Log in

View Full Version : 3 month tour plan, need your advice.


commandosolo2009
01-14-11, 01:58 PM
Attention on deck!

At ease sailors!

Thank God that subsim is back. I was like :timeout:... now :woot::woot:

I was thinking of trying a new approach to the standard patrol routine. Given that new tenders are showing up as we progress towards 43, I was thinking maybe its time to stay more at sea, even if damaged a little, since tenders are within reach and eventually close the gap.

I have a 3 months in-game tour plan. I will stretch it over a month of real life time. I have even set up the schedule for days spent in-game over real life.

Here is my plan:

I'll start off from pearl, head to midway to reset fuel, and then head to saipan and guam, do port raids. Then head over to solomon islands where there is a tender stationed for rearming, head to honiara right south of it, then head back to the tender to refit, then head northwest to Davao, apssing through Rabaul or maybe taking an outside approach to avoid taskforces, then if I'm out of eels at Davao, head to solomons tender, then to melekeok or if I'm bored head to Johnston Atoll, then back to Pearl. Here is the plan on charts.


http://i1218.photobucket.com/albums/dd414/Perch176/plan.jpg

http://i1218.photobucket.com/albums/dd414/Perch176/solomon-islands.png



Now, I need your thoughts on this. I havent shipped out yet from pearl. I'll ship out 3 days ahead (on 17th Jan 2011) after I've collected enough ideas and intel for the ride.

Most of the work will be duck babysitting, recon, and port raids. Port raids are the least desired option, but will be followed if no action is encountered for a long time.

A total mileage count would exceed 20000 km so, I'll not exceed tc 1024 so as not to fry my machine. We have plenty of time ahead (3 days folks, put your bets in please Gentlemen!)

I do have some questions pertaining to the nature of the mission. Would staying out and sinking some big number of enemy vessels have any effect on the performance of the game? like slow it down progressively? I wont head back to Pearl unless its 31st Jan 1943, My patrol is starting Nov 1st 1942. The goal is to avoid humping it back and forth to pearl without having decent upgrades available, like for instance the electric eels. Because I will be disappointed, specially that upgrades are very slow on appearance.

And I think I act more of a realistic way this time, since patrols took more than a month of gameplay. I wont contact HQ at all. I'd love them to think I'm rogue, or have defected to the Japs, rather than have to yoyo for the upgrades.

Would the skipper eventually get abilities, or are abilities limited to KM?


If you have better patrol zones, and most importantly, the know-how to get there (plan) do share. Your experience is gonna be put to the test.

Wish me luck fellas.:arrgh!:

WernherVonTrapp
01-14-11, 02:47 PM
I think any plan that you, well, plan for yourself is OK as long as it's what you really want to do. Three months is a long time but, eh, I've stayed out that long too. Now, I don't spend more than 30 to 45 days at sea. When you pass the 2 month mark, go to the Luzon Strait and you may very well see the Flying Dutcman. Usually it appears after long periods at sea. I don't know about the "ignoring hull damage" thing. Even if it's minor, you could be in for a rude awakening if you have to dive deep but, to each his own. Good luck either way.:up:

Armistead
01-14-11, 03:34 PM
A 3 month plan can get ruined by one good depth charge.... :D

commandosolo2009
01-14-11, 05:00 PM
A 3 month plan can get ruined by one good depth charge.... :D

True, but we wont stick around much long. In and Out. I've already established standard timing for all procedures, including emergency dive, down and knuckle, last patrol was a success, even though most of the port was alive, yet, the crew were doing what they could. And at this point I have to disclose that my crew are rookies (mostly, like seamen 3rd class dominion, about 4 SCPO, one PO3rdC for each torpedo room, one for conning tower, one for deck watch. No Ensigns/Leftenants. I had them then they wouldnt promote over 12, which is why I terminated their service.). Speaking about crew, I like to give my sub new blood every patrol. I feel experience is something crucial, yet others have the right to share and reap the benefits. Besides, I'm giving the Navy better trained men, hopefully they'd hit other bigger boats, and eventually, thank me. Think of me as a reality instructor. I tough them up, push them to the limits and break it if I see fit, so they are 100% devoted to the job, and this is my success secret.No p*ssy allowed onboard, only cojones (pardon my french)


I think any plan that you, well, plan for yourself is OK as long as it's what you really want to do. Three months is a long time but, eh, I've stayed out that long too. Now, I don't spend more than 30 to 45 days at sea. When you pass the 2 month mark, go to the Luzon Strait and you may very well see the Flying Dutcman. Usually it appears after long periods at sea. I don't know about the "ignoring hull damage" thing. Even if it's minor, you could be in for a rude awakening if you have to dive deep but, to each his own. Good luck either way.:up:

I certainly have made my preparations, and I have a safety margin (55% damage to hull means no go) but I will, as I said, take it slow (1024x) hopefully we wont suffer as long as we play it by the book. The crew are not up for the idea, but I promised them it will be THEIR SHOW. I know we cant underestimate the Japs, but that doesnt mean that we have to sit back on our hands and watch Tokyo take over Aussie, and Hitler screwing England, and not react about it.. True that the old school method is the best, but sometimes, books dont tell what real life is. You have to get hurt and hurt, you have to taste your medicine, its a fact of life. Nobody is perfect, and I cant guarantee that the mission will go as planned, cuz there is the x factor, which could be anything from trivial human error, all the way upto spontaniety and wild card.

But the way I see it, we stand a better chance than any other surface vessel in the fleet, because we are unsinkable, and if the **** hits the fan, we will react accordingly. We are cautious, and we take the work VERY SERIOUSLY. My boys sure know how to handle the ladies, mind you, a boat?

How about that guy? (http://www.youtube.com/watch?v=aUdB8gCMcXI)

commandosolo2009
01-14-11, 05:26 PM
Aye, extremely ambitious. I'm wondering about the D-G lap, I'd prolly go C-F-D as you'll likely need a reload by then and Sydney is within easy reach of D, then you can go back and stake out the solomons before heading back to Pearl, you'll need the fuel to dodge the A/C patrolling the Gilbert/Marshalls.

...But thats just how I'd plan. G/L to you.

Hey mate, thanks for the proposition but in case you havent noticed, I'd be without eels if I hit C then F, since I plan on expending all capacity at C.

I'll also a lookout for taskforces. I surely will use the help of our good friendly Battleships..
And guys, please, would it have any effect on performance? hardware performance? SHipping out 17th. Keep your comments coming. Routes, Locations, etc... When do I get the electric, fellas?

commandosolo2009
01-16-11, 04:44 PM
Last day... Calling all sailors and Chiefs onboard Subsim.com, please leave your input. Thanks.

Rockin Robbins
01-16-11, 07:33 PM
Extended cruises will indeed slow your game down, especially reloads of saved games. I wouldn't worry about that too much though. It's just a minor annoyance.

Here's the big problem. Remember that the only time you can receive upgrades to equipment is after you end a cruise and the blind chimpanze tosses his dart at the board. The longer your cruises are, the fewer times you come back to port. The fewer times you get back to port, the fewer upgrades you receive.

Extended cruises are a great way to be skippering an oudated Tambor in 1945! That is if you live that long. Accumulated hull damage has a nasty habit of becoming fatal at the worst moments...:D

Armistead
01-16-11, 07:49 PM
Also want to be careful with lower specs about saves. Lets say you sink several ships, take some mild damage and reload...Your reload has to read everything you've done..so add several more attacks to each save, more info. Here is where things get out of control, if you save and reload too much info. One bite of info gets screwy...you lose it. Just make sure to save each time using a different name and not use the same save name over and over....

Overall, I've never had much of a problem with saves, maybe a few times in a couple years.

I use RSRD and no little about stock battles. I just did the battle of Philipppines Sea...that's a big one, I was in the middle of two large JP TF, over 50 ships....US planes attacking....fun stuff.