View Full Version : 16 fish...
Bubblehead1980
08-13-13, 10:49 PM
TMO RSRD
Just sunk the Yamato on April 7, 1945(by default RSRD has the Yamato on last mission on April 8, 1945, corrected this myself to be historically accurate)
Six Mark 14's hit in initial attack at 0800.Went deep to avoid DD's, came back to scope depth after an hour, DD's moved away, Yamato was listing, dead in water, attempting repairs im sure.Reloaded bow tubes, fired 6 more, all hit, fired four from stern tubes.While reloading to fire rest, fire caused magazine explosion, big battlewagon capsized after.Took 16 torpedoes to sink the Yamato. First time I have sunk Yamato in a while, tough target.
Armistead
08-13-13, 10:53 PM
One thing that makes the game funner is to tweak the crew ratings to elite for all major ships. They react better, seem to repair faster. Most mods like RSRD only took the time to adjust escorts, so major ships and all merchants set to competent.
Good job on the Yamato....
Admiral Halsey
08-13-13, 10:57 PM
Great job.(Doesn't beat my personal record of bagging both Yamato's in the Sibuyan Sea but I will admit that is still the only time I have ever hit one of them let alone both.)
Mikemike47
08-13-13, 11:02 PM
One thing that makes the game funner is to tweak the crew ratings to elite for all major ships.
If I remember correctly, Ducimus added a post somewhere to change crew rating settings. Could be in TMO thread, or he may have been talking about RSRD. I played both of them together alot.
Bubblehead1980
08-13-13, 11:14 PM
One thing that makes the game funner is to tweak the crew ratings to elite for all major ships. They react better, seem to repair faster. Most mods like RSRD only took the time to adjust escorts, so major ships and all merchants set to competent.
Good job on the Yamato....
Thanks.
Yes, I had it set to "Veteran", figured at elite it'd be too deadly to the aircraft. that attack it on April 7 .Still pretty tough, he reacted quickly to the torpedoes, just I was so close when fired, no way could really miss that large of a target, the escort on starboard side of screen left a big gap when he swung way out to check, i moved in for the kill.
I also discovered the Yamato has active sonar as it began pinging me while dead in water when i closed in after launching six more torpedoes , pinged me for a few after.Never knew it had active sonar, knew it had hydrophones.
in_vino_vomitus
08-14-13, 04:49 AM
Nice work - Thanks for the heads up about the sonar too
Armistead
08-14-13, 08:41 AM
If I remember correctly, Ducimus added a post somewhere to change crew rating settings. Could be in TMO thread, or he may have been talking about RSRD. I played both of them together alot.
Easy to do with notepad, just time consuming.
merc4ulfate
08-14-13, 09:17 PM
Least number to sink the Yamato for me was 6 while it was heading south from the narrow point in the Bungo.
Best sinking was North West or Truk. I was in a typoon and picked up radar contacts. I did not expect U.S. ships to be in the area so I was assuming it was it was a IJN Task Force heading to Truk.
I fire on radar bearings only at 800 yards. I had two cuties and four steam. I got one hit with the steam and one with a cutie. The other cutie detonated in another area and I got credit for a DD. All others missed.
I watched the contact on radar and followed it around while she made a large port side loop I shot all the stern tubes and got three hits. Once she straightened out her course I got close again and firing on radar bearings alone scored another four hits. The Yamato sank soon after.
in_vino_vomitus
08-15-13, 03:20 AM
Least number to sink the Yamato for me was 6 while it was heading south from the narrow point in the Bungo.
Best sinking was North West or Truk. I was in a typoon and picked up radar contacts. I did not expect U.S. ships to be in the area so I was assuming it was it was a IJN Task Force heading to Truk.
I fire on radar bearings only at 800 yards. I had two cuties and four steam. I got one hit with the steam and one with a cutie. The other cutie detonated in another area and I got credit for a DD. All others missed.
I watched the contact on radar and followed it around while she made a large port side loop I shot all the stern tubes and got three hits. Once she straightened out her course I got close again and firing on radar bearings alone scored another four hits. The Yamato sank soon after.
Nice shooting......
Webster
08-15-13, 10:17 AM
If I remember correctly, Ducimus added a post somewhere to change crew rating settings. Could be in TMO thread, or he may have been talking about RSRD. I played both of them together alot.
but there is the key, even if TMO changes the settings the RSRDC which must be added after will revert them back to stock.
I think the best result would come from making a mod to add on top of RSRDC to reset all the crew ratings since such a mod would also work with the stock game too.
I never liked any sub crews being less then veterans because they are supposed to be hand picked and selected with certain skill sets to even be assigned to subs. that said I never reset the rankings because the game often makes up for other things by things like setting crews to be weak
Rockin Robbins
08-15-13, 12:22 PM
Of course, with my Slightly Subnuclear Mark 14 and Cutie mod..............one should do the trick. Interestingly I've never tried it.
Armistead
08-15-13, 02:31 PM
but there is the key, even if TMO changes the settings the RSRDC which must be added after will revert them back to stock.
I think the best result would come from making a mod to add on top of RSRDC to reset all the crew ratings since such a mod would also work with the stock game too.
I never liked any sub crews being less then veterans because they are supposed to be hand picked and selected with certain skill sets to even be assigned to subs. that said I never reset the rankings because the game often makes up for other things by things like setting crews to be weak
RSRD uses it's on ratings based on it's campaign layers, so what do you mean it reverts back to stock?
Bubblehead1980
08-15-13, 04:59 PM
RSRD uses it's on ratings based on it's campaign layers, so what do you mean it reverts back to stock?
That is what I was going to ask. ..
grislyatoms
08-17-13, 09:33 AM
Yamato was tough. I have read ~13 torpedoes and 3 bomb hits; this is probably the definitive source:
http://www.history.navy.mil/photos/sh-fornv/japan/japsh-xz/yamato-n.htm
10 torpedoes, "several" bombs
joefremont
08-17-13, 10:17 AM
In the stock game and in TMO the Mk14 does less damage than the mk18 and mk23, but in the game settings there is min and max range for damage so there is a bit of luck involved. Also I have noticed that placement does make a difference. I recently sank a Yamato with 9 mk18's spread along hull.
Webster
08-17-13, 11:10 AM
RSRD uses it's on ratings based on it's campaign layers, so what do you mean it reverts back to stock?
ok, I guess I should have just said it changes all the TMO difficulty settings
I trying to recall all this just from memory and it has been quite a while
Bubblehead1980
08-17-13, 11:25 AM
In the stock game and in TMO the Mk14 does less damage than the mk18 and mk23, but in the game settings there is min and max range for damage so there is a bit of luck involved. Also I have noticed that placement does make a difference. I recently sank a Yamato with 9 mk18's spread along hull.
Stock I would agree that Mark 14 is less effective because the devs had some hair brained gamey idea to make the newer torpedoes have more of a bunch.I remember the Mark 23 having a big difference over the 14 lol.TMO corrected this, Mark 18's have less of a punch since smaller warhead than Mark 14.Mark 23 is the same as Mark 14 in TMO. Shot placement does matter in TMO, esp if run the longer sinking times mod with it but even without, a hit under the stack will usually wreck the engines, cause boilers to explode.With merchants their cargo also matters, if tanker is loaded with fuel or if merchant has ammo crates on deck or internal ammo, this accounts for how many fish it takes as well.Large merchant with internal and external cargo of freight only, usually 3-4 torpedoes required to ensure a kill, of course variables such as skill of the crew, where they hit etc affects this.Skill of the vessel you are attacking also matters.TMO most warships and merchants are set to veteran.Stock, they are set to novice in most cases, few are set to competent and then in later years few are vet and even less are elite.
Yamato took a lot of punishment in real life and can in the game but again factors matter.I have it set to "veteran" skill level and running the longer sinking times which sinks ships based on flooding and bulkhead damage not hitpoints.Also run the fire damage mod, so fires actually damage ships internally and externally.I think this accounts for differences. Surprised 9 Mark 18's did the job on the Yamato. I hit a Ise (Late War) version with 6 in november 1944 and it made her go dead in water and bad list, but didnt sink.Unfortunately, in the counter attack my sub was nearly destroyed, all torpedo tubes destroyed, stuck on the bottom for about 8 hours so never got to give the coup de grace.
joefremont
08-17-13, 12:17 PM
Stock I would agree that Mark 14 is less effective because the devs had some hair brained gamey idea to make the newer torpedoes have more of a bunch.I remember the Mark 23 having a big difference over the 14 lol.TMO corrected this, Mark 18's have less of a punch since smaller warhead than Mark 14.Mark 23 is the same as Mark 14 in TMO. ....
Using Silent 3ditor you can open the Torpedo_US.Zon file which has the min and max damage values for the USN torpedoes. I have examined the stock, GFO and TMO versions and neither of the mods have changed those values. In those files the min and max damage values are:
mk27 50-100
mk10 80-160
mk14 100-140
mk16 180-350
mk18 120-180
mk23 120-180
I have been tweaking the values for the mk27 trying to simulate the mk28 and yes it does work. In real life the warheads between the mk14, mk18 and mk23 were interchangeable and were often swapped out on tenders and at depots.
Bubblehead1980
08-17-13, 02:40 PM
Using Silent 3ditor you can open the Torpedo_US.Zon file which has the min and max damage values for the USN torpedoes. I have examined the stock, GFO and TMO versions and neither of the mods have changed those values. In those files the min and max damage values are:
mk27 50-100
mk10 80-160
mk14 100-140
mk16 180-350
mk18 120-180
mk23 120-180
I have been tweaking the values for the mk27 trying to simulate the mk28 and yes it does work. In real life the warheads between the mk14, mk18 and mk23 were interchangeable and were often swapped out on tenders and at depots.
Hmm ill have to look at what the longer sinking times mod does to torpedoes hit points, because mark 14 and 23 do seem to have same power, 18 less.I've played with the mod so long but it seemed same as TMO. Definitely should be changed then as the 14 and 23 were same torpedo, the 18 carried a slightly smaller warhead.16 had almost 1000 lbs of torpex, they work very well in the same.The Mark 10 still seems to have a nice punch, the cutie is so so, depends on ship, think could use little more.Noticed you are working on Mark 28, that sounds like fun.
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