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View Full Version : Anyone figure out how to make the subs in TMO act "right" at 600 feet?


Bubblehead1980
07-07-10, 01:35 PM
So you can go to 600 feet and below in TMO and actually live to tell about it if youre in a Balao or Tench class, but depth control is a real issue.Not sure if its a hardcode isssue or no ones had a chance to figure it out but asking someone with the know how to do this, its cost me a career last night. You hit the dive button, you are supposed to go down until your order boat to level off.I was on fourth patrol in Balao in Feb 1945 last night, was lined on a convoy with two troopships and 6 escorts , I moved in for night surface attack when couple of escorts on port flank went off on wild zigs searching.I had Mark 18's so had to get kind of close, closed to 2800 yards, I had just fired and was slowly backing away, prepared to pour on the coal and race away when the lead escort was cleared away one of the returning flank escorts mustve spotted me because star shells firedand began getting splashes from machine gun fire near me, fearing the big guns would find me soon and knowing cant outrun a full sized DD on surface(in game anyway, they couldnt accelerate like they do in game) I pulled the plug and ordered a dive, down we went.I dropped decoys at 200 and 400 feet and planned to level off at 550 feet(since depth control is erratic at 600 feet) but despite my orders and with no kind of damage whatsoever, I plunged on beyond 550 and then 600 and boat wouldnt level off, well dont want to go too deep, so ordered back full to pull me up, had to go to back emergency, which is noisy and allowed them to find me, finally after reaching 700 feet and was and then going to ahead flank, was able to rise, but if i cut flank speed, i began to go down again.So with all the noise in calm seas, the escorts found me and while I was fighting not to sink to crush depth, the charges got me.

So I am hoping someone will fix this issue so can take advantage of Balao and Tench's deep dive ability, should be able to level off at 600+ and have sub act normal, not sink, use up compressed air reserve and dive planes stay on rise.Make the D key take the sub to 600 feet perhaps and level it off.

JoeCorrado
07-07-10, 03:06 PM
Doesn't sound like a whole lot of fun.

Never had that happen, but then again- I've yet to get to 600 feet unless it was damage that got me there... and I've never come back from there either come to think about it. :nope:

Ducimus
07-07-10, 03:09 PM
Figure that one out, and i'll be your number 1 fan.

I spent alot of time trying, but made no headway.

This is related though.
http://forum.kickinbak.com/viewtopic.php?f=70&t=1885

Bubblehead1980
07-07-10, 03:22 PM
Ah, I figured you had tried but thought I would ask but thanks for the link, def explained.Weird thing is the D key caused the issue. When I order 600 feet via the depth cause they level the sub out and it doesnt sink much so have been able to stay around 600 feet with just 1 knot during evasion.The bursts of speed to get out from under DD's when they are making their runs helps also but as said, the D key just kept me going down and sub uses a huge amount of compressed air to get back up from below 600 feet, even without blowing ballast.Least you can go deep and survive, 700 feet is pretty deep, can go further than that.