Bubblehead1980
09-15-13, 06:36 PM
Here are some mods I have worked on...All were created for TMO with RSRD, may work alone or with others, not sure.Feedback appreciated!
Historical Torpedo Mod Version 2:
http://www.subsim.com/radioroom/downloads.php?do=file&id=4200
This mod retains all the detonator problem but have adjusted issues after they are fixed in 1943.US torpedoes, Mark 18 in particular, suffered from occasional problems throughout the war.Problems included gyro issues(causing torpedoes to miss or sometimes hit at different points than aimed) this can vary from 0-50 degrees in the game but there is , as in RL a low chance.However, if you miss and know you have the speed right and it did not change during the run, gyro problem is a culprit.
Torpedoes will run slightly deep sometimes as they did.Although not the 10-12 feet the Mark 14 did before it was fixed, Mark 18 and 14 can ran deep sometimes but its not usually enough to cause a miss.I would say 85 percent of time they run at depth set.
Circle runs were a real problem throughout the war, esp with Mark 18, we know of two boats lost for sure(Tang and Tulibee) to them and several others were likely lost to this.Many others had close calls with them.They don't occur enough in the game, so I upped their chance a bit, result is perfect.They will happen but not often, just be on the look out esp if firing on the surface.Mark 14's have a lower chance but can do this as well.
New Depth Charges-
http://www.subsim.com/radioroom/downloads.php?do=file&id=4201
Most of us play TMO for the tough escorts who are an actual threat but the part that bothers me is how the depth charges work in the game in general, not just in TMO.From what I understand, the "death blow" or lucky golden BB was rare, most subs lost to depth charges were lost to a build of damage to key systems, overwhelming the crew and equipment.This mod simulates this by making the death blows less likely.Basically, you wont have depth charge exploding far away applying its full force(hitpoints) and sinking your sub.They will have to be close, very close as in real life to cause a death blow.However, the distance at which they can damage you has been extended.Basically, you will see more minor damage piling up throughout an attack that could lead to your boat being compromised.The sensors are the same, ability to detect hunt etc has not changed, just the depth charges are more historically accurate.Example...
I attacked a convoy with 300 feet under keel, escaped other escorts but one found me, let loose a pattern, they detonated not close but above but deck stations took residual damage as well as conning tower, which would happen in RL. Others detonated to the sides and if in past prob would have been killing blows, despite not being close enough to historically do so, then the next one was close, but not right on the hull, it exploded, wrecked 3 stern tubes and caused moderate damage to bulkhead of stern torpedo room, caused flooding but didnt wipe out the bulkhead and destroyed every piece of equipment in the room thanks to my mod as it would have before.
The flooding forced me to run noisy while conducting repairs and speeding up to keep my stern from dragging the bottom, this enabled them to keep track of me but luckily thanks to my decoys and moderately choppy seas, i escaped, barely .3 stern tubes were not repairable though, that is next to adjust, noticed tubes get damaged way too easily in this game.
Better Hunters-
http://www.subsim.com/radioroom/downloads.php?do=file&id=4203
This restores (mostly) the tenacity of TMO escorts to RSRD.I did not touch their sensors etc, feel they are fine but adjusted their lost contact time so they would hunt player much longer.The time was set to 60, I set it much higher.They won't hunt like allies did U boats bc well, they didnt(for most part) but they are much more persistent.
Torpedoes for Fremantle Boats V2-
http://www.subsim.com/radioroom/downloads.php?do=file&id=4202
This is my Historical Torpedo Mod V2 but for Fremantle boats.Basically, the magnetic feature of Mark 14 is not deactivated until 20 January 1944 per history for Fremantle boats since Admiral Christie was stubborn:/\\!!
Realistic IJN Radar-
http://www.subsim.com/radioroom/downloads.php?do=file&id=4204
This mod solves a long standing problem with IJN Radar.Tater made an excellent mod reducing range of Type 21 and 22 radars a while back and making the Type 13 air search only(as it was) but IJN radars ability to detect player is still too Allied like.IJN radar was not nearly as advanced as allies and finding a submarine on radar was difficult.There are many accounts of US subs attacking radar equipped convoys up close and task forces as well.I adjusted the "minimum height" for type 21 and 22 radars so its more difficult but NOT impossible to detect submarines on surface.
I tested this, one approach, i was 3,000 yards off and not detected on radar.Later, after the attack when no other ships spotted me, he picked me up at about 5600 yards and closed, used radar to pursue me but lost me eventually.
Another test, while approaching one, radar got me at 6,000 yards or so.Variables such as your profile(angle on bow) waves and skill of the enemy crew affect this.This is what have strived for, their radar helps sometimes, sometimes it does not.The player , as commander, must make the decision as to risk night surface attack with radar escorts or not etc.This really adds to this game , esp in late war when most escorts have radar.
Darker Nights for TMO-Removed until final version is ready, sorry.
This is a great mod Armistead created that I find ESSENTIAL for better gameplay.This allows for realistic night surface attacks in can get pretty close(I sually close to 2,500-2000 yards or 1800 even as subs usually did in surface attacks) and escorts dont always have hawkeyes. However, they are not blind and will come after you.This also makes them not so dead on in gunnery but still a threat.Basically, this allows you to get in , attack and escape with about same chances as real life subs and their crews had.Profile matters but the dark does prevent them from seeing you at 3,000 yards just because you momentarily have your side showing.Highly suggest use Tater's TMO visuals for RSRD in order to get best gameplay with this mod.
Historical Torpedo Mod Version 2:
http://www.subsim.com/radioroom/downloads.php?do=file&id=4200
This mod retains all the detonator problem but have adjusted issues after they are fixed in 1943.US torpedoes, Mark 18 in particular, suffered from occasional problems throughout the war.Problems included gyro issues(causing torpedoes to miss or sometimes hit at different points than aimed) this can vary from 0-50 degrees in the game but there is , as in RL a low chance.However, if you miss and know you have the speed right and it did not change during the run, gyro problem is a culprit.
Torpedoes will run slightly deep sometimes as they did.Although not the 10-12 feet the Mark 14 did before it was fixed, Mark 18 and 14 can ran deep sometimes but its not usually enough to cause a miss.I would say 85 percent of time they run at depth set.
Circle runs were a real problem throughout the war, esp with Mark 18, we know of two boats lost for sure(Tang and Tulibee) to them and several others were likely lost to this.Many others had close calls with them.They don't occur enough in the game, so I upped their chance a bit, result is perfect.They will happen but not often, just be on the look out esp if firing on the surface.Mark 14's have a lower chance but can do this as well.
New Depth Charges-
http://www.subsim.com/radioroom/downloads.php?do=file&id=4201
Most of us play TMO for the tough escorts who are an actual threat but the part that bothers me is how the depth charges work in the game in general, not just in TMO.From what I understand, the "death blow" or lucky golden BB was rare, most subs lost to depth charges were lost to a build of damage to key systems, overwhelming the crew and equipment.This mod simulates this by making the death blows less likely.Basically, you wont have depth charge exploding far away applying its full force(hitpoints) and sinking your sub.They will have to be close, very close as in real life to cause a death blow.However, the distance at which they can damage you has been extended.Basically, you will see more minor damage piling up throughout an attack that could lead to your boat being compromised.The sensors are the same, ability to detect hunt etc has not changed, just the depth charges are more historically accurate.Example...
I attacked a convoy with 300 feet under keel, escaped other escorts but one found me, let loose a pattern, they detonated not close but above but deck stations took residual damage as well as conning tower, which would happen in RL. Others detonated to the sides and if in past prob would have been killing blows, despite not being close enough to historically do so, then the next one was close, but not right on the hull, it exploded, wrecked 3 stern tubes and caused moderate damage to bulkhead of stern torpedo room, caused flooding but didnt wipe out the bulkhead and destroyed every piece of equipment in the room thanks to my mod as it would have before.
The flooding forced me to run noisy while conducting repairs and speeding up to keep my stern from dragging the bottom, this enabled them to keep track of me but luckily thanks to my decoys and moderately choppy seas, i escaped, barely .3 stern tubes were not repairable though, that is next to adjust, noticed tubes get damaged way too easily in this game.
Better Hunters-
http://www.subsim.com/radioroom/downloads.php?do=file&id=4203
This restores (mostly) the tenacity of TMO escorts to RSRD.I did not touch their sensors etc, feel they are fine but adjusted their lost contact time so they would hunt player much longer.The time was set to 60, I set it much higher.They won't hunt like allies did U boats bc well, they didnt(for most part) but they are much more persistent.
Torpedoes for Fremantle Boats V2-
http://www.subsim.com/radioroom/downloads.php?do=file&id=4202
This is my Historical Torpedo Mod V2 but for Fremantle boats.Basically, the magnetic feature of Mark 14 is not deactivated until 20 January 1944 per history for Fremantle boats since Admiral Christie was stubborn:/\\!!
Realistic IJN Radar-
http://www.subsim.com/radioroom/downloads.php?do=file&id=4204
This mod solves a long standing problem with IJN Radar.Tater made an excellent mod reducing range of Type 21 and 22 radars a while back and making the Type 13 air search only(as it was) but IJN radars ability to detect player is still too Allied like.IJN radar was not nearly as advanced as allies and finding a submarine on radar was difficult.There are many accounts of US subs attacking radar equipped convoys up close and task forces as well.I adjusted the "minimum height" for type 21 and 22 radars so its more difficult but NOT impossible to detect submarines on surface.
I tested this, one approach, i was 3,000 yards off and not detected on radar.Later, after the attack when no other ships spotted me, he picked me up at about 5600 yards and closed, used radar to pursue me but lost me eventually.
Another test, while approaching one, radar got me at 6,000 yards or so.Variables such as your profile(angle on bow) waves and skill of the enemy crew affect this.This is what have strived for, their radar helps sometimes, sometimes it does not.The player , as commander, must make the decision as to risk night surface attack with radar escorts or not etc.This really adds to this game , esp in late war when most escorts have radar.
Darker Nights for TMO-Removed until final version is ready, sorry.
This is a great mod Armistead created that I find ESSENTIAL for better gameplay.This allows for realistic night surface attacks in can get pretty close(I sually close to 2,500-2000 yards or 1800 even as subs usually did in surface attacks) and escorts dont always have hawkeyes. However, they are not blind and will come after you.This also makes them not so dead on in gunnery but still a threat.Basically, this allows you to get in , attack and escape with about same chances as real life subs and their crews had.Profile matters but the dark does prevent them from seeing you at 3,000 yards just because you momentarily have your side showing.Highly suggest use Tater's TMO visuals for RSRD in order to get best gameplay with this mod.