
V.C. Sniper
03-25-08, 08:23 PM
The Tambor has a maximum depth of around 500-600 feet or deeper.
Ducimus
03-25-08, 10:58 PM
Im pretty sure the lights in the CT will start flickering before 500 ft in a tambor. :lol:
gimpy117
03-25-08, 11:00 PM
if they say your diving too deep, go up asap.....
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