View Full Version : [REL] Trigger Maru Overhauled Update BH
Bubblehead1980
02-04-22, 05:47 PM
Nice sceenshots
Thanks:Kaleun_Salute:
EddieLyons
02-04-22, 06:37 PM
Think the engine for it, attempts to, on reload of a save, to back track the previous 24 hour's worth, of 'radio' message traffic.
It's pretty bizarre, since other radio messages received don't get repeated like that, only the "Day of infamy" one.
:k_confused:
Mad Mardigan
02-04-22, 08:14 PM
It's pretty bizarre, since other radio messages received don't get repeated like that, only the "Day of infamy" one.
:k_confused:
It is... perplexing... to say the least.
I do know of when I go to reload... that any flash traffic & normal radio messages received... (& think that applies to contacts reported, as well... :hmmm:) for at least a minimum of 24 hours... will crop back up in that clipboard... & think some show back up in the commands box... just not near as much message wise as the clipboard.
But, have never had that 'day of infamy' part, do repeatedly showing back up, on reloading saves... Not in original TMO, TMO w/Tw's... FotRS-U... or in this rework on TMO, by Bubblehead... & that includes in RSRDC or what's that other 1 that can work with TMO & RSRDC or it & TMO+RSRDC.... heck... drawing a blank here... or last I can think of, though... think with the time it's set up for, is well past 12/7... & that's SubRon 50. So, that 1... shouldn't have any issues with it, as far as I know of... it wouldn't have the shebang in the works... not as the others I mentioned would. Well... except for FotRS. (think the guys, left that message out of the mix, if I'm not mistaken... :hmmm: :hmmm:)
:Kaleun_Salute:
M. M.
propbeanie
02-05-22, 11:04 AM
It's pretty bizarre, since other radio messages received don't get repeated like that, only the "Day of infamy" one.
:k_confused:
Do you have any radio mods besides the RSM loaded? There is an ini file for messages, and that particular message might be set (accidentally) to keep repeating. There are two "introduction" blurbs like "We interrupt this program to bring you breaking news.", and if the DOI is named instead, it would be that repeating. Generally, the last message in will repeat when a Save is loaded, but yours seems to be the first message received at the beginning of the game.
I need help. I can not complete a harbour photo mission.
In my current patrol, I already done one and Comsubpac send me to another one.
Normally there is one unit that when taking the photo, triggers the mission complete status. This time, no. I have 3 ships and a landed hydroplane (thought that was the unit), but locking the periscope to each one the units, id and taking a picture, there is no complete status.
Stock game bug? Or form this mod? And besides that, any advice to complete the mission?
Or I just go beserk, surface the boat and decide to go all in, guns and torpedoes blazing? :D
KaleunMarco
02-05-22, 03:39 PM
I need help. I can not complete a harbour photo mission.
Or I just go beserk, surface the boat and decide to go all in, guns and torpedoes blazing? :D
ah, no, do not do that, unless you are playing the kamikaze role.
more than likely, you are playing a photo mission that BH has not modified. your mission is either Stock or TMO 2.5 where some photo missions are not armed with the proper ships to photograph which results in your experience.
in an effort to help BH, do you know how to find the mission id in the CareerTrack.UPC file?
if you do, reply with that and i am sure he will put it on the list of missions to be upgraded in future releases.
as far as this mission is concerned, you will probably not be able to complete it, so leave the harbor and go sink some ships. that is the best you can do.
:Kaleun_Salute:
Bubblehead1980
02-05-22, 04:27 PM
I need help. I can not complete a harbour photo mission.
In my current patrol, I already done one and Comsubpac send me to another one.
Normally there is one unit that when taking the photo, triggers the mission complete status. This time, no. I have 3 ships and a landed hydroplane (thought that was the unit), but locking the periscope to each one the units, id and taking a picture, there is no complete status.
Stock game bug? Or form this mod? And besides that, any advice to complete the mission?
Or I just go beserk, surface the boat and decide to go all in, guns and torpedoes blazing? :D
Yes, definitely do not do that lol.
I was unable to update/fix patrol objectives in the first release, so unfortunately many of the stock/old TMO photo missions which had bugs were left in. In the soon to be released V 2.0, I have added about 30 new patrol objectives, and revamped a lot of the existing ones, especially the special missions, such as photo recon. No more generic, hollywood-esque missions. I've also worked to make sure this bug is solved, so far, so good.
For your current situation, I would just stop, write it off as one of those unable to achieve that command gave you (think June 1942 after Midway, when Nautilus was sent off coast and Honshu and supposed to bombard the Emperor's Summer Palace, got there and found it was not really doable, ended up patrolling and sinking the destroyer Yamakaze instead, proceeding one of the wars best known submarine photographs, and the first combat photograph taken through a US submarine periscope.)
Yes, I'd scrap the photo recon, go find some ships to sink.
Yes, I'd scrap the photo recon, go find some ships to sink.
It was what i did. I took my revenge on one merchant that was there and went away to more richer grounds.
Bubblehead1980
02-08-22, 09:40 PM
It was what i did. I took my revenge on one merchant that was there and went away to more richer grounds.
Nice:Kaleun_Salute:
And manage to get my first ship with the type 18. Found a small convoy, shoot my last 3 torpedoes, one 14 to the first ship and the last two 18 to the other.
The convoy was give has medium speed. I did the 3m with the map, 9knts.
Did 3m and used the fire controls, 13 knts. Hmmm, but the bow spray on that lead merchant...
I shot the fishes, the 14 passed in front of the bow, arrgghhhh. The speed was wrong again....
And then, torpedo impact. They hit the rear. Lovely...
Question about the career lengths. In game and the in real life.
In game, I already didn't accepted a desk job, but after 2 years. I think I began march 42, my last patrol was December of 43, going to another one early 44.
And in real live, what was the normal length for a command of a submarine?
KaleunMarco
02-09-22, 10:16 AM
Question about the career lengths. In game and the in real life.
In game, I already didn't accepted a desk job, but after 2 years. I think I began march 42, my last patrol was December of 43, going to another one early 44.
And in real live, what was the normal length for a command of a submarine?
for SH4, if you can succeed on a consistent basis, and survive, your career can span from December 1941 to August 1945. 25 to 30 war patrols.
in real life, commanding officers (aka CO) who were successful and survived made 4 to 6 patrols depending on their age and the stress incurred during the 4 to 6 patrols. after that surviving Sub CO's went to all kinds of other billets: squadron staff, training billets, Pentagon, etc.
Bubblehead1980
02-09-22, 03:31 PM
And manage to get my first ship with the type 18. Found a small convoy, shoot my last 3 torpedoes, one 14 to the first ship and the last two 18 to the other.
The convoy was give has medium speed. I did the 3m with the map, 9knts.
Did 3m and used the fire controls, 13 knts. Hmmm, but the bow spray on that lead merchant...
I shot the fishes, the 14 passed in front of the bow, arrgghhhh. The speed was wrong again....
And then, torpedo impact. They hit the rear. Lovely...
Question about the career lengths. In game and the in real life.
In game, I already didn't accepted a desk job, but after 2 years. I think I began march 42, my last patrol was December of 43, going to another one early 44.
And in real live, what was the normal length for a command of a submarine?
Ahhhh....
The trick to shooting with MK 18 torpedoes is to firing on a bearing that gives the slow (MK 18 travels at 29 knots max range 4000 yards) electric torpedoes time to "meet" their target vs firing with a faster torpedo such as MK 14 or 23. With 14 or 23 ( 46 knots 4500 yards on high power, well 23 is 46 4500 yards, no low power setting, extra 500 yards makes a big difference), waiting until they cross bearing "0" on your scope/TBT , firing the ideal shot from 1000 yards or 2000-2500 on surface, torpedoes have the speed to compensate for even fast moving targets (although always better to fire before at fast movers so torpedoes meet them as well. Issue with torpedoes that produce wakes "leading" to "meet" their target, is they will be ahead and thus more visible to AI lookouts, more likely to spot, slow, and avoid. Yes, in testing have noticed much like humans, AI visual sensor tends to be more alert to what ahead or just off to the peripherals of the ship than behind. Confirmed this in testing the night surface attacks for the mod) where as the MK 18 does not have the extra speed/range speed to "catch" the target. Also, never shoot a mixed load of electric and steam fish, unless can't help it. Best to shoot all electric or all steam. So, depending on set up...
In a bow shot situation, depending on range, position to target, but will talk the normal bow shot, aiming for the desired 90 degree AOB etc.
Target is traveling east at 9 knots , you have a starboard AOB, you are submerged, range is 2000 yards and closing...target reaches bearing 345-350, go ahead and aim periscope/TBT middle of target and fired desired number of torpedoes at five second intervals. With PK you can just use the first bearing but I have found with the MK 18, it works best to send a updated bearing manually for each torpedo (O Kane did this as mentioned in book, fired each torpedo as a individual shot, often aiming at different places along targets hull. Say fired four , would fire two at middle of target, one on forward mast, one of aft. This provided pretty decent target coverage. I do this in some situations, but with the 18 have found its best to just aim for MOT, fire at 5 second intervals, and updating bearing before each shot)
I am somewhat confused how you went from 9 knots to 13? Fire controls, does that mean you let the crew tell you how fast were moving i.e. used the button on the dial where you enter speed into TDC? If so, that was the mistake. They are rarely accurate, basically disregard that feature. I use them sometimes to check my solution, especially when I have map contacts disabled, but they are nearly always off. If have map contacts, trust your markings before their solution. This is due to a inherent SH 4 issue with the stadimeter and proper mast heights on ships. TMO fixed it to some degree, way better than was in stock but can only do so much. OTC corrected it, is a great mod, but not compatible with my TMO update, and in my opinion, it takes away from the sim, makes things too easy, for me.
Remember anything 12 knots or faster will be reported as "fast /high speed" Did you use the crewman to tell you the speed? Convoys really move at that speed since not all ships can keep up. Plus, they had long journeys had to save fuel. One exception is once alerted and some of the ships go into "every man for himself mode" , they will dart around , making maneuvers, temp increases in speed, making them more difficult to attack. When among them on surface at night and this happens, can get hairy, nothing like a 10000 ton tanker or troopship trying to run your sub over at 18 knots. lol
At the start of the war, there was no policy on the number of patrols, so the first "batch" of skippers made quite a few, six or seven in some cases before relieved, promoted etc. COMSUBPAC's policy was five consecutive patrols in command as the limit, few to no exceptions. The loss of "Mush" Morton and Wahoo had a lot of to do with strict enforcement of the policy for subpac boats. Morton was tired and not disparaging him, as he was a great submariner and innovator, but have read he had become somewhat contemptuous of enemy ASW, perhaps even reckless. Dealey and Harder kind of the same thing, were lost on the sixth patrol of Harder. Dealey was kind of wild man anyways lol, always looking to hunt destroyers. Fluckey in the Barb was one of the few who got another patrol, but it was also after a break stateside for refit. Pretty sure, that for the most part other sub commands followed suit.
Now, quite a few of the skippers from 42- 43 were sent back home to new construction, to commission a new boat and made it back to the war zone, often serving another five patrols. Lawson Ramage is one of them, he commanded the Trout earlier in war, was sent home and put in command of the new Balao Class USS Parche and was back in action summer 1944 in some legendary actions such as that of 31 July 1944, see "Ramages Rampage."
Some others were promoted a end of their tours and ended up in staff billets, or training commands. Would received command later in war, or in some cases those promoted to Captain would be sent to see to command a Coordinated Attack Group (Wolfpack) but was not in command of the a actual boat, just hitched a ride aboard one as his "flagship". They eventually stopped this practice for most part, finding it worked better to allowed senior skipper in the pack to have tactical command of the group.
Some early mid war skippers who found themselves in staff and training billets after their command tours ended, and promoted to Captain would end up in command for one or two patrols of a boat, kind of holding the seat until a more permanent CO. This also allowed them to get recent combat experience. Some were successful as they adapted well, some were not, as when they returned in 1944/1945, it was a different submarine war than the one they had fought, and did not adapt well to the night tactics of running on surface etc.
In SH 4, you can keep going as long as are maintain a minimum rating for success on patrols. Achieving the assign goals is the main part, of course sinking ships is important as well. I believe the limit for unsuccessful patrols is 3 in which will be relieved. Only had this happen once, it was due to bugs not counting tonnage sunk after loaded up a saved game in testing . My fault for adding/removing mods too often lol , believe it corrupted the file. Anyways, it counted me as having sunk just 2000 tons in three patrols, which would not end a career, but it also counted me as not having achieved objectives such as completing patrol/time on station etc. After third "bad" patrol, I was relieved, game over.
Now, in the stock game and most mods, player is promoted way too fast so I changed this. You will make Commander at six good patrols with I believe it is 180 days time in game , Captain after 20 patrols, which most players won't do 20 patrols in one career unless having some really short patrols/running around on auto target etc. Although I will likely raise that limited
Early war I will usually keep skipper longer, but mid to late war, I typically play 5-6 patrols and then that is it. I now keep the same boat to see if boat can make it to end of war, just edit the careertrack files, rename the skipper, clear his tonnage and medals.. So keep the same boat and crew, but new skipper. I do not accept offers of new commands because number one they often come too early, also you get a new boat but keep same crew lol. That happened twice I am aware of. The new Sealion was commisioned, many of the Sealions crew that was sunk in 1941 at Cavite were assigned (if alive or available) and the Darter (ran aground in October 1944 off Philippines while pursuing a damaged cruiser, crew rescued, boat scuttled. That mission is in the mod btw) , most her crew went to new construction and made up the crew of that boat. The successes stay in the logbook though, which is cool. So you can see ships sunk done throughout however many patrols.
I do wish could have the option to go to new construction, for a break, then back to see but not possible to make happen it seems.
Bubblehead1980
02-09-22, 05:54 PM
TMO Update BH V2.0(in testing, soon to be released)
Donation Narwhal mod
Sixth patrol of USS Nautilus 13 December 1942- 26 February 1943.
Patrol East of Bougainville
Special Mission- Rescue of civilians at Teop
Patrol in Truk-Rabaul shipping lanes
Bombardment of Woelai and Fais Islands.
Fun and challenging patrol. I was happy to see special mission worked as designed, mostly. Ran into a Chidori escort for first time in this career, nearly ended the boat.
Narrative of patrol and screenshots below.
https://www.subsim.com/radioroom/showthread.php?t=107786
I see, thanks! I'm now going to China sea, after dropping marines in Okinawa, Fev. 44.
Bubblehead1980
02-10-22, 02:25 PM
I see, thanks! I'm now going to China sea, after dropping marines in Okinawa, Fev. 44.
Oh you should find plenty of targets in East China Sea, lots of night surface attack opportunities. I did a lot of work on traffic in all years of the war but 1944 is where V 1.0 of TMO Update truly shines, the pace increases on patrol, a lot of action, reflects history as 1944 was a banner year for US submarines in the Pacific, year they really wiped out the Japanese merchant marine and Navy. In the mod...torpedoes are finally reliable{overall} ..plenty of convoys running, escorts are not pushovers for most part, type 2 depth charge is available...and can make realistic night surface attacks...enjoy:Kaleun_Salute:
Okinawa? ah yes lol one of those silly out of place special missions (1944) I have removed from the next version, replaced with more plausible ones. Use caution around Okinawa and the Ryukus...*intel* indicates the waters are heavily mined to control surface and sub surface traffic.:Kaleun_Salute:
KaleunMarco
02-10-22, 06:04 PM
Use caution around Okinawa and the Ryukus...*intel* indicates the waters are heavily mined to control surface and sub surface traffic.:Kaleun_Salute:
yes, i can confirm that rumor/intel.
Bubblehead1980
02-10-22, 06:53 PM
yes, i can confirm that rumor/intel.
Did you hit one of them? lol
KaleunMarco
02-10-22, 07:24 PM
Did you hit one of them? lol
ah...no...but i had my own intel.:03:
Bubblehead1980
02-10-22, 07:38 PM
ah...no...but i had my own intel.:03:
lol that is true
Bubblehead1980
02-10-22, 08:04 PM
Testing out V 2.0 campaign, orders to landing US Army scouts in advance of invasion of Attu on 11 May 1943 (real mission Nautilus and Narwhal conducted, landing scouts five hours before scheduled landing of main forces) . Have to leave Pearl, stop at Dutch Harbor to "pick up" the scouts. Sailed into Dutch Harbor, really beautiful at dawn (will post screen shots when patrol is over).
Of course crew looks weird with non winter clothing on lol something hope to solve in this version, its on the list.
Anyways...I admittedly did not spend a lot of time testing the Alaska campaign with S boats. Plan to add fleetboat orders since they made quite a few patrols in 1942 there, operated out of Dutch Harbor temporarily...one (USS Grunion) was lost in the area. Growler knocked out three destroyers off Kiska (or Attu, cant recall which one atm)
So if you have played around in Alaskan theater, tell me about your experiences. I know the patrol orders need to be fixed, they will bein next version. Spot icebergs? I added quick a few
I plan to tweak the traffic before next release. I have the Battle of Komandorski Islands scripted pretty well and with the new settings, the cruisers engage at longer ranges, 10000-12000 yards, so get a more realistic battle vs the point blank battles used to always have.
Oh you should find plenty of targets in East China Sea, lots of night surface attack opportunities. I did a lot of work on traffic in all years of the war but 1944 is where V 1.0 of TMO Update truly shines, the pace increases on patrol, a lot of action, reflects history as 1944 was a banner year for US submarines in the Pacific, year they really wiped out the Japanese merchant marine and Navy. In the mod...torpedoes are finally reliable{overall} ..plenty of convoys running, escorts are not pushovers for most part, type 2 depth charge is available...and can make realistic night surface attacks...enjoy:Kaleun_Salute:
Okinawa? ah yes lol one of those silly out of place special missions (1944) I have removed from the next version, replaced with more plausible ones. Use caution around Okinawa and the Ryukus...*intel* indicates the waters are heavily mined to control surface and sub surface traffic.:Kaleun_Salute:
Indeed. Actually the patrol area is the yellow sea, but going from Okinawa to there I stumble at a convoy, 2 rows, 4 ships each and just 2 escorts. Lovely...
Yes, i noticed that the area was very sweat, when I saw a costal battery using me has target pratice... My first mission to deliver marines to that island, it was overcast, no visibilty but calm seas. I went there and come out with no enemy detected. This time was a great pacific night and :ping: ...
Bubblehead1980
02-11-22, 05:23 PM
Indeed. Actually the patrol area is the yellow sea, but going from Okinawa to there I stumble at a convoy, 2 rows, 4 ships each and just 2 escorts. Lovely...
Yes, i noticed that the area was very sweat, when I saw a costal battery using me has target pratice... My first mission to deliver marines to that island, it was overcast, no visibility but calm seas. I went there and come out with no enemy detected. This time was a great pacific night and :ping: ...
Ouch. I take it no hits by the coastal battery? They will fire at longer ranges now but not as accurate. The sniper like fire always bugged me, still a threat.
Nice! On the convoy. Let us know how that one goes. I smell a possible night surface attack coming.
Bubblehead1980
02-11-22, 05:30 PM
Last night did not really have time to run a normal patrol, get one started, but
wanted to test a special mission I've added to the campaign for V2.0, landing Army Scouts on Attu ahead of the main invasion forces. Figured it'd be pretty simple, come back to port.
Well, after picking up the scouts, dropping them on schedule at Attu, 11 May 0100, went west for a quick trip to Northern Kurils, see if could find a ship to sink, perhaps bombard Matsuwa or Paramushiru with Nautilus's six inch deck guns. I stumbled across a convoy, still heading east, possibly unaware of the mornings invasion. Next day, found another heading west, likely already at sea when invasion occurred. Turned into a busy, action packed, frustrating patrol in
which all twenty torpedoes were fired within 150 NM of Attu, never made it to the Kurils, had to turn home since all torpedoes expended and batteries were damaged, would not recharge beyond 80 percent of so.
This short test turned into several hours game time lol
Brief patrol report and some screenshots at link below.
https://www.subsim.com/radioroom/showthread.php?t=107786
Ouch. I take it no hits by the coastal battery? They will fire at longer ranges now but not as accurate. The sniper like fire always bugged me, still a threat.
Nice! On the convoy. Let us know how that one goes. I smell a possible night surface attack coming.
It come very close to comfort... but no hit.
Indeed, manage to get the speed right, so 3 hits with my bow tubes, one merchant dead in the water (latter sink). I was already turning to use the aft tubes and with them, manage also 2 hits in another ship, then I escaped, since they were already shooting at me.
I did a parallel course with convoy, when reloading, the ships did do such zig zags, and cutting the other ship route, almost like dui...:)
I attacked again, after a few hours, the zig zag was more slower and manage to sink another ship, miss my type 18 torpedos again.
After the yellow sea with out any ships besides a junk ship, COMSUBPAC send me to area 7, but to avoid Bungo...
Bubblehead1980
02-12-22, 12:16 PM
It come very close to comfort... but no hit.
Indeed, manage to get the speed right, so 3 hits with my bow tubes, one merchant dead in the water (latter sink). I was already turning to use the aft tubes and with them, manage also 2 hits in another ship, then I escaped, since they were already shooting at me.
I did a parallel course with convoy, when reloading, the ships did do such zig zags, and cutting the other ship route, almost like dui...:)
I attacked again, after a few hours, the zig zag was more slower and manage to sink another ship, miss my type 18 torpedos again.
After the yellow sea with out any ships besides a junk ship, COMSUBPAC send me to area 7, but to avoid Bungo...
Well done:Kaleun_Salute:
What month/day are you? Your misses with MK 18 may be due to torpedo malfunctions if before Jan 1 1944. The initial MK 18's had a lot of problems, not so much with duds as they used a different exploder (MK 8) which had no exploder issues, but did have depth control issues, as well as gyro and battery issues, quite a few "cold shots" where the fish was ejected from the tube but batteries did not provide the power required for the run. Of course circular runs were a problem as well.
In TMO the MK 18 has a high chance to malfunction until Jan 1 1944. This simulates the introduction of the refined model after initial introduction in mid 1943.
MK 18 maintains a higher probability of circular ran throughout the war, as the real life torpedo did, but low chance of running deeper than set.
Bubblehead1980
02-13-22, 05:37 PM
Close encounter with AI sub in October 1943 on eighth patrol following completion of special mission (new patrol objectives added to TMO in forthcoming version)
Read here
https://www.subsim.com/radioroom/showthread.php?p=2793161#post2793161
https://i.postimg.cc/Yq7zM0k3/subencounter.png (https://postimages.org/)
Bubblehead1980
02-16-22, 01:10 PM
Tested out historic based special mission in November 1943, based on NAUTILUS's actual 7th war patrol. Fun and challenging patrol without firing a shot, as designed for this boat and special ops. Off Pearl, had two friendly fire incidents, which were interesting. Looks like the PBY called in DD's that were nearby.
Sometimes history somewhat mirrored by the sim by chance as NAUTILUS was hit by friendly fire from DD-500 USS Ringgold on 24 November off Gilberts, putting a 5 inch shell through her conning tower. In this patrol, I was attacked by a PBY, fired on with guns, and then depth charged on and off for 11 hours 200 miles off Pearl Harbor.
Full report here.
https://www.subsim.com/radioroom/showthread.php?t=107786
Captain Wreckless
02-17-22, 02:24 AM
here it is in order I put the mod back on top ... as you recommended to me ... (via pm) :k_confused::Kaleun_Salute:
http://image.noelshack.com/fichiers/2021/39/3/1632932844-sh4img-2021-09-29-18-13-51-365.png
now resumption of assembly
After a couple of years away I decided to sink ships again.
How was this fixed? I'm getting the white squares also.
This is my install order via JSGME:
TriggerMaru_Overhaul_2-5_UpdateBH Revised Final
NavMapMakeoverTMOUpdate
NavMapmakeoverTMOupdatePatch
Allied Ship Pack TMO
Ships for TMO
EAX Sound Simulation WITHOUT Webster Maneuver_TMO by Vickers03
TMO2_Different_smoke_and_splash_effects by Vickers03
IJN_Radar_Fix_2 (Required)
Thanks.
Bubblehead1980
02-17-22, 02:36 AM
After a couple of years away I decided to sink ships again.
How was this fixed? I'm getting the white squares also.
This is my install order via JSGME:
TriggerMaru_Overhaul_2-5_UpdateBH Revised Final
NavMapMakeoverTMOUpdate
NavMapmakeoverTMOupdatePatch
Allied Ship Pack TMO
Ships for TMO
EAX Sound Simulation WITHOUT Webster Maneuver_TMO by Vickers03
TMO2_Different_smoke_and_splash_effects by Vickers03
IJN_Radar_Fix_2 (Required)
Thanks.
Welcome back. Hope you enjoy the new and improved TMO. Let me know if have any questions, and let us know what you encounter on patrol. Don't forget to read the README file, as A LOT of changes made and valuable info in there. :Kaleun_Salute:
Unfortunately, the white squares are caused by a missing texture for the sea life in the mod, somehow they were left out. Due to the process of loading the file (Neal has to do a special thing lol its large file) it is not practical to upload the mod again with the fix at this time. This has been fixed in V2.0 ( which is in testing, almost ready for release) and that is what you see in the screen shot.
A easy fix until next version released is to download vickers03's sea life mod (pacific) and apply it via JSGME. Install the sea life mod last.
G
Captain Wreckless
02-17-22, 03:33 AM
Welcome back. Hope you enjoy the new and improved TMO. Let me know if have any questions, and let us know what you encounter on patrol. Don't forget to read the README file, as A LOT of changes made and valuable info in there. :Kaleun_Salute:
Unfortunately, the white squares are caused by a missing texture for the sea life in the mod, somehow they were left out. Due to the process of loading the file (Neal has to do a special thing lol its large file) it is not practical to upload the mod again with the fix at this time. This has been fixed in V2.0 ( which is in testing, almost ready for release) and that is what you see in the screen shot.
A easy fix until next version released is to download vickers03's sea life mod (pacific) and apply it via JSGME. Install the sea life mod last.
G
Thanks. I've been lurking off and on for the last year. Life issues curtailed my playing. I'm used to playing with TMO/RSRD. This update I've only just started playing. Infact I just started an Alaska patrol. Ice bergs are a nice touch, though you really don't see them much if at all along the Aleutian Chain. Just retired as an Air Traffic Control Specialist in Alaska after 20 years. I do like the bergs. I wonder if I will come across the Flying Dutchman again?
The white squares are not a big deal at the moment. I'll just wait for the update. From what I read in the README, this is going to be epic. :Kaleun_Cheers:
KaleunMarco
02-17-22, 01:12 PM
I wonder if I will come across the Flying Dutchman again?
go patrol in/around Convoy College and you could spot her.
be adivsed: she moves quickly for an old girl and her deck guns are lethal.
:Kaleun_Salute:
Bubblehead1980
02-17-22, 03:49 PM
Thanks. I've been lurking off and on for the last year. Life issues curtailed my playing. I'm used to playing with TMO/RSRD. This update I've only just started playing. Infact I just started an Alaska patrol. Ice bergs are a nice touch, though you really don't see them much if at all along the Aleutian Chain. Just retired as an Air Traffic Control Specialist in Alaska after 20 years. I do like the bergs. I wonder if I will come across the Flying Dutchman again?
The white squares are not a big deal at the moment. I'll just wait for the update. From what I read in the README, this is going to be epic. :Kaleun_Cheers:
Hey, congratulations on retirement! Alaska? Interesting. For some time I have contemplated moving to Anchorage. I plan to visit in June, a college friend lives there. Working on a trip to Attu and Kiska while there actually, but as you may know there is a lot involved. Hopefully, it works out, but am looking forward to it regardless.
I gave the Alaska campaign some attention and S Boats are not the tanks they used to be lol, max depth is way less than used to be, don't have the tank like hulls etc. so be prepared lol You should see some action up there once invasion kicks off in June 1942 , back and forth traffic starts running. Enemy carriers that bomb Dutch Harbor are in the area per history as well. I do not recall if I scripted the Dutch Harbor Air Strike in last version but 90 percent sure I did. In V 2.0 I have the invasions of Attu and Kiska scripted missions supporting them, Battle of Komandorski Islands in 1943. Have the surface ships firing at one another at longer ranges instead of closing to point blank range in daylight like its the age of sail lol.
I added icebergs to Alaskan waters as well as Sea of Okhotsk and Kuril Islands for immersion since nearly all of the patrol reports I have read from those areas mention icebergs, but . Fun fact...some of the large ones are tall enough that the SD air search radar will register them as air contact. Turned off SJ radar so would stop detecting one and slowing my travel down, and the SD (which at this time cant turn off in TMO, but working on that) picked the big berg up lol.
I was always a TMO /RSRD user myself and initially planned to revamp RSRD along with TMO since both were in need of a face lift as the creators are no longer active in the community and had been some time since last updated. However, RSRD is quite finicky about being edited, especially the campaign traffic via the mission editor, it "breaks" things, so I went with TMO only and completely reworked the traffic, which took some inspiration from RSRD as explained in the README. Worked out in the end, pretty happy with the results, working on a few things that did not make it into initial version.
The Dutchman is around, last I saw was near Johnston Island.
Enjoy! :Kaleun_Salute:
Captain Wreckless
02-17-22, 05:41 PM
go patrol in/around Convoy College and you could spot her.
be adivsed: she moves quickly for an old girl and her deck guns are lethal.
:Kaleun_Salute:
It's been a 11 years since I saw her around Johnston Island. I posted some pics here on Subsim somwhere, sadly they don't seem to be here any longer.
Captain Wreckless
02-17-22, 06:34 PM
Anchorage and Alaska is expensive. I lived in North Pole outside of Fairbanks. Only visited ANC for either VA stuff and a friends wedding. Have visited Barrow, Nome, Sitka, Valdez, Seward. I would have LOVED to visit Attu and Kiska, but the logistics of it was crazy. Attu is only reachable by charter boat and it is a long trip. I think it is the same for Kiska, but not sure. Anyway you have to check with NPS and USCG before hand.
After 20 years, it was time for us to go back to Oklahoma.
I never saw anything other than fishing boats on my way out of DUT. Flash traffic reported the attack on DUT but I didn't see any IJN TFs. Maybe I wasn't out far enough.
---------
an observation
I get an instant reply from HQ when I do a position report. I could have sworn in the stock game there was a delay in the reply. Is there a way to add a delay of atleast 30min - 1 hour for the reply? That would may it more realistic.
Bubblehead1980
02-17-22, 06:48 PM
Anchorage and Alaska is expensive. I lived in North Pole outside of Fairbanks. Only visited ANC for either VA stuff and a friends wedding. I would have LOVED to visit Attu and Kiska, but the logistics of it was crazy. Attu is only reachable by charter boat and it is a long trip. I think it is the same for Kiska, but not sure. Anyway you have to check with NPS and USCG before hand.
I never saw anything other than fishing boats on my way out of DUT. Flash traffic reported the attack on DUT but I didn't see any IJN TFs. Maybe I wasn't out far enough.
---------
an observation
I get an instant reply from HQ when I do a position report. I could have sworn in the stock game there was a delay in the reply. Is there a way to add a delay of atleast 30min - 1 hour for the reply? That would may it more realistic.
Yep, working the details out, red tape and logistics for the visit, my friend is handling it for most part since his territory up there lol but updates me just about daily. I believe it will be worth it.
May have not been far enough out to locate the carrier force. Tough to find such units at times, esp without radar. In the upcoming version, lookouts have better vision. Tired of crew only being able to see targets at 6 miles when can see a ship and smoke on horizon, masts much further on clear day. Definitely improves things prior to SJ radar
Captain Wreckless
02-17-22, 09:13 PM
http://[img]https://i.imgur.com/R9L9K87.pnghttps://www.subsim.com/radioroom/[img]https://i.imgur.com/R9L9K87.png
Is this transparency an issue with the mod or SH4 itself?
https://i.imgur.com/R9L9K87.png
Bubblehead1980
02-17-22, 09:33 PM
http://[img]https://i.imgur.com/R9L9K87.pnghttps://www.subsim.com/radioroom/[img]https://i.imgur.com/R9L9K87.png
Is this transparency an issue with the mod or SH4 itself?
https://i.imgur.com/R9L9K87.png
SH 4 itself (I believe) , when have the environment effects enabled in the settings menu
Captain Wreckless
02-17-22, 09:50 PM
SH 4 itself (I believe) , when have the environment effects enabled in the settings menu
Thanks. Beginning to wonder if my deck watch was a bunch of ghosts. :har:
Bubblehead1980
02-17-22, 10:30 PM
Thanks. Beginning to wonder if my deck watch was a bunch of ghosts. :har:
Lol yea, one of those annoying things.
Looks like your run into some nice Aleutian weather lol
Bubblehead1980
02-18-22, 01:27 AM
Tenth War Patrol of USS Nautilus SS-168 in TMO Update
https://www.subsim.com/radioroom/showthread.php?p=2793893#post2793893
Captain Wreckless
02-18-22, 03:18 AM
I've run into this a couple of times. The text "tga shape not found" just below the pointer is the warship. Not sure what tga file it is referencing.
https://i.imgur.com/9L4m6Fb.png
Man your icebergs are giving me fits. :/\\!! I get a radar contact and then crash dive only to find out it is a fracking floating piece of ice. :damn:
Mad Mardigan
02-18-22, 03:36 AM
http://[img]https://i.imgur.com/R9L9K87.pnghttps://www.subsim.com/radioroom/[img]https://i.imgur.com/R9L9K87.png
Is this transparency an issue with the mod or SH4 itself?
https://i.imgur.com/R9L9K87.png
SH 4 itself (I believe), when have the environment effects enabled in the settings menu
Yeah... think that would be in the in-game settings, done while in port, before heading out on patrol... of the box being ticked for... 'Volumetric effect" or some such labeling... would be, the last box down near the bottom in the graphics settings panel there.
If, you're still on patrol... best that can be done... is to just deal with it for now.
On doing a R.T.B. ... (Return to base) can then go into settings & untick that box & exit settings and... sally forth from there.
It should overwrite itself in the saves folder, to NOT use that setting after that... without having to nuke the career & have to start fresh... I do believe.
Hope this info, helps... :shucks: :yep: :up:
:Kaleun_Salute:
M. M.
Bubblehead1980
02-18-22, 12:38 PM
I've run into this a couple of times. The text "tga shape not found" just below the pointer is the warship. Not sure what tga file it is referencing.
https://i.imgur.com/9L4m6Fb.png
Man your icebergs are giving me fits. :/\\!! I get a radar contact and then crash dive only to find out it is a fracking floating piece of ice. :damn:
Ahh, its for the "black dot" when zoom in, not idea which warship it was? I know of one, a aux patrol craft i.e. whalechaser converted to a patrol craft, which has been fixed in upcoming version. Only one I know of, most likely the one encountered given your area but will double check best I can.
lol yea icebergs will do that. I play without map contacts most of the time so all have to go on is radar scope and visual lol so have tracked a few icebergs, consider it great practice for the tracking party lmao.
Pain at times, but one of those immersion things that adds to the sim. Read in multiple patrol reports where they contacted iceberg on radar and tracked it down thinking had a ship lol. SJ or SD contacting or both? The large icebergs are tall enough the SD radar will detect them like a low flying aircraft lol
Kal_Maximus_U669
02-18-22, 01:49 PM
hey Captain Wreckless
graphics settings are super annoying here...
it will depend on your config...
nvidiaProfileInspector I advise you to use it if you have NViDIA...
this will allow you to make more precise settings...
check out Fifi's post on the subject..
https://www.subsim.com/radioroom/showpost.php?p=2645978&postcount=107
On the other hand you use the "Njackso" card I recognized it in the aged color..
you should not add mods otherwise you will encounter problems.
Bubblehead1980 specify it several times... if you follow are working
closely ... I would add that there is not really need for another mod his work is very very good ... in addition he plans a lot of things for his next update .. but the essential is already there. ..
http://image.noelshack.com/fichiers/2022/07/5/1645209862-sh4img-2022-02-18-18-57-44-504.png
http://image.noelshack.com/fichiers/2022/07/5/1645209870-sh4img-2022-02-18-19-00-06-275.png
Kal_Maximus_U669
Captain Wreckless
02-18-22, 04:55 PM
Ahh, its for the "black dot" when zoom in, not idea which warship it was? I know of one, a aux patrol craft i.e. whalechaser converted to a patrol craft, which has been fixed in upcoming version. Only one I know of, most likely the one encountered given your area but will double check best I can.
lol yea icebergs will do that. I play without map contacts most of the time so all have to go on is radar scope and visual lol so have tracked a few icebergs, consider it great practice for the tracking party lmao.
Pain at times, but one of those immersion things that adds to the sim. Read in multiple patrol reports where they contacted iceberg on radar and tracked it down thinking had a ship lol. SJ or SD contacting or both? The large icebergs are tall enough the SD radar will detect them like a low flying aircraft lol
Yes it is the Aux warship. Also just for fun I surfaced and decided to gun it out with him. Even though he has 20mm they can still do some damage. Anyway, I get CTD at some point in the battle. 1st time, he pretty much holed my sub I think it was 100% damage, and CTD. This last time in a running gun fight, I took over the Deck gun and although I blinded by the flood lights in my eyes, I hit him pretty good, big explosion then CTD.
I think SD and SJ are detecting the bergs.
Captain Wreckless
02-18-22, 04:58 PM
hey Captain Wreckless
graphics settings are super annoying here...
it will depend on your config...
nvidiaProfileInspector I advise you to use it if you have NViDIA...
this will allow you to make more precise settings...
check out Fifi's post on the subject..
https://www.subsim.com/radioroom/showpost.php?p=2645978&postcount=107
On the other hand you use the "Njackso" card I recognized it in the aged color..
you should not add mods otherwise you will encounter problems.
Bubblehead1980 specify it several times... if you follow are working
closely ... I would add that there is not really need for another mod his work is very very good ... in addition he plans a lot of things for his next update .. but the essential is already there. ..
http://image.noelshack.com/fichiers/2022/07/5/1645209862-sh4img-2022-02-18-18-57-44-504.png
http://image.noelshack.com/fichiers/2022/07/5/1645209870-sh4img-2022-02-18-19-00-06-275.png
Kal_Maximus_U669
I do have an Nvidia RTX2060 so I will check this out. I did d/l nvidiaProfileInspector awhile back but never really played with it. I did disable the environmental effects and I now have solid crew. The ghosting is not a big deal for me, just looks funny.
Njackso card?
Bubblehead1980
02-18-22, 05:08 PM
Yes it is the Aux warship. Also just for fun I surfaced and decided to gun it out with him. Even though he has 20mm they can still do some damage. Anyway, I get CTD at some point in the battle. 1st time, he pretty much holed my sub I think it was 100% damage, and CTD. This last time in a running gun fight, I took over the Deck gun and although I blinded by the flood lights in my eyes, I hit him pretty good, big explosion then CTD.
I think SD and SJ are detecting the bergs.
CTD? hmmm do you have LAA(Large Address Aware) enabled? That may be causing the crash, need LAA enabled.
Yea, the 20 and 25 MM guns are way overpowered, always have been. Problem is have been unable to track down what ammo they use to really work on it. Original creator of TMO did this to discourage gun fights lol I've managed to make them in most cases not so sniper like. Do you have the mod included in download which makes your AA guns act like deck guns? Combined fire of 20 MM, 40 MM, and deck guns is pretty useful if have to gun it out.
Captain Wreckless
02-18-22, 05:28 PM
CTD? hmmm do you have LAA(Large Address Aware) enabled? That may be causing the crash, need LAA enabled.
Yea, the 20 and 25 MM guns are way overpowered, always have been. Problem is have been unable to track down what ammo they use to really work on it. Original creator of TMO did this to discourage gun fights lol I've managed to make them in most cases not so sniper like. Do you have the mod included in download which makes your AA guns act like deck guns? Combined fire of 20 MM, 40 MM, and deck guns is pretty useful if have to gun it out.
I do have LAA enabled. I'll do it again and see if that helps. I also have the 4GB patch also which I have used in the past.
I don't have the AA gun mod enabled. Still trying to decide if I want it. My S-18 doesn't have any AA so it wouldn't have helped anyway. :03:
At what range do the torps arm? My S-18 has the Mk 10. I want to say either 500 or 700 yards.
Edit: I didn't realize it, but SH4 is defaulting to my onboard Intel Graphics chip instead of my Nvidia RTX2060. I'll have to change a setting for it to use the Nvidia, though I it runs well on the Intel. I can even play World of Tanks with the Intel, but use the dedicated Nvidia card.
:Kaleun_Salute:
Bubblehead1980
02-18-22, 05:41 PM
I do have LAA enabled. I'll do it again and see if that helps. I also have the 4GB patch also which I have used in the past.
I don't have the AA gun mod enabled. Still trying to decide if I want it. My S-18 doesn't have any AA so it wouldn't have helped anyway. :03:
At what range do the torps arm? My S-18 has the Mk 10. I want to say either 500 or 700 yards.
Edit: I didn't realize it, but SH4 is defaulting to my onboard Intel Graphics chip instead of my Nvidia RTX2060. I'll have to change a setting for it to use the Nvidia, though I it runs well on the Intel. I can even play World of Tanks with the Intel, but use the dedicated Nvidia card.
:Kaleun_Salute:
I'm not sure about MK 10 arming distance, Ill look it up in the files, can't at moment as am at sea (dont like to tab out, fouls things up, like weather).
Guessing, I think its about 450 yards. MK 14 is 450 yards until mid 43 and it goes down to 350. I read the arming ranges changed in mid war for MK 14 so it changes. MK 10 not sure if ever changed.
KaleunMarco
02-18-22, 06:16 PM
I'm not sure about MK 10 arming distance, Ill look it up in the files, can't at moment as am at sea (dont like to tab out, fouls things up, like weather).
Guessing, I think its about 450 yards. MK 14 is 450 yards until mid 43 and it goes down to 350. I read the arming ranges changed in mid war for MK 14 so it changes. MK 10 not sure if ever changed.
jumping in here for BH......
Mk10 arming distance is 411 m or 449 yds (whichever comes first).
:Kaleun_Salute:
Captain Wreckless
02-18-22, 06:59 PM
jumping in here for BH......
Mk10 arming distance is 411 m or 449 yds (whichever comes first).
:Kaleun_Salute:
Thanks. I had that pesky Trawler at 650 yards when I fired and watched the Torpedo go right under him and not explode. :wah: I thought I had set it to 5 ft but I might have not.
At least when I torpedoed a DD 1 hit amidships and split her in two and the other hit the bow.
:Kaleun_Applaud:
Kal_Maximus_U669
02-18-22, 08:18 PM
CTD? hmmm do you have LAA(Large Address Aware) enabled? That may be causing the crash, need LAA enabled.
Yea, the 20 and 25 MM guns are way overpowered, always have been. Problem is have been unable to track down what ammo they use to really work on it. Original creator of TMO did this to discourage gun fights lol I've managed to make them in most cases not so sniper like. Do you have the mod included in download which makes your AA guns act like deck guns? Combined fire of 20 MM, 40 MM, and deck guns is pretty useful if have to gun it out.
Hello Bubblehead...
I wanted to tell you that I don't use LAA (Large Address Aware)...
because by the way when I started.. I understood that it was better for windo 10..
but whether it is under windo7 or windo10 it does not give me satisfaction.. lots of "Ctd" the patch is much more stable all less for me has been that for two years...
I wanted to thank you for your report work as well as all that you do here... I look forward to seeing your new work...
greeting KM_U669 :salute:
Captain Wreckless
Njackso card?
it's the color of your card it's not the original Bubblehead mod...
Bubblehead1980
02-18-22, 08:35 PM
Thanks. I had that pesky Trawler at 650 yards when I fired and watched the Torpedo go right under him and not explode. :wah: I thought I had set it to 5 ft but I might have not.
At least when I torpedoed a DD 1 hit amidships and split her in two and the other hit the bow.
:Kaleun_Applaud:
lol nice. Always fun to bag a DD. The bow shot aka "down the throat" when they come charging in, always fun. TMO escorts are tricky though, they wil usually start zigging back and forth, making it a difficult shot. I remember stock they would just come straight in lol.
MK 10's do run deep as well, not as much of a problem as MK 14 in 1942, but still run deep.
Captain Wreckless
02-18-22, 11:24 PM
Hello Bubblehead...
I wanted to tell you that I don't use LAA (Large Address Aware)...
because by the way when I started.. I understood that it was better for windo 10..
but whether it is under windo7 or windo10 it does not give me satisfaction.. lots of "Ctd" the patch is much more stable all less for me has been that for two years...
I wanted to thank you for your report work as well as all that you do here... I look forward to seeing your new work...
greeting KM_U669 :salute:
Captain Wreckless
Njackso card?
it's the color of your card it's not the original Bubblehead mod...
Oh I got ya now. It's the map mod you are talking about. I'm just trying different mods that do not conflict with TMO to see if I like them. This one is Meh...
Captain Wreckless
02-18-22, 11:28 PM
lol nice. Always fun to bag a DD. The bow shot aka "down the throat" when they come charging in, always fun. TMO escorts are tricky though, they wil usually start zigging back and forth, making it a difficult shot. I remember stock they would just come straight in lol.
MK 10's do run deep as well, not as much of a problem as MK 14 in 1942, but still run deep.
Years ago playing TMO I was on the surface running from a DD. At around 4K yards, I fired 2 stern torpedoes. And wouldn't you know it both hit. Couldn't believe it. I've bagged a DD or 2 with a down the throat shot.
Don't know if this is an issue or not but twice during Alaska patrols when my objective is to patrol near Attu for 5 days I never get a mission complete even after 10 days or more. It's been so long since I've played I don't recall if this is a stock or mod thing.
KaleunMarco
02-19-22, 10:50 AM
Don't know if this is an issue or not but twice during Alaska patrols when my objective is to patrol near Attu for 5 days I never get a mission complete even after 10 days or more. It's been so long since I've played I don't recall if this is a stock or mod thing.
the issue is the patrol diameter and your presence inside of that patrol area for a specific period of time.
not sure if you are playing TMO 2.5 or BH's TMO-redux.
in TMO 2.5 it looks like most of the missions in the Aleutians use a 75 mile diameter for a patrol area. the mission description (home base) should tell you the patrol area diameter. In this mod-set the time spent in the patrol does not have to be continuous, meaning that you can come-and-go and your previous time in the patrol zone will count towards your total time objective.
in BH's TMO, the Attu patrols are 133, 108, 108, and 108 miles in diameter. In this mod-set, the time spent in the patrol zone must be continuous. if you leave the patrol area, the patrol-duration-timer is reset to zero when/if you return.
in order for you to get credit for a completed objective, you will need to remain in the patrol area for the specified period of time.
if you do that, the objective will change color and you will receive an objective-accomplished icon in the icon-box for a short period of time. (icon-box is where the battle station icon appears and the silent running icon appears, etc)
i hope this helps.
Bubblehead1980
02-19-22, 03:46 PM
Years ago playing TMO I was on the surface running from a DD. At around 4K yards, I fired 2 stern torpedoes. And wouldn't you know it both hit. Couldn't believe it. I've bagged a DD or 2 with a down the throat shot.
Don't know if this is an issue or not but twice during Alaska patrols when my objective is to patrol near Attu for 5 days I never get a mission complete even after 10 days or more. It's been so long since I've played I don't recall if this is a stock or mod thing.
Nice! lol Always fun when those shots work. In 1944 when doing a lot of surface work, I try to load up stern tubes with MK 18's so if get a escort I can't outrun on surface like a DD or DE, down throat shot can save a boat from having to dive, often in shallow waters. Speaking of which, found the DTTS works well on tankers as well. Been inside large convoys at night after inital attack maneuvering around , found ships trying to ram me, cant get in for broad angle shot, so fired down the throat...big explosion when tanker is loaded.
In TMO, I have DD Harusame in Wewak Harbor Wahoo sunk in January 1943, which was torpedoed by WAHOO, the first successful use of a down the throat shot by US sub. Quite a challenge actually and waters are quite shallow, so its a do or die moment for sure. In V.20 I have the reconnoiter the harbor mission, which is what Wahoo was ordered to do.
Far as Attu patrol...
You have to stay within so many miles of the map mark for x amount of time and it has to be continuous. I did not alter patrol zones etc on last release so forget exact distance but within 100 nautical miles should be fine. Use tools to draw a circle 100 NM, patrol within for the 5-10 days as orders says, it should complete, but you have to stay within the area or timer resets.
Captain Wreckless
02-19-22, 04:01 PM
Far as Attu patrol...
You have to stay within so many miles of the map mark for x amount of time and it has to be continuous. I did not alter patrol zones etc on last release so forget exact distance but within 100 nautical miles should be fine. Use tools to draw a circle 100 NM, patrol within for the 5-10 days as orders says, it should complete, but you have to stay within the area or timer resets.
That's what I was doing. I stayed inside the circle. Hmm.. It's strange that it will not complete for me. I think I had that issue before. Anyway, just asking. Since I'm early in my patrol I might just start over and see what happens.
Thanks.
Bubblehead1980
02-19-22, 04:05 PM
That's what I was doing. I stayed inside the circle. Hmm.. I looked at the .mis file and the circles have a 200 NM radius. It's strange that it will not complete for me. I think I had that issue before. Anyway, just asking. Since I'm early in my patrol I might just start over and see what happens.
Thanks.
I will look into it to make sure all looks right in the file. If you try again, just try 100 NM or less. Thanks for letting me know.
Captain Wreckless
02-19-22, 04:45 PM
I will look into it to make sure all looks right in the file. If you try again, just try 100 NM or less. Thanks for letting me know.
Opps, you replied before I finished editing. I think I'm wrong on the radius I just checked again and I was looking at the renown. :oops: The radius of the areas appear to be 150-200+ KM from center. Plenty of room.
I'm looking at the files to see how they are done. In the past I was tinkering around with some of the missions and I have forgotten how to do it. I lost all of my edited files and notes.
Just now radar picked up a target NE of Kiska at night and in a storm. Turned to intercept, and it was a freaking ICEBERG! Almost collided with it. Did you make it so that if your hit one it will do damage to the sub?
Bubblehead1980
02-19-22, 04:59 PM
Opps, you replied before I finished editing. I think I'm wrong on the radius I just checked again and I was looking at the renown. :oops: The radius of the areas appear to be 150-200+ KM from center. Plenty of room.
I'm looking at the files to see how they are done. In the past I was tinkering around with some of the missions and I have forgotten how to do it. I lost all of my edited files and notes.
Just now radar picked up a target NE of Kiska at night and in a storm. Turned to intercept, and it was a freaking ICEBERG! Almost collided with it. Did you make it so that if your hit one it will do damage to the sub?
Got ya. try 75-100 nautical miles. Also the objective needs to get set to continuous. I've noticed if not set to continuous, the objective tends to not want to complete.
Haha damned icebergs.
I believe a collision will cause damage, they are technically ships as far as SH 4 considers them and have a .zon file. if I recall. Some time back in testing I was running on surface at TC in Sea of Okhotsk and hit one, reported damage then got a CTD. Collisions at high TC tends to cause that. I havent checked since.
Captain Wreckless
02-19-22, 05:05 PM
Do you know if it is possible to change settings on a reply to contact/position reports?
When I do either I get an instantaneous reply which is unrealistic. It seems it should have at least a minimum delay of 1 hour. I've just started looking through the game files but haven't found anything yet.
Bubblehead1980
02-19-22, 05:18 PM
Do you know if it is possible to change settings on a reply to contact/position reports?
When I do either I get an instantaneous reply which is unrealistic. It seems it should have at least a minimum delay of 1 hour. I've just started looking through the game files but haven't found anything yet.
Contact reports usually take about 5-10 minutes for me. The status reports give instant replies which I dislike as well. Stock thing, always been like that.
I'm not sure about how to change that, but its on the to do list. ill ask around
Captain Wreckless
02-20-22, 01:12 AM
Contact reports usually take about 5-10 minutes for me. The status reports give instant replies which I dislike as well. Stock thing, always been like that.
I'm not sure about how to change that, but its on the to do list. ill ask around
Yeah, Contact reports do take longer, forgot about that.
Well Capt. James T Kirk and his crew confronted the Kobayashi Maru and sent her to the bottom without cheating :haha: along with an accompanying TK.
Bubblehead1980
02-20-22, 12:42 PM
Yeah, Contact reports do take longer, forgot about that.
Well Capt. James T Kirk and his crew confronted the Kobayashi Maru and sent her to the bottom without cheating :haha: along with an accompanying TK.
Haha nice:Kaleun_Salute: That's a nearly 10000 ton freighter if I recall. Blows up a little too easy though from what i've seen, want to fix that.
When I was renaming ships I used some resources with named tonnage etc of real japanese ships sunk by submarine. If I recall, there was a Kobayashi Maru sunk in WW II. The name, of course stuck out because of Star Trek, but believe that is why I used it.
In forthcoming version I have renamed nearly all the merchants again, as well as adjusting the tonnage to be more in line with japanese merchant marine. Cloned some ships and tankers, renamed them, changed few things up so we have a larger variety of merchant targets and don't automatically know ships tonnage etc after naming it. lol Always was a big problem with SH 4 for me, not enough variety of ships.
Bubblehead1980
02-20-22, 01:25 PM
Did a little testing in forthcoming V2.0 of the TMO Update. While the engagements of the Battle of Leyte Gulf are all scripted in the initial update released in September, they do not engage at distances of V2.0, as that was prior to the changes made which allow more realistic engagements.
Anyways, its quite interesting to watch things unfold, get into the middle of it. This was a test career, testing the battle in the campaign mode. In a regular career, would be interesting to find your sub in middle of it, try to assist the CVE's.
Some screenshots and details at link below.
https://www.subsim.com/radioroom/showthread.php?p=2794341#post2794341
Captain Wreckless
02-21-22, 02:09 AM
:har: Ran into a small convoy, merchant and patrol boat escort and put 3 fish into the Koboyashi Maru again before I was sunk. :wah:She must have cloned herself or had a twin. :hmmm:
Is there a way to look at the log of ships sunk outside of the game? Got almost 30K sunk, before I sank.
NVM, I found a program to do that.
:k_confused:
Bubblehead1980
02-21-22, 03:19 AM
:har: Ran into a small convoy, merchant and patrol boat escort and put 3 fish into the Koboyashi Maru again before I was sunk. :wah:She must have cloned herself or had a twin. :hmmm:
Is there a way to look at the log of ships sunk outside of the game? Got almost 30K sunk, before I sank.
:k_confused:
lol Yea, that ship likes to spawn in the random groups somewhat often unfortunately. SH 4 will find particular ships it likes to spawn and sometimes do them a bit too much. Just consider it one of a class of large merchants . KOBAYASHI MARU class lol.
Ahh. How did they get you? depth charge? This in the S boat in Aleutians?
S Boats, are kind of death traps now, bit more reflective of their limitations etc. . I made a lot of changes to them, they were like deep diving tanks before lol.
Well it won't count your tonnage sunk on patrol you were killed, because you did not make it back to home port, so game doesnt update the list but can go to the Documents/SH4 folder/cfg/savegames/Insert Name of Save here/Careertrack
Scroll down you'll find entries like this:
[CareerTrack 1.CareerStatusSave 16]
ID=ID
Reason=CSS_UnitDestroyed
NameDisplayable=_JP Big Old Split Merchant#2
CurrentDate=1942-08-19 08:58:00
LocationName=
Location=0,3.68147e-039
TargetLocation=-5.42741,9.76705e-043
UnitDestroyed=KLSSHansa,_JP Big Old Split Merchant#2
EUnitType=102
Now I am in July 1944 now and it goes back whole career.
Think is it does not call them by the "Maru" names, so in order to know what are talking about, pull up the roster, go tino TMO Data/Roster/names...youll see a bunch of ships names and their actual names, you could ctrl+f and type in KOBAYASHI and it will show you the names, so you can match the names to see the ships. That will will also tell you, your total tonnage etc at the top
Bubblehead1980
02-21-22, 03:24 AM
Special Mission completed, then ordered turned into a ad hoc two sub wolfpack by a ULTRA with AI sub (USS Ray SS 271) to take down two tankers heading from Coron-Subic Bay in July 1944.
Screenshots and patrol report here. Really was a lot of fun working with AI sub AI sub crippled if not sunk the tanker (detailed in report) and another escort attacking it. Now if can just get the surface AI sub that shoots torpedoes stop causing CTD, will be great lol. The submerged one works great, fortunately.
https://www.subsim.com/radioroom/showthread.php?p=2794432#post2794432
Bubblehead1980
02-21-22, 01:49 PM
:har: Ran into a small convoy, merchant and patrol boat escort and put 3 fish into the Koboyashi Maru again before I was sunk. :wah:She must have cloned herself or had a twin. :hmmm:
Is there a way to look at the log of ships sunk outside of the game? Got almost 30K sunk, before I sank.
NVM, I found a program to do that.
:k_confused:
Nice. Which program?
Captain Wreckless
02-21-22, 03:38 PM
lol Yea, that ship likes to spawn in the random groups somewhat often unfortunately. SH 4 will find particular ships it likes to spawn and sometimes do them a bit too much. Just consider it one of a class of large merchants . KOBAYASHI MARU class lol.
Ahh. How did they get you? depth charge? This in the S boat in Aleutians?
S Boats, are kind of death traps now, bit more reflective of their limitations etc. . I made a lot of changes to them, they were like deep diving tanks before lol.
Well it won't count your tonnage sunk on patrol you were killed, because you did not make it back to home port, so game doesnt update the list but can go to the Documents/SH4 folder/cfg/savegames/Insert Name of Save here/Careertrack
Scroll down you'll find entries like this:
[CareerTrack 1.CareerStatusSave 16]
ID=ID
Reason=CSS_UnitDestroyed
NameDisplayable=_JP Big Old Split Merchant#2
CurrentDate=1942-08-19 08:58:00
LocationName=
Location=0,3.68147e-039
TargetLocation=-5.42741,9.76705e-043
UnitDestroyed=KLSSHansa,_JP Big Old Split Merchant#2
EUnitType=102
Now I am in July 1944 now and it goes back whole career.
Think is it does not call them by the "Maru" names, so in order to know what are talking about, pull up the roster, go tino TMO Data/Roster/names...youll see a bunch of ships names and their actual names, you could ctrl+f and type in KOBAYASHI and it will show you the names, so you can match the names to see the ships. That will will also tell you, your total tonnage etc at the top
I found a program here in the d/l section that will parse a game save and put it in Word format so you can read it.
She got me with DCs about 30min after I suck the Maru. I was trying to sneak away at 180ft and thought I lost her, but no. I had TC on about 8 when it happened so I didn't have enough time to do damage control. <Note to self, don't do that>
It was in an S-boat. I was assigned a photo mission in a harbor SW of Tokyo and I was north of there along the coast at night when radar picked them up. 2 fish into Maru but didn't sink. 1 more and she starting sinking, but the Patrol Boat started for me. The rest is history.
I noticed one thing with the S-boats. It seems 20mm gun fire will do terrific damage to the boat. Even from just a few hits. Seems unrealistic to me.
I was searching for a Maru contact, at night in a storm, couldn't see ****, when all of a sudden I hear ping, ping, ping. I then saw it at about 11 o'clock and crashed dived. I thought I was going to collide but the sub went right under at amidships. A couple of minutes later I saw all the damage messages and then the normal game pause when sunk and then CTD. I was in shallow water, less than 300ft, so I don't know if I hit bottom or not.
I've been trying to recreate it to find out if the 20mm damage is to great. It could be just fine, but I don't remember it being that strong before.
I think I'm gonna change my captains name to either Kamikaze or Idiot. I take to many chances and the outcome is usually not good. :har:
Great job, btw on the mod.
Here is the program.
https://www.subsim.com/radioroom/downloads.php?do=file&id=3560
:Kaleun_Salute:
Bubblehead1980
02-21-22, 11:15 PM
I found a program here in the d/l section that will parse a game save and put it in Word format so you can read it.
She got me with DCs about 30min after I suck the Maru. I was trying to sneak away at 180ft and thought I lost her, but no. I had TC on about 8 when it happened so I didn't have enough time to do damage control. <Note to self, don't do that>
It was in an S-boat. I was assigned a photo mission in a harbor SW of Tokyo and I was north of there along the coast at night when radar picked them up. 2 fish into Maru but didn't sink. 1 more and she starting sinking, but the Patrol Boat started for me. The rest is history.
I noticed one thing with the S-boats. It seems 20mm gun fire will do terrific damage to the boat. Even from just a few hits. Seems unrealistic to me.
I was searching for a Maru contact, at night in a storm, couldn't see ****, when all of a sudden I hear ping, ping, ping. I then saw it at about 11 o'clock and crashed dived. I thought I was going to collide but the sub went right under at amidships. A couple of minutes later I saw all the damage messages and then the normal game pause when sunk and then CTD. I was in shallow water, less than 300ft, so I don't know if I hit bottom or not.
I've been trying to recreate it to find out if the 20mm damage is to great. It could be just fine, but I don't remember it being that strong before.
I think I'm gonna change my captains name to either Kamikaze or Idiot. I take to many chances and the outcome is usually not good. :har:
Great job, btw on the mod.
Here is the program.
https://www.subsim.com/radioroom/downloads.php?do=file&id=3560
:Kaleun_Salute:
Thanks. I will check that out.
l:har:Yea TC when uder attack will get ya killed lol
Wait, you got a mission to Tokyo area in a S boat out of Alaska? ughh god lol Definitely have to make sure that does not happen. Closest S boats ever patrolled to home islands are the Northern Kuril Islands .
lol Yea, the 20/25 MM guns on merchants and warships are way overpowered, always were but in TMO original created made them more so, to deter people from trying to gun it out, to act in a realistic manner.
I've wanted to change it but its ugh complicated task and have yet to really find a answer for. I was told those guns (because UBI is lazy) share ammo/she type with player 20 MM so if reduce them, youll be reducing player's 20 mm as well and because damage models are different, can have a lot of unintended consequence.
For the S-Boat specifically, its was made to be more vulnerable than others because of the revamped damage model. S boat in stock and every mod ive ran have been like tanks, could dive way too deep, ran too quiet, handled too well. In TMO update armor was reduced and overall hit points hull can take were reduced. Holds up pretty well in most depth charge scenarios but yes going to be ever more vulnerable in surface situation. All boats are far too vulnerable to 20 25 mm ac fire, as explained above, but S boat is going to be even more so. Not meant to be slugging it out on surface anyways lol.
I will do some testing though, maybe need increase armor or HP slightly so light gunfire like 20 mm doesnt shred it. Worked fine in testing before last release but will check it out.
Due to the way the subs interact different with hits from shells vs depth charges, have to walk the line balance them or end up with a tank sub that depth charges do nothing to.
Sounds like sure are getting a lot of CTD, do you have additional mods running with it the TMO Update? You are using LAA I believe you said. TMO is a inherently stable mod and my install is quite stable, can't remember last CTD besides a time compression, which happens to everyone from time to time.
Captain Wreckless
02-22-22, 01:47 AM
Thanks. I will check that out.
l:har:Yea TC when uder attack will get ya killed lol
Wait, you got a mission to Tokyo area in a S boat out of Alaska? ughh god lol Definitely have to make sure that does not happen. Closest S boats ever patrolled to home islands are the Northern Kuril Islands .
lol Yea, the 20/25 MM guns on merchants and warships are way overpowered, always were but in TMO original created made them more so, to deter people from trying to gun it out, to act in a realistic manner.
I've wanted to change it but its ugh complicated task and have yet to really find a answer for. I was told those guns (because UBI is lazy) share ammo/she type with player 20 MM so if reduce them, youll be reducing player's 20 mm as well and because damage models are different, can have a lot of unintended consequence.
For the S-Boat specifically, its was made to be more vulnerable than others because of the revamped damage model. S boat in stock and every mod ive ran have been like tanks, could dive way too deep, ran too quiet, handled too well. In TMO update armor was reduced and overall hit points hull can take were reduced. Holds up pretty well in most depth charge scenarios but yes going to be ever more vulnerable in surface situation. All boats are far too vulnerable to 20 25 mm ac fire, as explained above, but S boat is going to be even more so. Not meant to be slugging it out on surface anyways lol.
I will do some testing though, maybe need increase armor or HP slightly so light gunfire like 20 mm doesnt shred it. Worked fine in testing before last release but will check it out.
Due to the way the subs interact different with hits from shells vs depth charges, have to walk the line balance them or end up with a tank sub that depth charges do nothing to.
Sounds like sure are getting a lot of CTD, do you have additional mods running with it the TMO Update? You are using LAA I believe you said. TMO is a inherently stable mod and my install is quite stable, can't remember last CTD besides a time compression, which happens to everyone from time to time.
I've had the CTD during TC also, but only once. The other time I was hitting the F keys going between areas fast and I probably just overloaded the system.
Yeah, my 1st patrol was south of Kamchatka Pen just east of Paramushir in Northern Kuriles. After that I was sent to recon Yaizu Harbor in the bay south of Mt. Fuji. Before I even got there I used 1/2 of my fuel so I probably would run out before getting back to DUT. The 1st time I did the recon the weather was so bad, I got within 1 mile of the harbor and still couldn't see anything to photograph. I even sat on the bottom for 12 hours and still couldn't.
The only mods I'm using are the required ones and 2 or 3 of the optional ones.
Captain Wreckless
02-22-22, 03:08 AM
I thought this was kind of funny. Manila. New kind of camo.
http://i.imgur.com/FQJaLMg.png (https://imgur.com/FQJaLMg)
Captain Dave
02-22-22, 10:28 AM
They grow like weeds.
KaleunMarco
02-22-22, 10:46 AM
I thought this was kind of funny. Manila. New kind of camo.
Yes, i have seen similar in the past.
i forget which mod-set i was playing when, early in the war, we were out on patrol south of Davao in Mindanao and it was very quiet.
so we cruised into Davao to do a little cherry picking.
we dispatched the patrol boat stationed there and then surfaced and gunned down the merchies.
afterwards, as we swept the area visually before departing, the periscope pipped with a contact. when i zoomed-in, low-and-behold, it was a Yamato-class, buried deep in the jungle behind the docks.
couldn't do a thing with her, so we waved good-bye and headed back to the pacific.
i had a screen shot at one time but i fear it is lost to the bit bucket.
:Kaleun_Salute:
Bubblehead1980
02-22-22, 06:14 PM
I thought this was kind of funny. Manila. New kind of camo.
http://i.imgur.com/FQJaLMg.png (https://imgur.com/FQJaLMg)
Lol ahhh, legacy bugs from stock etc.
Bubblehead1980
02-22-22, 06:16 PM
Yes, i have seen similar in the past.
i forget which mod-set i was playing when, early in the war, we were out on patrol south of Davao in Mindanao and it was very quiet.
so we cruised into Davao to do a little cherry picking.
we dispatched the patrol boat stationed there and then surfaced and gunned down the merchies.
afterwards, as we swept the area visually before departing, the periscope pipped with a contact. when i zoomed-in, low-and-behold, it was a Yamato-class, buried deep in the jungle behind the docks.
couldn't do a thing with her, so we waved good-bye and headed back to the pacific.
i had a screen shot at one time but i fear it is lost to the bit bucket.
:Kaleun_Salute:
lmao I remember that, the Yamato in the hills. I remember seeing smoke from mountains in Davao area. I had external cam on and took forever to find it sure enough there was about half a yamato sticking out of the mountain lol. I think this was stock or early version of RSRD, which was prob a stock legacy thing. Someone at UBI got their ship placement wrong lol
Captain Wreckless
02-22-22, 06:17 PM
Don't know if this is an issue or just a freak occurrence. I decided to do an Asiatic patrol out of Cavite in a Porpoise class boat and started in port. When I was almost between Corregidor and Bataan I had a CTD. I think TC was either 512 or 1024.
Restarted in S-18 boat outside of harbor, heading to "Convoy College" and have been attacked twice already by those pesky IJN flying boats. Both missed. :D
Bubblehead1980
02-22-22, 08:22 PM
Don't know if this is an issue or just a freak occurrence. I decided to do an Asiatic patrol out of Cavite in a Porpoise class boat and started in port. When I was almost between Corregidor and Bataan I had a CTD. I think TC was either 512 or 1024.
Restarted in S-18 boat outside of harbor, heading to "Convoy College" and have been attacked twice already by those pesky IJN flying boats. Both missed. :D
TC around the minefields lol can cause that, some of the most common reports I heard at initial release, people were not used to it lol. I mentioned minefields in README but don't believe mentioned anything about CTD, because in testing never happened to me, so did not occur. Since, CTD has only happened to me once due to Manila minefields, may vary from rig to rig. Occasionally there is a submerged IJN sub lurking outside Manila during that time period. I thought it could be a culprit but never had a CTD from it, when was there (that I knew of).
I will likely to reduce the number of mines in US minefields at Manila Bay
to be a little more friendly for use with TC .
lol Yea, no SD at start of war, and S Boats do not receive SD until mid 1942 if I recall.. Risky to run on the surface during daylight.
Captain Wreckless
02-22-22, 11:18 PM
TC around the minefields lol can cause that, some of the most common reports I heard at initial release, people were not used to it lol. I mentioned minefields in README but don't believe mentioned anything about CTD, because in testing never happened to me, so did not occur. Since, CTD has only happened to me once due to Manila minefields, may vary from rig to rig. Occasionally there is a submerged IJN sub lurking outside Manila during that time period. I thought it could be a culprit but never had a CTD from it, when was there (that I knew of).
I will likely to reduce the number of mines in US minefields at Manila Bay
to be a little more friendly for use with TC .
lol Yea, no SD at start of war, and S Boats do not receive SD until mid 1942 if I recall.. Risky to run on the surface during daylight.
MINES!!!:Kaleun_Sick:
Mad Mardigan
02-22-22, 11:33 PM
MINES!!!:Kaleun_Sick:
Yup, can confirm... there be minefields around the entrance to Manilla... & though I haven't come across any more, any where else... doesn't mean they aren't out there... about the only areas that I may believe may be... mine free... is deep waters areas.
But... be aware, that's a SWAG... at best. :shucks:
:Kaleun_Salute:
M. M.
Bubblehead1980
02-22-22, 11:51 PM
MINES!!!:Kaleun_Sick:
Yes, MINES lol can get you on surface and submerged.
Bubblehead1980
02-22-22, 11:54 PM
Yup, can confirm... there be minefields around the entrance to Manilla... & though I haven't come across any more, any where else... doesn't mean they aren't out there... about the only areas that I may believe may be... mine free... is deep waters areas.
But... be aware, that's a SWAG... at best. :shucks:
:Kaleun_Salute:
M. M.
Oh they are definitely out there lol
Mad Mardigan
02-23-22, 12:01 AM
Oh they are definitely out there lol
:eek: :o
Bubblehead1980
02-23-22, 02:57 AM
USS NAUTILUS 14th War Patrol
September5-October 5 1944. Nearly got it on this one lol.
Full report and screenshots at link below.
https://www.subsim.com/radioroom/showthread.php?t=107786
Bubblehead1980
02-24-22, 02:51 AM
Well, my own creation of "Friendly Fire" mod, it got me on the 15th patrol of Nautilus, November 1944.
See link below.
https://www.subsim.com/radioroom/showthread.php?t=107786
Captain Wreckless
02-26-22, 04:27 PM
Grrrrr!!!!
Game CTD on loading save game. Noticed some slow down and lagging just before I saved. I think this was due to about a 1000 IJN DDs about 15+ miles east of my position on the other side of the island I was using as cover while escaping.
edit: Not really 1000, but using external view I counted over 20+ just milling around. Not a cargo or other warship in sight. Must have stumbled into the IJN DD breeding grounds.
KaleunMarco
02-26-22, 05:20 PM
Grrrrr!!!!
Game CTD on loading save game. Noticed some slow down and lagging just before I saved. I think this was due to about a 1000 IJN DDs about 15+ miles east of my position on the other side of the island I was using as cover while escaping.
edit: Not really 1000, but using external view I counted over 20+ just milling around. Not a cargo or other warship in sight. Must have stumbled into the IJN DD breeding grounds.
this is a known spawning issue. didn't we uncover a fix for this?
Captain Wreckless
02-26-22, 06:04 PM
this is a known spawning issue. didn't we uncover a fix for this?
I thought that was the spot were I saved. Actually I'm patrolling east of Formosa. Anyway I started another game out of Dutch Harbor and got a CTD leaving port. I reinstalled the game and loaded my original save and it loaded fine. FINGERS CROSSED....
Yeah, I've never encountered that many DD spawning in one area.
Captain Wreckless
02-26-22, 06:25 PM
Well spoke to soon. Another CTD after a save. Spotted the "Flying Dutchman" and took a screen shot (which didn't work) and saved. When I went to load the save, BOOM, a CTD.
Not sure what is going on. I don't want to reinstall again.
The only mods I'm using are those included with the mod.
https://imgur.com/kBVM8gT
https://i.imgur.com/NK5BwEM.png
Captain Wreckless
02-26-22, 09:35 PM
I'm thinking the save game file got corrupted somehow. I started another game and so far so good. I've been able to load and save that game fine. That's what I said last time. :haha:
Tried loading the previous save and it CTD.
KaleunMarco
02-26-22, 10:21 PM
I'm thinking the save game file got corrupted somehow. I started another game and so far so good. I've been able to load and save that game fine. That's what I said last time. :haha:
Tried loading the previous save and it CTD.
too many pints for me....my brain is foggy.
did you delete your Save folder when you re-installed?
C:\Users\YourUserNameHere\Documents\SH4
Bubblehead1980
02-26-22, 10:35 PM
I am very confused by your CTD issues, I rarely get CTD and very reports of repeated CTD. Here are some things, a checklist if you will, of things to consider, just in case.
1. Make sure have LAA enabled properly. One of the most frequent
2.A basic SH 4 rule, that applies to all mods, versions of game etc is never save and reload save that is within 50 nautical miles ( I try to make it 100 to be safe) of land, port, enemy vessels, sunken vessels/site of sinking . Even if don't appear to have a contact, always do a hydrophone sweep , make sure not picking up anything distant (even if no noise audible, make sure green light is not actuating when you train the dial on the bearings) Some reason game acts weird when trying to load saves made within "contact" range of other ships etc. Not sure if you did, just letting you know as this can be a source of problems.
3. Excessive use of time compression can, on any rig, set up etc cause a CTD.
4. Never save/reload when submerged
5. I have also found that upon returning to port, make a clean save and conduct next patrol with it, repeat each time return to port
Example
BarbHomePatrolOne is my initial in port save for USS Barb
I go out on patrol etc, return home. In port I make a temp save.
In that temp save I change up crew, equipment etc for next patrol, then save
BarbHomePatrolTwo and go back out on patrol.
I've found this helps avoid corrupted saves
5. Go to the whichever drive SH 4, for example C:/documents/SH 4
delete the SH 4 folder. Now you will lose saved games, but it also gives a fresh start to SH 4 and can often solve problems.
6. Do a complete fresh install of SH 4, the TMO Update mod, all mods etc.
Delete the mods unzip install new versions. Rare but sometime you get a bad corrupted zip. I had one with FORS once where for whatever reason key files were missing causing ctd. I unzipped again reinstalled. Files were there, problem solved.
Als, mentioned in a previous post the huge number of DD's spawning. This was a legacy bug I did not know about until after release, it has been corrected for new version. Basically a random destroyer supposed to spawn every so often was set to spawn every few hours if i recall, most likely by a typo. So player comes into contact could have potentially hundreds if not thousands of vessels which will crash even the best rig when you get within "render range".
Hope this helps as I am concerned about the CTD issue, want you to be able to enjoy the new TMO. Don't get discouraged, even if as last resort have uninstall reinstall SH 4 and mods.
Oh yes, I forgot this as well...
Make sure SH 4 is NOT installed in the program files or program files (x86) directories. At setup should choose to install in (for example) C:/UBI/SH4
Unfortunately, the default file path seems to cause issues as well, someone else can explain the particulars of this but it is true as I found out some time ago.
Captain Wreckless
02-26-22, 10:58 PM
I am very confused by your CTD issues, I rarely get CTD and very reports of repeated CTD. Here are some things, a checklist if you will, of things to consider, just in case.
1. Make sure have LAA enabled properly. One of the most frequent
2.A basic SH 4 rule, that applies to all mods, versions of game etc is never save and reload save that is within 50 nautical miles ( I try to make it 100 to be safe) of land, port, enemy vessels, sunken vessels/site of sinking . Even if don't appear to have a contact, always do a hydrophone sweep , make sure not picking up anything distant (even if no noise audible, make sure green light is not actuating when you train the dial on the bearings) Some reason game acts weird when trying to load saves made within "contact" range of other ships etc. Not sure if you did, just letting you know as this can be a source of problems.
3. Excessive use of time compression can, on any rig, set up etc cause a CTD.
4. Never save/reload when submerged
5. I have also found that upon returning to port, make a clean save and conduct next patrol with it, repeat each time return to port
Example
BarbHomePatrolOne is my initial in port save for USS Barb
I go out on patrol etc, return home. In port I make a temp save.
In that temp save I change up crew, equipment etc for next patrol, then save
BarbHomePatrolTwo and go back out on patrol.
I've found this helps avoid corrupted saves
5. Go to the whichever drive SH 4, for example C:/documents/SH 4
delete the SH 4 folder. Now you will lose saved games, but it also gives a fresh start to SH 4 and can often solve problems.
6. Do a complete fresh install of SH 4, the TMO Update mod, all mods etc.
Delete the mods unzip install new versions. Rare but sometime you get a bad corrupted zip. I had one with FORS once where for whatever reason key files were missing causing ctd. I unzipped again reinstalled. Files were there, problem solved.
Als, mentioned in a previous post the huge number of DD's spawning. This was a legacy bug I did not know about until after release, it has been corrected for new version. Basically a random destroyer supposed to spawn every so often was set to spawn every few hours if i recall, most likely by a typo. So player comes into contact could have potentially hundreds if not thousands of vessels which will crash even the best rig when you get within "render range".
Hope this helps as I am concerned about the CTD issue, want you to be able to enjoy the new TMO. Don't get discouraged, even if as last resort have uninstall reinstall SH 4 and mods.
Oh yes, I forgot this as well...
Make sure SH 4 is NOT installed in the program files or program files (x86) directories. At setup should choose to install in (for example) C:/UBI/SH4
Unfortunately, the default file path seems to cause issues as well, someone else can explain the particulars of this but it is true as I found out some time ago.
#1 Enabled
#2 Did not know this. Most of the saves have had these. Will remember this.
#3 Only happened twice, but not for awhile.
#4 Good to know.
#5 Good to know.
#5a Did that already.
#6 Done that.
I never install any of my games in the default directory.
Have you had any issue when sunk getting a CTD? Just got hammered by 2 DD's and due to flooding and not being able to blow emergency, I went below crush depth and when the screen starts to fade to black, I CTD.
I am very confused by your CTD issues, I rarely get CTD and very reports of repeated CTD. Here are some things, a checklist if you will, of things to consider, just in case.
1. Make sure have LAA enabled properly. One of the most frequent
2.A basic SH 4 rule, that applies to all mods, versions of game etc is never save and reload save that is within 50 nautical miles ( I try to make it 100 to be safe) of land, port, enemy vessels, sunken vessels/site of sinking . Even if don't appear to have a contact, always do a hydrophone sweep , make sure not picking up anything distant (even if no noise audible, make sure green light is not actuating when you train the dial on the bearings) Some reason game acts weird when trying to load saves made within "contact" range of other ships etc. Not sure if you did, just letting you know as this can be a source of problems.
3. Excessive use of time compression can, on any rig, set up etc cause a CTD.
4. Never save/reload when submerged
5. I have also found that upon returning to port, make a clean save and conduct next patrol with it, repeat each time return to port
Example
BarbHomePatrolOne is my initial in port save for USS Barb
I go out on patrol etc, return home. In port I make a temp save.
In that temp save I change up crew, equipment etc for next patrol, then save
BarbHomePatrolTwo and go back out on patrol.
I've found this helps avoid corrupted saves
5. Go to the whichever drive SH 4, for example C:/documents/SH 4
delete the SH 4 folder. Now you will lose saved games, but it also gives a fresh start to SH 4 and can often solve problems.
6. Do a complete fresh install of SH 4, the TMO Update mod, all mods etc.
Delete the mods unzip install new versions. Rare but sometime you get a bad corrupted zip. I had one with FORS once where for whatever reason key files were missing causing ctd. I unzipped again reinstalled. Files were there, problem solved.
Als, mentioned in a previous post the huge number of DD's spawning. This was a legacy bug I did not know about until after release, it has been corrected for new version. Basically a random destroyer supposed to spawn every so often was set to spawn every few hours if i recall, most likely by a typo. So player comes into contact could have potentially hundreds if not thousands of vessels which will crash even the best rig when you get within "render range".
Hope this helps as I am concerned about the CTD issue, want you to be able to enjoy the new TMO. Don't get discouraged, even if as last resort have uninstall reinstall SH 4 and mods.
Oh yes, I forgot this as well...
Make sure SH 4 is NOT installed in the program files or program files (x86) directories. At setup should choose to install in (for example) C:/UBI/SH4
Unfortunately, the default file path seems to cause issues as well, someone else can explain the particulars of this but it is true as I found out some time ago.
*Another big one I've found for ensuring a good save game:
Always save in control room. Not on deck, not at the Con, not doing anything. Just standing absolutely still next to your trusty quartermaster at the chart table.
Ive found saving it from any other station causes odd things, up to and including all in-boat gauges to read 0 (compass, depth gauge, hydrophone nearly unusable). Can really screw up the whole patrol.
Been on a bit of a silent run, only been able to get back into game for a VERY short stint over the past couple of months. When the update comes out, will it be compatible with this version's careers? or will we need to do a fresh mod install?
Bubblehead1980
02-26-22, 11:29 PM
#1 Enabled
#2 Did not know this. Most of the saves have had these. Will remember this.
#3 Only happened twice, but not for awhile.
#4 Good to know.
#5 Good to know.
#5a Did that already.
#6 Done that.
I never install any of my games in the default directory.
Have you had any issue when sunk getting a CTD? Just got hammered by 2 DD's and due to flooding and not being able to blow emergency, I went below crush depth and when the screen starts to fade to black, I CTD.
Okay, #2(saving near contacts etc) is now a prime suspect of your CTD.
If the issue persists, I would suggest a complete uninstall and reinstall once again.
Also, if do have another CTD on a clean save file, not saved within range of any contact etc. If you can, note the date/time/location(coordinates if possible)/Class of sub are in, and circumstances. This makes it much easier to nail down a suspect when searching for cause of CTD.
I have had game CTD before when I was killed, just twice, not from getting hit by depth charge though, was from a torpedo/hit hit. I considered myself dead, as sub would be from torpedo hit anyways but yea should not CTD.
I have yet to have this happen in new version, think it has to do with sim not liking my rebuild of damage model, it works and is overall stable but sometimes does not like the changes made. SH 4 can be a very finicky program. I have refined the model for next release and as said, no CTD as of yet.
Mad Mardigan
02-26-22, 11:33 PM
I am very confused by your CTD issues, I rarely get CTD and very reports of repeated CTD. Here are some things, a checklist if you will, of things to consider, just in case.
1. Make sure have LAA enabled properly. One of the most frequent
2.A basic SH 4 rule, that applies to all mods, versions of game etc is never save and reload save that is within 50 nautical miles ( I try to make it 100 to be safe) of land, port, enemy vessels, sunken vessels/site of sinking . Even if don't appear to have a contact, always do a hydrophone sweep , make sure not picking up anything distant (even if no noise audible, make sure green light is not actuating when you train the dial on the bearings) Some reason game acts weird when trying to load saves made within "contact" range of other ships etc. Not sure if you did, just letting you know as this can be a source of problems.
3. Excessive use of time compression can, on any rig, set up etc cause a CTD.
4. Never save/reload when submerged
5. I have also found that upon returning to port, make a clean save and conduct next patrol with it, repeat each time return to port
Example
BarbHomePatrolOne is my initial in port save for USS Barb
I go out on patrol etc, return home. In port I make a temp save.
In that temp save I change up crew, equipment etc for next patrol, then save
BarbHomePatrolTwo and go back out on patrol.
I've found this helps avoid corrupted saves
5. Go to the whichever drive SH 4, for example C:/documents/SH 4
delete the SH 4 folder. Now you will lose saved games, but it also gives a fresh start to SH 4 and can often solve problems.
6. Do a complete fresh install of SH 4, the TMO Update mod, all mods etc.
Delete the mods unzip install new versions. Rare but sometime you get a bad corrupted zip. I had one with FORS once where for whatever reason key files were missing causing ctd. I unzipped again reinstalled. Files were there, problem solved.
Als, mentioned in a previous post the huge number of DD's spawning. This was a legacy bug I did not know about until after release, it has been corrected for new version. Basically a random destroyer supposed to spawn every so often was set to spawn every few hours if i recall, most likely by a typo. So player comes into contact could have potentially hundreds if not thousands of vessels which will crash even the best rig when you get within "render range".
Hope this helps as I am concerned about the CTD issue, want you to be able to enjoy the new TMO. Don't get discouraged, even if as last resort have uninstall reinstall SH 4 and mods.
Oh yes, I forgot this as well...
Make sure SH 4 is NOT installed in the program files or program files (x86) directories. At setup should choose to install in (for example) C:/UBI/SH4
Unfortunately, the default file path seems to cause issues as well, someone else can explain the particulars of this but it is true as I found out some time ago.
#1 Enabled
#2 Did not know this. Most of the saves have had these. Will remember this.
#3 Only happened twice, but not for awhile.
#4 Good to know.
#5 Good to know.
#5a Did that already.
#6 Done that.
I never install any of my games in the default directory.
Have you had any issue when sunk getting a CTD? Just got hammered by 2 DD's and due to flooding and not being able to blow emergency, I went below crush depth and when the screen starts to fade to black, I CTD.
To interject here... if I may...
On the subject of the TC...
Best I found, when it comes to that... if to go into the Data/CFG/main.cfg & set the max to no more than 512 for that.
With using TC, prior to doing a save... ensure, at least a base minimum of having been out from it for 3 minutes... best &what I go with, is 5 minutes afterwards... of exiting out of TC, save & then wait 5 minutes more.. then exit.
My preferred methodology, is...
running submerged during the day... then... timing a quit, out of game... just before surfacing. On getting confirm that it is dark... will do an all stop... if am deeper than peri will do a sound check, take a listen at station Myself... then call for rising to peri depth. hover there for a momento... have hydro crewman, run a sweep, followed by a 2nd jaunt to the station, Myself.
After that is done & no signs of anything in the area... will pop scope & do a quick horizon sweep... if all clear on the horizon, will pop up to radar depth... & do a check there... if still all clear, will then finally blow tanks & surface.
that eats up a fair bit of time, which.. I try to keep a good eye on getting it around 5 minutes... (may be less, it may be more... but.. I try... :yep:)
After surfacing, I give it a few minutes after that, pop a save... then wait another 5 then exit.
Side note... another thing... don't do overwrites of saves, either... have seen some state of doing 1 save, after another, overwriting... is no need.
After so many saves are stockpiled, the save folder has a maid come in & starts cleaning house.
What that means is... it starts from the newest (or in this case, last save done) counts down so many saves... & everything after that count point cut off, deletes all the remaining saves past that cutoff point. i.e, all the older stuff...
Is, somewhere around 15-20 saves that it keeps up with... may be 25... can't say for sure... haven't gotten that many... or more, built up in a bit, to cross check that, to be able to pin it down definitively.... in some time now. :shucks:
So, my estimate on the exact number of saves, kept... may be... off a bit.
Or the count may be a bit higher up... but seem to recall it being somewhere in that neck of the woods, numbers wise... :hmmm:
Any way... hope this additional info helps... :shucks: :yep: :up:
:Kaleun_Salute:
M. M.
post edit :
My main.cfg TC settings I roll with :
[TIME COMPRESSION]
TimeStop=0
RealTime=1
LandProximity=8
CriticalDamage=1
CrewEfficiency=128;1
AirEnemyDetected=1
SoundEffects=2
CharacterAnim=4
EnemyDetected=1
RadioReport=1
Particles=64
PrayState=256
HunterState=256
3DRender=32
Maximum=512
Bubblehead1980
02-27-22, 12:07 AM
*Another big one I've found for ensuring a good save game:
Always save in control room. Not on deck, not at the Con, not doing anything. Just standing absolutely still next to your trusty quartermaster at the chart table.
Ive found saving it from any other station causes odd things, up to and including all in-boat gauges to read 0 (compass, depth gauge, hydrophone nearly unusable). Can really screw up the whole patrol.
Been on a bit of a silent run, only been able to get back into game for a VERY short stint over the past couple of months. When the update comes out, will it be compatible with this version's careers? or will we need to do a fresh mod install?
Absolutely, forgot about that, thanks for adding that. I always save when in control room or on bridge, had no issues with bridge saves but those other than bridge or control room, have had issues.
I know I am in minority here and am able to do it because I have a PC set aside and set up just for SH 4 (older but strong, great condition) so I rarely reload a save at sea unless testing or have some unexpected thing such as power outage, CTD, etc. I just get into a safe spot and let it run while at sea, such a "submerging" for the day and come back to it when am free. Benefit of this I do not deal with save reloaded issues as much, so have not been as aware of them as of late. I am aware not everything can do this though, wish they could as it makes things less prone to potential issues.
Most common one I have is sim not counting ships sunk and objectives I achieved before the save or only counting some of them, when I reload. I have not nailed down the cause but I believe it is saving too soon after sinking/achieving objective, its working theory. Some are just unpreventable given the nature, esp with modded games.
Yep, I have wondered where have been, have not seen any reports as of late but I understand. I was away from SH 4 over holidays then had COVID right after New Years when I returned home, so was out of commission a good two weeks put me behind on life in general just got caught up on some things at work lol but also delayed release of V2.0.
Well, in general its ALWAYS a better idea to start a new career, deleted the Sh4 folder in Documents and I do a fresh SH 4 install when using a new version of any major mod like TMO FOTRS etc. So many things, even small things are altered , residual effects can happpen.
I won't say you HAVE to and its not compatible but still say its STRONGLY ENCOURAGED to get full, best, bug free experience from V2.0.
Something I do is play to a certain point then, Upgrade to new version and start at date after last patrol (ill provide instructions on how to cutomize patrol start date, it is pretty easy), get same sub, new Captain name, considered it a new captain change of command, mostly new crew after refit period.
Want to go further, if have time, can edit the new careers sub roster to have
nucleus of old crew (you will have to save some files for reference, will provide instructions if like) on board, so its somewhat like picking up where left off. During a major refit period, there was often a lot of crew turned over in addition to change of command. Pretty simple though, esp after first time have changed crew over .
Something UBI really fouled up on in V 1.5 was crew roster, I remember before you got basically a different crew each time started up a career, had a variety of officers and crew to choose from. V 1.5 changed it, I think do to the stupid special abilities, where each sub has a default roster, notice for example Irvin T. Ryan is ALWAYS a LT and always on board Gato/Balao/Tambor/Gar/Tench, almost always get some mix of officers and enlisted, its repetitive and annoying.
A side project I have on back burner for when get the big mod out, is a historical crew roster mod. Change the default rosters around to those of actual boats. Perhaps even do some that reflects various boats as well. Eliminate all but two special abilities (ahead emergency and diving chief, who makes sub dive at more historically accurate times, GATO for example will actually dive in less than 40 seconds with that ability, as most were doing during the war)and change the rank system. I would like a Petty Officer 1st Class for example to reflect the historically accurate way of saying TM1c (Torpedoman First Class) Bob Jones etc. Want to eliminate Senior and Master Chief from the game as those ranks did not exist(piss poor research by the devs not to know this) in USN during WW II. All I believe are doable, but time consuming task for sure.
Captain Wreckless
02-27-22, 12:24 AM
Sounds good. I don't go any higher than 1024 TC.
I've been over writing the saves. I will stop now.
Mad Mardigan
02-27-22, 12:39 AM
Sounds good. I don't go any higher than 1024 TC.
I've been over writing the saves. I will stop now.
Yep... overwriting, has a very... very bad, tendency, to cause corruption issues & think in some cases, may even be a cause for CTD's, to boot... can't swear for 100% on that last, is just a very strong, gut felt hunch...:hmmm: :yep:
:Kaleun_Salute:
M. M.
Bubblehead1980
02-27-22, 12:56 AM
Yep... overwriting, has a very... very bad, tendency, to cause corruption issues & think in some cases, may even be a cause for CTD's, to boot... can't swear for 100% on that last, is just a very strong, gut felt hunch...:hmmm: :yep:
:Kaleun_Salute:
M. M.
Your hunt is correct. I've noticed errors in overwritten save files vs clean save files. Esp prone to errors is overwrite them more than once.
Bubblehead1980
02-27-22, 01:01 AM
Sounds good. I don't go any higher than 1024 TC.
I've been over writing the saves. I will stop now.
Ah good show. I forgot to mention that.
A policy I have found that works is to save once per day or every other day typically at night, when all other criteria are met as mentioned in previous post. I label them abbreviation by month and day so 20Jan for example is 20 January obviously.
Once back in port, I do a temp save, make my update to crew, promotions, refit equipment etc, then make a fresh save as mentioned. The I delete all the save from last patrol except the one made in port before departed, I retain all of those save through career.
Keeps, the number of saves in sim down to minimum and easy to keep track of career.
Something I left out, make sure engines are at all stop when you save as well.
Captain Wreckless
02-27-22, 01:13 AM
I noticed one thing in the mod. I don't know if it was in the original TMO or not. In the Alaska Command there is a S-42 Class boat you can choose. The S-42 class was initially deployed to the SW Pacific I believe and didn't come to Alaska until 1943 or 1944 can't remember.
Anyway I'm playing the S-42 boat at the moment. :salute:
Bubblehead1980
02-27-22, 01:59 AM
I noticed one thing in the mod. I don't know if it was in the original TMO or not. In the Alaska Command there is a S-42 Class boat you can choose. The S-42 class was initially deployed to the SW Pacific I believe and didn't come to Alaska until 1943 or 1944 can't remember.
Anyway I'm playing the S-42 boat at the moment. :salute:
Yes, part of the original TMO mod. However, I was not aware of that fact about S-42 class, I noted that in my files and will look into it make sure I get things correct and will change the availability dates. Thank you:Kaleun_Salute:
Bubblehead1980
02-27-22, 11:30 AM
This is why I love this sim and TMO in particular. This was a exciting, challenging, running battle with a convoy through the night and day of 23 January. 1944 in Area 8. This was in the forthcoming TMO Update v2.0
I stayed up way too late last night but lost track of time. Paying for it as I prepare to go meet some friends for brunch lol
23 January
_____________
TORPEDO ATTACK NO.1
0000 Entered Area 8, began North-South
patrol line along suspected shipping route.
0010 Seas picked up. Strong chop but not heavy. Clear skies, low moonlight,
Winds at 17.50 kts direction 114 degrees.
0100 SJ contacts bearing 355 28500 yds.
Multiple pips, appeared to be convoy.
Course 310 at speed 17 kts to intercept.
Tracking party called to stations.
0109 Increased to Flank speed to close.
0114 Slowed to 15.5 kts.
0115 GENERAL QUARTERS-TORPEDO-SURFACE
0124 Spotted convoy bearing 235 10000 yds
Course 133 degrees Speed 10 knots
0125 Sent Contact Report to COMSUBPAC
Convoy Sighted
28-49N 132-39E in Area 8
Estimated Course 133 degrees
Estimated Course 10 kts.
0132 3000 yards off to port of
convoy track. Convoy appeared to be
six merchants in loose formation with one
escort forward, one astern.
0136 Forward escort identified as MIKURA Type B Escort Vessel
Rear escort appears to be DE type.
0149 Near firing point, convoy made what appeared to be
routine zig to SW.
0151 Flank speed, turned to course 105 to pull away from convoy.
Rear escort, began high speed sweep along port side of convoy
BARB was not spotted, this was believed to be routine escort maneuver
as convoy showed no sign of alert.
0153 Rear escort bearing 175 4000 yards.
Identified as Otori Class Torpedo Boat/Escort.
0155 Paralleled convoy on course 188 to pull ahead for
attack.
0345 Convoy zigged to port course 160.
BARB maneuvered to regain position quickly
to fire from starboard side of convoy.
0400 Fired Tubes 1,2,3 at Target No.1
:20
0400: Fired tubes 4,5,6 at Target No.2
45
0402 Torpedoes impacted Target No.1
Large fires observed on target.
0403 Torpedoes impacted Target No.2
Large fires observed on target.
After torpedo impacts, BARB came under heavy machine gun,
deck gun fire, illuminated by strong searchlights aboard
Target No.2 (MIIKE MARU) during turn away.
Lead MIKURA escort came aboard, fired two star shells
above BARB and began closing at high speed.
Several rounds of machine gun/auto cannon fire hit BARB's superstructure
but caused no serious damage. Several deck gun splashes observed
, closed about twenty yards off starboard beam during turn away.
0405 Otori Class Torpedo Boat rear escort observed pouring on the coals
speeding BARB's way. The choppy seas made it initially difficult to reach above 19 kts
during initial get away but 20 knts was reached.
0412 Otori bearing 180 fired several rounds forward guns
Splashes landed well ahead of BARB. One
flew low and heard it roar over the
periscope shears, splashed into sea about thirty yards
off port bow of BAR. However, range continued to open
so remained on surface.
0415 Began end around for follow up attack.
Observed AK AKAMA MARU 5425 tons sink at
28-32 N 132-38 E.
0416 Depth charge explosions observed/heard 6000 yards astern.
Enemy believes BARB submerged. Poor whale/fish taking our punishment.
0421 Observed AK MIIKE MAR 11800 tons sink
at 28-32 N 132-38 E.
TORPEDO ATTACK NO.2
0426 Tracking large pip believed to be AK making a solo run from area.
Bold strategy. BARB closed contact at high speed.
0450 Spotted AK bearing 292 10,170 yards.
0503 Turned about, began to back towards target
for stern shot.
0525 Target identified as AK HIYAMA MARU 7145 tons.
Course 160 Speed variations of 7-10 knots
zigging along course.
0526 Report of enemy pip closing range fast on
SJ radar, appears to be escort coming to join the
party.
0538 AK HIYAMA MARU changed course 280, possibly to rejoin
convoy. Escort closing high speed bearing 130 7000 yards
Closing range fast.
0541 HIYAMA MARU suddenly turned hard starboard to course 345, instead of zigging back towards BARB as anticipated HIYAMA MARU increased speed to twenty knots ruining stern shot. Vessel also fired several rounds from her aft deck gun in BARB's direction. BARB turned to pursue, moving to her starboard to avoid oncoming escort now just 5000 yards bearing 335, identified as Otori Class Torpedo Boat. escort (interesting tactics AI pulled here)
0618 Unable to catch HIYAMA MARU, as rejoined other merchant vessels,
another AK was on course to cross our stern for perfect setup.
Switched targets to AK similar to JOKUJA MARU 7390 tons.
0630 JOKUJA MARU turned North, away from BARB.
0634 As pursuit of JOKUJA MARU was going on. HIYAMA MARU again
towards BARB.
0636 Otori spotted bearing 170 5000 yards, closing.
0637 HIYAMA MARU turned away high speed, firing deck guns
and machine guns/auto cannons at BARB.
Star shell illuminated area.
Otori observed heading BARB direction.
Ordered flank speed on course 035
0640 Otori was now chasing BARB range 6000 yards bearing 180, closing.
0650 Otori slowed suddenly, then turned back
for convoy. BARB secured GQ and ordered
forward tubes reloaded. Would end around for follow up
attack, before dawn if possible. This would give the
convoy a chance to calm down.
0937 Regained SJ contact after end around.
Bearing 009 28,350 yards.
0956 Ahead of convoy, waiting for anticipated dawn zig for
dawn attack. Visibility now too great for surface attack.
1022 Convoy made dawn zig to SE.
1043 GENERAL QUARTERS-TORPEDO-SUBMERGED
1101 Submerged for attack.
1106 Depth 300 ft for high speed run to close range.
1128 Periscope depth.
Observed convoy on course 160 degrees
to being stern tubes to bear on
convoy.
1148 Tubes, 7,8,9,10 made ready for firing.
1152 Fired tubes 7,8,9
1153 All three torpedoes impacted as aimed.
1154 Small fire observed, vessel lost way.
Engine noises ceased on sound.
1155 List to starboard developed on target.
1156 Lifeboats (two) observed from AK KANAGA MARU. Vessel low in water,
sinking on even keel.
Pings. Otori observed closing, Mikura escort observed closing as well
high speed. Ordered 300 ft, rigged for silent running and depth charge.
1157 Passed thermal layer 195 ft.
1159 Pinging
1202 DC explosions astern, not close.
1203 Enemy above to port. Splashes.
1204 DC explosions. Close. Real tooth shakers.
BARB at 350 ft depth. Most charges seem above.
1206 Second escort above. Many splashes.
DC explosions. All were above, not too close.
1207 BARB leveled off at 370 ft.
1209 Pinging
1211 Depth Charge explosions, distant.
1212 Sounds of ship breaking up audible on sound gear
from last bearing of target attacked.
1213 Multiple DC explosions astern.
Pinging from closing escort.
1215 Pinging on short scale. Enemy closing high speed.
1216 Enemy above. Many splashes.
1217 DC explosions.
1221 Pinging. Distant DC explosions.
BARB at 375 ft
1223 Enemy crossing bow above.
One DC explosion, above aft.
1224 One DC explosion to port.
1226 Pinging.
1227 Enemy crossing bow, above.
Splashes. Ordered AHEAD FLANK!
BARB at 382 ft.
Boat shaken by DC explosions.
1230 Pinging
1238 Distant DC explosions
1248 Pinging.
More distant DC explosions.
1251 Enemy above.
Splashes.
BARB at depth of 390 ft
1252 DC explosions.
1310 Sound reported enemy heading away at high speed.
1332 Believe one escort departed to rejoin convoy.
Other remained in area estimated 5000 yards, hunting.
Occasional ping heard but did not appear to
have contact with BARB.
1416 Secured GQ
Escort remains in area hunting.
Maintained Silent Running.
Course 256 Speed 2.5 kts
Depth 390 ft.
1500 Damage assessment show BARB faired well
in depth charge attack. Only some light bulbs
and glass fixture busted. Minor piping
and air line leaks in conning tower and control room.
1510 Enemy remains in area about 7000-10000 yards astern.
Occasional sporadic explosions heard.
1630 Turned to course 332 degrees
1945 Lost Sound contact.
Secured Silent Running.
1948 Tubes 7,8,9 ordered reloaded.
BARB to depth of 300 ft.
2306 Periscope depth.
Night settled in.
All clear.
Seas remain choppy.
2308 Radar depth for SJ/SD sweep.
2315 Surfaced.
24 January
_____________
0000 Position: 28-22N 132-23E
Course 320
Speed 10 kts
Proceeded to Northern section
of Area 8.
merc4ulfate
02-27-22, 04:02 PM
I remember how much I enjoyed ISP (Improved Ship physics) for TMO. I think it was version 2.6. Is anything like that included in this mod?
I'm about to start my first patrol with this new version.
Generic Mod Enabler - v2.6.0.157
TriggerMaru_Overhaul_2-5_UpdateBH Revised Final
Nav Map MakeOverTMOUpdate
NavMapMakeOverTMOUpdatePatch
AlliedShipsTMO
ShipsforTMO
EAXsoundsim_without_WebstersManeuver_TMO
TMO2_different_smoke_and_splash_effects
IJN_Radar_Fix_2
Torpedoes Early_TNT
TMONewDepthChargesType95
DecoysTMO
AAtoDeckguns+Radio
Bubblehead1980
02-27-22, 04:57 PM
I remember how much I enjoyed ISP (Improved Ship physics) for TMO. I think it was version 2.6. Is anything like that included in this mod?
I'm about to start my first patrol with this new version.
Generic Mod Enabler - v2.6.0.157
TriggerMaru_Overhaul_2-5_UpdateBH Revised Final
Nav Map MakeOverTMOUpdate
NavMapMakeOverTMOUpdatePatch
AlliedShipsTMO
ShipsforTMO
EAXsoundsim_without_WebstersManeuver_TMO
TMO2_different_smoke_and_splash_effects
IJN_Radar_Fix_2
Torpedoes Early_TNT
TMONewDepthChargesType95
DecoysTMO
AAtoDeckguns+Radio
Hey, glad you are giving the mod a try. Looks like you proper mod set.
Good news for upcoming version is won't need the ship packs no radar fix,
no as many add ons required so a bit more streamlined.
Unfortunately at this time I have not incorporated the physics mod into the update, as when I tried during development it caused a lot of issues with ships behaviors, maintaining formation etc. Problem is there are so many ships now, many not "native" to SH 4 but converted and built in, there is no uniformity in their .sim files and blanket mods like ship physics seem to cause strange behavior with many ships. At some point, I want to tackle that project, but it will be a massive undertaking that would require all modding efforts to customize, test, get it right for this mod, so can say for now, one day.
I intended to incorporate the longer sinking times mod rat into last version but ran into some issues. LST requires torpedo hitting power to be lowered, and can end up in scenarios where it takes three torpedoes to sink a destroyer or a fully loaded tanker doesnt blow up after a torpedo hit as they tended to actually do . I have a version I will release as a add on mod for those who want to use it, with disclaimer of its downside but it wont be fully implemented into the mod.
Conversely, I need to go through and edit some of the merchants who were imported from other mod because they blow up too easy, nearly every sinking ends up in a fireworks show ,
Good luck and let us know how you patrol in the new TMO goes.
Captain Wreckless
02-27-22, 11:24 PM
Yes, part of the original TMO mod. However, I was not aware of that fact about S-42 class, I noted that in my files and will look into it make sure I get things correct and will change the availability dates. Thank you:Kaleun_Salute:
This is what I found out about the S-42. The link will not post for some reason, so here is the important bit.
-------------------------------------
During January 1942, S-42 conducted security patrols in the Pacific approaches to the Canal. In February, she prepared to join Allied forces in the southwest Pacific, and, in early March, she started out across the ocean. On 15 April, she arrived in Moreton Bay (https://en.wikipedia.org/wiki/Moreton_Bay), Brisbane (https://en.wikipedia.org/wiki/Brisbane), Australia (https://en.wikipedia.org/wiki/Australia). There, Submarine Division 53 joined the S-boats (https://en.wikipedia.org/wiki/United_States_S_class_submarine) of the Asiatic Fleet (https://en.wikipedia.org/wiki/Asiatic_Fleet), forming TF 42. These World War I (https://en.wikipedia.org/wiki/World_War_I)-designed submarines were to "fill the gap," to impede Japanese progress in the Bismarck Archipelago (https://en.wikipedia.org/wiki/Bismarck_Archipelago) and the Solomon Islands (https://en.wikipedia.org/wiki/Solomon_Islands), until larger and better equipped fleet submarines could be sent to the area.
Ten days after her arrival, S-42 (in the hands of Oliver G. Kirk (https://en.wikipedia.org/w/index.php?title=Oliver_G._Kirk&action=edit&redlink=1), Annapolis (https://en.wikipedia.org/wiki/United_States_Naval_Academy) Class of 1929)[2] (https://en.wikipedia.org/wiki/USS_S-42_(SS-153)#cite_note-2) cleared Moreton Bay and headed north across the Coral Sea (https://en.wikipedia.org/wiki/Coral_Sea) for her first war patrol. After reaching 15 degrees south (https://en.wikipedia.org/wiki/15th_parallel_south), she ran submerged during the day and surfaced at night to recharge her batteries and allow a brief respite from the high temperatures and humidity of submerged running. On the afternoon of 3 May, she entered her assigned patrol area, and, that evening, she closed the coast of New Ireland (https://en.wikipedia.org/wiki/New_Ireland_(island)). Two days later, she sighted, fired on, and missed a medium-sized tender off Cape St. George (https://en.wikipedia.org/wiki/Cape_St._George). On 6 May, she shifted eastward to patrol between Buka (https://en.wikipedia.org/wiki/Buka_Island) and the cape. On 11 May, off New Britain (https://en.wikipedia.org/wiki/New_Britain),[3] (https://en.wikipedia.org/wiki/USS_S-42_(SS-153)#cite_note-3) she sighted the minelayer (https://en.wikipedia.org/wiki/Minelayer) Okinoshima (https://en.wikipedia.org/wiki/Japanese_minelayer_Okinoshima) (damaged at the Battle of the Coral Sea (https://en.wikipedia.org/wiki/Battle_of_the_Coral_Sea))[4] (https://en.wikipedia.org/wiki/USS_S-42_(SS-153)#cite_note-4) through driving rain. S-42 fired four torpedoes (https://en.wikipedia.org/wiki/Torpedo), scored with three; and sent the 4400-ton minelayer to the bottom.
The action, begun at 04:39, was over by 04:52. By 05:15, enemy destroyers (https://en.wikipedia.org/wiki/Destroyer) were closing S-42’s position. Within five minutes, they began dropping depth charges (https://en.wikipedia.org/wiki/Depth_charge). At 11:30, the last depth charge attack took place. At 14:30, the last sound contact was made with the still searching enemy. Sea water leaked into the control room in increasing amounts, but S-42 remained submerged for another four hours. She then surfaced to repair some of the damage and recharge her batteries. When she submerged, she was unable to control her depth. She surfaced for further temporary repairs. At dawn, she dived successfully.
Leaks in the control room, however, continued, and she headed home. That day, 12 May, she attempted to send a message to ComSubRon 5. Two days later, she was still attempting to raise Brisbane, sending her message via Port Moresby (https://en.wikipedia.org/wiki/Port_Moresby), Townsville (https://en.wikipedia.org/wiki/Townsville), Queensland (https://en.wikipedia.org/wiki/Queensland), and Honolulu, Hawaii (https://en.wikipedia.org/wiki/Honolulu,_Hawaii). On 16 May, her port engine flooded, but was put back into commission, temporarily. On 17 May, she raised Dutch Harbor (https://en.wikipedia.org/wiki/Dutch_Harbor), whence her dispatches were relayed to Brisbane. Three days later, she arrived in Moreton Bay.
On 3 July, S-42 departed Brisbane for her second patrol. On 12 July, prior to taking up her offensive role in St. George's Channel (https://en.wikipedia.org/wiki/St._George%27s_Channel), she landed an agent at Adler Bay (https://en.wikipedia.org/w/index.php?title=Adler_Bay&action=edit&redlink=1), near Rabaul (https://en.wikipedia.org/wiki/Rabaul). His first report, soon dispatched, warned her to avoid native canoes as the Japanese were paying well for information. Weather, however, proved to be the worst impediment, encountered as frequent rains and heavy seas hindered her hunting.
On the night of 19 July, S-42 returned to Adler Bay; reembarked the Australian intelligence officer, then got underway for Brisbane, where she arrived on 28 July.
During the first week in August, the Allied offensive began with the landings on Guadalcanal (https://en.wikipedia.org/wiki/Guadalcanal). Two weeks later, on 21 August, S-42 (now commanded by Harley K. Nauman (https://en.wikipedia.org/w/index.php?title=Harley_K._Nauman&action=edit&redlink=1), Class of 1934)[5] (https://en.wikipedia.org/wiki/USS_S-42_(SS-153)#cite_note-5) headed for the Solomons to support the offensive by patrolling in the already bloodied and iron-filled waters of the Savo Island (https://en.wikipedia.org/wiki/Savo_Island)–Cape Esperance (https://en.wikipedia.org/wiki/Cape_Esperance) area.
On 23 August, an engine room hatch, improperly latched, began to leak — 15 gallons per hour at 90 feet. Wooden wedges were driven into the coaming, reducing the flow to a drip. S-42 continued on to the Solomons. She arrived on station five days later and remained into September; but — without modern electronics, quick maneuverability, and speed — she was unable to close the night convoys from Rabaul.
Upkeep at Brisbane occupied the period between 19 September and 19 October. On 20 October, she headed for the Solomons to intercept traffic on the Rabaul (https://en.wikipedia.org/wiki/Rabaul)-Faisi (https://en.wikipedia.org/wiki/Faisi)-Buin (https://en.wikipedia.org/wiki/Buin,_Papua_New_Guinea) line, as well as lay mines (https://en.wikipedia.org/wiki/Naval_mine).[6] (https://en.wikipedia.org/wiki/USS_S-42_(SS-153)#cite_note-6) Assigned to Bougainville Strait (https://en.wikipedia.org/wiki/Bougainville_Strait), she again made many contacts, but was unable to score. On 2 November, she fired four torpedoes at a destroyer steaming in company with three others. An explosion was heard, but depth charge attacks precluded determining the results.
On 5 November, she departed the area and made for the Fiji Islands (https://en.wikipedia.org/wiki/Fiji). On 16 November, she moored in Suva (https://en.wikipedia.org/wiki/Suva) harbor, where she was joined by others of her division and, on 1 December, she got underway to return to the United States (https://en.wikipedia.org/wiki/United_States).
Transiting the Panama Canal (https://en.wikipedia.org/wiki/Panama_Canal) in early January 1943, she proceeded to Cuba (https://en.wikipedia.org/wiki/Cuba) in February; provided antisubmarine warfare (https://en.wikipedia.org/wiki/Antisubmarine_warfare) training services for newly commissioned destroyers through March, then continued on to Philadelphia, where she underwent overhaul and acquired air conditioning and radar. In late June, she departed Hampton Roads (https://en.wikipedia.org/wiki/Hampton_Roads) for San Diego, whence she sailed for the Aleutian Islands (https://en.wikipedia.org/wiki/Aleutian_Islands) in mid-August. On 2 September, she departed Dutch Harbor for the Kuril Islands (https://en.wikipedia.org/wiki/Kuril_Islands) and her only North Pacific war patrol.
Stopping en route at Attu (https://en.wikipedia.org/wiki/Attu_Island), the forty-day patrol was spent primarily in the Paramushiro (https://en.wikipedia.org/wiki/Paramushiro)-Onekotan (https://en.wikipedia.org/wiki/Onekotan) area, and contributed no sinkings or damage. She returned to Dutch Harbor on 12 October. On 23 November, she departed again. En route to her assigned area, her port engine seized, and her patrol was cancelled. On 27 November, she put into Massacre Bay (https://en.wikipedia.org/wiki/Massacre_Bay_(Alaska)), Attu, where she remained for repairs into January 1944. In February, she returned to Dutch Harbor thence proceeded to Pearl Harbor and another tour in the southwest Pacific.
S-42 arrived at Milne Bay (https://en.wikipedia.org/wiki/Milne_Bay), New Guinea (https://en.wikipedia.org/wiki/New_Guinea), on 19 March. There, through May, she provided target services to ships conducting antisubmarine warfare exercises. In June, she shifted to Seeadler Harbor (https://en.wikipedia.org/wiki/Seeadler_Harbor) in the Admiralty Islands (https://en.wikipedia.org/wiki/Admiralty_Islands); provided similar services until 1 August; then prepared for her last war patrol. Five days later, she got underway for Halmahera (https://en.wikipedia.org/wiki/Halmahera) with a four-man Australian intelligence team embarked. On 15, 21, and 22 August, members of the team were landed, singly, at designated points. These men were to contact and pick up other agents previously landed. On 26 August, the scout landed at Gorango Bay (https://en.wikipedia.org/w/index.php?title=Gorango_Bay&action=edit&redlink=1) was recovered alone. He had been unable to contact his assigned agent. The other scouts were not recovered. On 3 September, S-42 returned to Seeadler Harbor.
Resuming ASW training duties, S-42 remained in the Admiralties into October. At mid-month, she arrived at Brisbane for overhaul; and, in January 1945, she returned to the Admiralties. In mid-February, she departed Manus (https://en.wikipedia.org/wiki/Manus_Island) for California (https://en.wikipedia.org/wiki/California), arriving at San Diego at the end of March. There, she provided training services for the West Coast Sound School (https://en.wikipedia.org/w/index.php?title=West_Coast_Sound_School&action=edit&redlink=1) through the end of World War II. In September, she shifted to San Francisco, California (https://en.wikipedia.org/wiki/San_Francisco,_California), where she was decommissioned on 25 October 1945. Stricken from the Naval Vessel Register (https://en.wikipedia.org/wiki/Naval_Vessel_Register) on 13 November, she was sold for scrapping in November 1946.
S-42 earned one battle star (https://en.wikipedia.org/wiki/Battle_star) during World War II (https://en.wikipedia.org/wiki/World_War_II).
Captain Wreckless
02-27-22, 11:34 PM
Conversely, I need to go through and edit some of the merchants who were imported from other mod because they blow up too easy, nearly every sinking ends up in a fireworks show ,
That's the best part. :Kaleun_Cheers:
merc4ulfate
02-28-22, 12:01 AM
I have two issues. One is ... all of a sudden subsim is all in German with white backgrounds and yellow fonts. Hard to read LOL.
The second is I was patrolling around the Marshall islands (first patrol with the mod set) and came across a Mutsuki in a storm and let lose with the deck gun in the dark and rain to try to sink it. Don't bother if you find one. It took all but around ten shells to sink it. Fun but not worth the hassle.
Found a merchant later on only to get close enough to rub paint, fire everything I had only to have magnetic detonators go off prematurely and suddenly found myself in the middle of a convoy my sonar man didn't tell me was there.
In my surface escape I past between two DD who were bow on to each other I didn't see in the dark and they let me have have 64% hull damage but I dove and made my escape.
I let the mod run for 8 hours and on my next encounter with a Mutsuki the game locked up the Pc when I got hit by one of its shells.
I like this mod a lot.
This is fun.
propbeanie
02-28-22, 01:30 AM
... all of a sudden subsim is all in German with white backgrounds and yellow fonts. Hard to read LOL...
Nicht verstehen sie, mein herr? (I am like 99% certain that is grammatically incorrect though... lol)
Open your eyes, old man!!! :har: Just joshin' ya merc! :arrgh!: - good to see you posting! But down at the very bottom of the SubSim page, left side, below the "Posting Rules", you'll see the Style setting drop-down, and next to it, the language drop-down. Put 'er back on SubSim Dark and English... :salute:
Bubblehead1980
02-28-22, 04:22 PM
This is what I found out about the S-42. The link will not post for some reason, so here is the important bit.
-------------------------------------
During January 1942, S-42 conducted security patrols in the Pacific approaches to the Canal. In February, she prepared to join Allied forces in the southwest Pacific, and, in early March, she started out across the ocean. On 15 April, she arrived in Moreton Bay (https://en.wikipedia.org/wiki/Moreton_Bay), Brisbane (https://en.wikipedia.org/wiki/Brisbane), Australia (https://en.wikipedia.org/wiki/Australia). There, Submarine Division 53 joined the S-boats (https://en.wikipedia.org/wiki/United_States_S_class_submarine) of the Asiatic Fleet (https://en.wikipedia.org/wiki/Asiatic_Fleet), forming TF 42. These World War I (https://en.wikipedia.org/wiki/World_War_I)-designed submarines were to "fill the gap," to impede Japanese progress in the Bismarck Archipelago (https://en.wikipedia.org/wiki/Bismarck_Archipelago) and the Solomon Islands (https://en.wikipedia.org/wiki/Solomon_Islands), until larger and better equipped fleet submarines could be sent to the area.
Ten days after her arrival, S-42 (in the hands of Oliver G. Kirk (https://en.wikipedia.org/w/index.php?title=Oliver_G._Kirk&action=edit&redlink=1), Annapolis (https://en.wikipedia.org/wiki/United_States_Naval_Academy) Class of 1929)[2] (https://en.wikipedia.org/wiki/USS_S-42_(SS-153)#cite_note-2) cleared Moreton Bay and headed north across the Coral Sea (https://en.wikipedia.org/wiki/Coral_Sea) for her first war patrol. After reaching 15 degrees south (https://en.wikipedia.org/wiki/15th_parallel_south), she ran submerged during the day and surfaced at night to recharge her batteries and allow a brief respite from the high temperatures and humidity of submerged running. On the afternoon of 3 May, she entered her assigned patrol area, and, that evening, she closed the coast of New Ireland (https://en.wikipedia.org/wiki/New_Ireland_(island)). Two days later, she sighted, fired on, and missed a medium-sized tender off Cape St. George (https://en.wikipedia.org/wiki/Cape_St._George). On 6 May, she shifted eastward to patrol between Buka (https://en.wikipedia.org/wiki/Buka_Island) and the cape. On 11 May, off New Britain (https://en.wikipedia.org/wiki/New_Britain),[3] (https://en.wikipedia.org/wiki/USS_S-42_(SS-153)#cite_note-3) she sighted the minelayer (https://en.wikipedia.org/wiki/Minelayer) Okinoshima (https://en.wikipedia.org/wiki/Japanese_minelayer_Okinoshima) (damaged at the Battle of the Coral Sea (https://en.wikipedia.org/wiki/Battle_of_the_Coral_Sea))[4] (https://en.wikipedia.org/wiki/USS_S-42_(SS-153)#cite_note-4) through driving rain. S-42 fired four torpedoes (https://en.wikipedia.org/wiki/Torpedo), scored with three; and sent the 4400-ton minelayer to the bottom.
The action, begun at 04:39, was over by 04:52. By 05:15, enemy destroyers (https://en.wikipedia.org/wiki/Destroyer) were closing S-42’s position. Within five minutes, they began dropping depth charges (https://en.wikipedia.org/wiki/Depth_charge). At 11:30, the last depth charge attack took place. At 14:30, the last sound contact was made with the still searching enemy. Sea water leaked into the control room in increasing amounts, but S-42 remained submerged for another four hours. She then surfaced to repair some of the damage and recharge her batteries. When she submerged, she was unable to control her depth. She surfaced for further temporary repairs. At dawn, she dived successfully.
Leaks in the control room, however, continued, and she headed home. That day, 12 May, she attempted to send a message to ComSubRon 5. Two days later, she was still attempting to raise Brisbane, sending her message via Port Moresby (https://en.wikipedia.org/wiki/Port_Moresby), Townsville (https://en.wikipedia.org/wiki/Townsville), Queensland (https://en.wikipedia.org/wiki/Queensland), and Honolulu, Hawaii (https://en.wikipedia.org/wiki/Honolulu,_Hawaii). On 16 May, her port engine flooded, but was put back into commission, temporarily. On 17 May, she raised Dutch Harbor (https://en.wikipedia.org/wiki/Dutch_Harbor), whence her dispatches were relayed to Brisbane. Three days later, she arrived in Moreton Bay.
On 3 July, S-42 departed Brisbane for her second patrol. On 12 July, prior to taking up her offensive role in St. George's Channel (https://en.wikipedia.org/wiki/St._George%27s_Channel), she landed an agent at Adler Bay (https://en.wikipedia.org/w/index.php?title=Adler_Bay&action=edit&redlink=1), near Rabaul (https://en.wikipedia.org/wiki/Rabaul). His first report, soon dispatched, warned her to avoid native canoes as the Japanese were paying well for information. Weather, however, proved to be the worst impediment, encountered as frequent rains and heavy seas hindered her hunting.
On the night of 19 July, S-42 returned to Adler Bay; reembarked the Australian intelligence officer, then got underway for Brisbane, where she arrived on 28 July.
During the first week in August, the Allied offensive began with the landings on Guadalcanal (https://en.wikipedia.org/wiki/Guadalcanal). Two weeks later, on 21 August, S-42 (now commanded by Harley K. Nauman (https://en.wikipedia.org/w/index.php?title=Harley_K._Nauman&action=edit&redlink=1), Class of 1934)[5] (https://en.wikipedia.org/wiki/USS_S-42_(SS-153)#cite_note-5) headed for the Solomons to support the offensive by patrolling in the already bloodied and iron-filled waters of the Savo Island (https://en.wikipedia.org/wiki/Savo_Island)–Cape Esperance (https://en.wikipedia.org/wiki/Cape_Esperance) area.
On 23 August, an engine room hatch, improperly latched, began to leak — 15 gallons per hour at 90 feet. Wooden wedges were driven into the coaming, reducing the flow to a drip. S-42 continued on to the Solomons. She arrived on station five days later and remained into September; but — without modern electronics, quick maneuverability, and speed — she was unable to close the night convoys from Rabaul.
Upkeep at Brisbane occupied the period between 19 September and 19 October. On 20 October, she headed for the Solomons to intercept traffic on the Rabaul (https://en.wikipedia.org/wiki/Rabaul)-Faisi (https://en.wikipedia.org/wiki/Faisi)-Buin (https://en.wikipedia.org/wiki/Buin,_Papua_New_Guinea) line, as well as lay mines (https://en.wikipedia.org/wiki/Naval_mine).[6] (https://en.wikipedia.org/wiki/USS_S-42_(SS-153)#cite_note-6) Assigned to Bougainville Strait (https://en.wikipedia.org/wiki/Bougainville_Strait), she again made many contacts, but was unable to score. On 2 November, she fired four torpedoes at a destroyer steaming in company with three others. An explosion was heard, but depth charge attacks precluded determining the results.
On 5 November, she departed the area and made for the Fiji Islands (https://en.wikipedia.org/wiki/Fiji). On 16 November, she moored in Suva (https://en.wikipedia.org/wiki/Suva) harbor, where she was joined by others of her division and, on 1 December, she got underway to return to the United States (https://en.wikipedia.org/wiki/United_States).
Transiting the Panama Canal (https://en.wikipedia.org/wiki/Panama_Canal) in early January 1943, she proceeded to Cuba (https://en.wikipedia.org/wiki/Cuba) in February; provided antisubmarine warfare (https://en.wikipedia.org/wiki/Antisubmarine_warfare) training services for newly commissioned destroyers through March, then continued on to Philadelphia, where she underwent overhaul and acquired air conditioning and radar. In late June, she departed Hampton Roads (https://en.wikipedia.org/wiki/Hampton_Roads) for San Diego, whence she sailed for the Aleutian Islands (https://en.wikipedia.org/wiki/Aleutian_Islands) in mid-August. On 2 September, she departed Dutch Harbor for the Kuril Islands (https://en.wikipedia.org/wiki/Kuril_Islands) and her only North Pacific war patrol.
Stopping en route at Attu (https://en.wikipedia.org/wiki/Attu_Island), the forty-day patrol was spent primarily in the Paramushiro (https://en.wikipedia.org/wiki/Paramushiro)-Onekotan (https://en.wikipedia.org/wiki/Onekotan) area, and contributed no sinkings or damage. She returned to Dutch Harbor on 12 October. On 23 November, she departed again. En route to her assigned area, her port engine seized, and her patrol was cancelled. On 27 November, she put into Massacre Bay (https://en.wikipedia.org/wiki/Massacre_Bay_(Alaska)), Attu, where she remained for repairs into January 1944. In February, she returned to Dutch Harbor thence proceeded to Pearl Harbor and another tour in the southwest Pacific.
S-42 arrived at Milne Bay (https://en.wikipedia.org/wiki/Milne_Bay), New Guinea (https://en.wikipedia.org/wiki/New_Guinea), on 19 March. There, through May, she provided target services to ships conducting antisubmarine warfare exercises. In June, she shifted to Seeadler Harbor (https://en.wikipedia.org/wiki/Seeadler_Harbor) in the Admiralty Islands (https://en.wikipedia.org/wiki/Admiralty_Islands); provided similar services until 1 August; then prepared for her last war patrol. Five days later, she got underway for Halmahera (https://en.wikipedia.org/wiki/Halmahera) with a four-man Australian intelligence team embarked. On 15, 21, and 22 August, members of the team were landed, singly, at designated points. These men were to contact and pick up other agents previously landed. On 26 August, the scout landed at Gorango Bay (https://en.wikipedia.org/w/index.php?title=Gorango_Bay&action=edit&redlink=1) was recovered alone. He had been unable to contact his assigned agent. The other scouts were not recovered. On 3 September, S-42 returned to Seeadler Harbor.
Resuming ASW training duties, S-42 remained in the Admiralties into October. At mid-month, she arrived at Brisbane for overhaul; and, in January 1945, she returned to the Admiralties. In mid-February, she departed Manus (https://en.wikipedia.org/wiki/Manus_Island) for California (https://en.wikipedia.org/wiki/California), arriving at San Diego at the end of March. There, she provided training services for the West Coast Sound School (https://en.wikipedia.org/w/index.php?title=West_Coast_Sound_School&action=edit&redlink=1) through the end of World War II. In September, she shifted to San Francisco, California (https://en.wikipedia.org/wiki/San_Francisco,_California), where she was decommissioned on 25 October 1945. Stricken from the Naval Vessel Register (https://en.wikipedia.org/wiki/Naval_Vessel_Register) on 13 November, she was sold for scrapping in November 1946.
S-42 earned one battle star (https://en.wikipedia.org/wiki/Battle_star) during World War II (https://en.wikipedia.org/wiki/World_War_II).
Thanks for sharing. Wiki is on the boats seem pretty accurate after outside research. Some S-42 class arrived later than others or not at all.
S-44 was out of Dutch Harbor in 1943 and was lost on her Fifth War Patrol in October 1943 .
https://en.wikipedia.org/wiki/USS_S-44_(SS-155)
I will probably make it so S-42 class can not transfer to or career in Alaska started with them until June 1943. There are various factors Ill have to consider when look at files, but that is the goal. Thanks for pointing that out.
Bubblehead1980
02-28-22, 04:56 PM
I have two issues. One is ... all of a sudden subsim is all in German with white backgrounds and yellow fonts. Hard to read LOL.
The second is I was patrolling around the Marshall islands (first patrol with the mod set) and came across a Mutsuki in a storm and let lose with the deck gun in the dark and rain to try to sink it. Don't bother if you find one. It took all but around ten shells to sink it. Fun but not worth the hassle.
Found a merchant later on only to get close enough to rub paint, fire everything I had only to have magnetic detonators go off prematurely and suddenly found myself in the middle of a convoy my sonar man didn't tell me was there.
In my surface escape I past between two DD who were bow on to each other I didn't see in the dark and they let me have have 64% hull damage but I dove and made my escape.
I let the mod run for 8 hours and on my next encounter with a Mutsuki the game locked up the Pc when I got hit by one of its shells.
I like this mod a lot.
This is fun.
See propbeanie's explanation to change it back to preferred language. lol
lol well...submarines were not great gun platforms so accuracy is not always strong suit in the sim either. I've improved it but not making them snipers. DD's while vulnerable to torpedoes and big gun fun, hold up fairly well to small gunfire from a submarine unless get some lucky hits on critical spots. Ducimus., TMO's creator did his best to make a mod that discourages cowboy gun fighting with surface combatants unless out of desperation in self defense and I've tried to keep it that way. Deck gun is meant for small vessels not worth torpedoes, to finish off crippled vessels, or for self defense.
Now, due to my adding the ability to do night surface attacks (torpedoes), with darker nights and changes to visual sensors of the enemy, prob a little easier, they are not as hawkeyed and sniper like as before, but still deadly and tough to sink by gunfire.
Hull damage at 64? Ouch. I would have went home lol, can't dive very deep after (for example a Gato with that much hull damage, could not even safely dive to its test depth of 300 feet, hull would collapse from pressure) that and one close depth charge will end it all.
Hate to hear to hear about SH 4 locking up. That means it froze yes? or CTD(Crash to Desktop) ?
I have not had that happen before when hit by enemy gunfire or heard of it with the mod but it can happen, even if a one time thing.
Make sure have LAA (Large Address Aware) properly enabled so SH 4 can use the maximum memory it needs, esp with mods.
Make sure have mod properly installed per the README.
If have any additional mods that overwrite or make changes to TMO Update, not listed in the README, this could be a unintended consequence.
IF the game is a saved game you have reloaded, make sure NOT to overwrite the file when make a save, but to save it as a fresh file and delete the other after.
Make sure that the mod was installed on a clean install of SH 4, and not added to a previously existing career as this can cause instability and other problems
Glad you are enjoying the mod, let us know how it next patrol goes.:Kaleun_Salute:
Bubblehead1980
02-28-22, 05:15 PM
Question/Opinion
Do you guys find the Torpex torpedoes in TMO Update? (or even the early torpedoes) overpowered?
I am making some adjustments as last patrol in Jan 1944 seemed too effective, trying to find that balance.
I hope to get slower sinking times into this version as well, as they definitely sink too fast.
Bubblehead1980
02-28-22, 09:05 PM
Hot off the presses lol Finished up a patrol in the BARB last night.
This is why I love this sim and TMO in particular, really was a exciting, fast paced patrol. The night surface torpedo actions were exactly what I had envisioned when I worked on that part of the mod to make it possible.
Depth charge attacks were intense, even brutal. Second one, thought it was all over at one point.
Full report here.
https://www.subsim.com/radioroom/showthread.php?p=2796276#post2796276
Pez volador
03-01-22, 01:51 PM
Question/Opinion
Do you guys find the Torpex torpedoes in TMO Update? (or even the early torpedoes) overpowered?
I am making some adjustments as last patrol in Jan 1944 seemed too effective, trying to find that balance.
I hope to get slower sinking times into this version as well, as they definitely sink too fast.
Hello, it's my first post here. I used to read but not response because i speak little english, sorry. First of all, thank you for excellent job, i really enjoy it :yeah: Regarding your question, i'm playing with Torpedoes Early_TNT mod, and usually i need two shots or more for sunk a merchant. I recently chased one on surface on a fog day and I shot him from the stern. The propeller and the rudder disappeared but he kept moving forward :hmmm: but he couldn't zigzag. I just had to follow her stern. I needed two more torpedoes for sunk him (plus another one didn't explode)
Thank you again for your work, i really appreciate it
Bubblehead1980
03-01-22, 09:21 PM
Hello, it's my first post here. I used to read but not response because i speak little english, sorry. First of all, thank you for excellent job, i really enjoy it :yeah: Regarding your question, i'm playing with Torpedoes Early_TNT mod, and usually i need two shots or more for sunk a merchant. I recently chased one on surface on a fog day and I shot him from the stern. The propeller and the rudder disappeared but he kept moving forward :hmmm: but he couldn't zigzag. I just had to follow her stern. I needed two more torpedoes for sunk him (plus another one didn't explode)
Thank you again for your work, i really appreciate it
Welcome, glad you posted and thanks for the feedback:Kaleun_Salute:
Happen to remember the name of the merchant in question?
Did he keep moving under active propulsion or was it just the momentum i.e. drifting ?
Obviously his rudder was destroyed so could not turned. If prop was visually gone, he should have stopped eventually, one momentum ran out. Of course will still hear engine noises usually. Sometimes though, individual ships need certain parts of damage profile edited.
Ah yes, early torpedoes do not pack as much of a punch as later "torpex" torpedoes and do malfunction more often in various ways. One possible answer is the early torpedoes explosive "bubble" did not apply all of its force to actually destroy the prop, only the visual model. Sound silly and it is, but its a old bug with SH 4 solved but rears its ugly head in certain ships.
Pez volador
03-02-22, 01:00 PM
Welcome, glad you posted and thanks for the feedback:Kaleun_Salute:
Happen to remember the name of the merchant in question?
Did he keep moving under active propulsion or was it just the momentum i.e. drifting ?
Obviously his rudder was destroyed so could not turned. If prop was visually gone, he should have stopped eventually, one momentum ran out. Of course will still hear engine noises usually. Sometimes though, individual ships need certain parts of damage profile edited.
Ah yes, early torpedoes do not pack as much of a punch as later "torpex" torpedoes and do malfunction more often in various ways. One possible answer is the early torpedoes explosive "bubble" did not apply all of its force to actually destroy the prop, only the visual model. Sound silly and it is, but its a old bug with SH 4 solved but rears its ugly head in certain ships.
The merchant was a H35Hansa (or as it is said). I lovin the variety of boats in your update. I was already bored of sinking the Akita Maru over and over again.
I think that he did active propulsion by the bubbles behind him and noise (typical "chug-chug-chug"). He kept 4 or 5 knots for some minutes while i chase him. At other times I can see the prop stopped, and the boat slow down to stop, but in this case the propeller it was like invisible
Bubblehead1980
03-02-22, 02:25 PM
The merchant was a H35Hansa (or as it is said). I lovin the variety of boats in your update. I was already bored of sinking the Akita Maru over and over again.
I think that he did active propulsion by the bubbles behind him and noise (typical "chug-chug-chug"). He kept 4 or 5 knots for some minutes while i chase him. At other times I can see the prop stopped, and the boat slow down to stop, but in this case the propeller it was like invisible
I agree, that is why I changed the names and tonnages, to give some variety. In upcoming version the names are changed again and some new merchants added, as well as cloned vessels, with different names to represent new vessels and give variety. SH 4 has the tendency to spawn a core group of ships during each patrol sometimes, but with more choices still get a wider variety usually. Tonnages and names were changed to match actual japanese vessels lost during the war to submarine attack.
Do you mean M35Hansa? Aka SEIA MARU? I don't see a H35Hansa on the roster. If so, I will check into it and see if model needs some adjustment.
Bubblehead1980
03-02-22, 05:02 PM
Most recent patrol.. testing V2.0 with BARB SS-220 March-April 1944 in Area CLOSET was a tanker sweep. Four big tankers sunk, one small merchant damaged.
Full patrol report and screenshots at link below.
https://www.subsim.com/radioroom/showthread.php?p=2796736#post2796736
Captain Wreckless
03-03-22, 02:45 PM
The merchant was a H35Hansa (or as it is said). I lovin the variety of boats in your update. I was already bored of sinking the Akita Maru over and over again.
I think that he did active propulsion by the bubbles behind him and noise (typical "chug-chug-chug"). He kept 4 or 5 knots for some minutes while i chase him. At other times I can see the prop stopped, and the boat slow down to stop, but in this case the propeller it was like invisible
Wait until you run into the Kobayashi Maru. I found a convoy that had 3 of them. :hmmm:
Bubblehead1980
03-03-22, 03:50 PM
Wait until you run into the Kobayashi Maru. I found a convoy that had 3 of them. :hmmm:
lol yes very annoying bug. For some reason SH 4 likes to spawn same ships over and over when the groups are random groups... lately its been the Kobyashi Maru and the new Chidori/Otoris added to sim.
I suspect part of it could be due to way roster is structured. I am working on a fix. V2.0 will also have a expanded roster with more tankers and merchants, so more options means less chance of repeat, so far does not happen as often in V2.0 For now, consider them to be part of the same class of freighter lol
Captain Wreckless
03-03-22, 09:23 PM
I've run into an issue that has happened several times. On patrol, completed 2 objectives, sometimes 3 and I save the game. When I later reload the save the last objective or last 2 (when I complete 3) shows incomplete. One time I just let the game run for a few game time hours and they reset to completed. The last 2 times this happened that did not happen. They stayed incomplete.
Has anyone come across this when playing?
Bubblehead1980
03-03-22, 09:42 PM
I've run into an issue that has happened several times. On patrol, completed 2 objectives, sometimes 3 and I save the game. When I later reload the save the last objective or last 2 (when I complete 3) shows incomplete. One time I just let the game run for a few game time hours and they reset to completed. The last 2 times this happened that did not happen. They stayed incomplete.
Has anyone come across this when playing?
Yes, has happened to me often when I a save (one main reason I just keep it running and don't reload a save unless have a CTD, power outrage etc, have a PC set up just for SH 4, but I understand thats not the typical) . Issue that predates my mod. Something with SH 4. I've never found a solution.
Something I have found that does help is make sure not to save too soon after completing a objective, let about 24 hours pass. Don't save near completed objective. Of course don't save near land, ships, sunk ships etc.
Always do a hydrophone check, make sure nothing is near, make sure the green light does no turn on on any bearing. Make sure your own engines are stopped. Of course make sure to always do a fresh save, never overwrite saves.
SH 4 can be a finicky pain in the stern at times.
Bubblehead1980
03-03-22, 10:08 PM
Something I have long wanted to be part of the TMO update is better sinking times for ships. The way ships sink in SH 4 in inherently...bleh.
Attempted different things, different mods but nothing working right.
Based on some attacks in current career testing out things in 1944...
now have better sinking times.
Unfortunately, the "ship sunk message" still comes a bit early, moment the ship is doomed, but ships for most part no longer just sink in 10-60 seconds lol.
One tanker, exploded was a burning fireball, took 20 minutes to sink, was on fire also.
Another cargo ship, took 9 minutes to sink, another 15, another 5, depends on how much damage was done to different compartments, different ships react differently.
Have yet to test warships but expected great results as increased the flood times for large combatants like battleships .
Flood speed was set to very short times by default. I increased flood speed and combined with the fire damage mod...great results (great along as well but nice for fire to cause damage, I watched it cause a damage carrier at midway, damaged earlier in day by SBD's to sink after 10 hours of burning, pretty cool)
Captain Wreckless
03-04-22, 03:03 AM
GRRRrrrrr!!!
Just had a CTD at the worst possible time. Japan invaded Davao and I was east of Borneo. Set course for there. Sank a merchant about 50 SW of Davao Gulf. Made my way in and steered left toward the town. Got lots of contacts on sonar. Worked my way in, dodging 3 DD's. After about an hour of depth charges, I left them behind. Made my way into the anchorage and there were LOTS ships just sitting there. Just as I was turning to line up a shot on 2 merchies, CTD.
My previous save was way over near Borneo about 96 game hours away. :wah:
Bubblehead1980
03-04-22, 03:20 AM
GRRRrrrrr!!!
Just had a CTD at the worst possible time. Japan invaded Davao and I was east of Borneo. Set course for there. Sank a merchant about 50 SW of Davao Gulf. Made my way in and steered left toward the town. Got lots of contacts on sonar. Worked my way in, dodging 3 DD's. After about an hour of depth charges, I left them behind. Made my way into the anchorage and there were LOTS ships just sitting there. Just as I was turning to line up a shot on 2 merchies, CTD.
My previous save was way over near Borneo about 96 game hours away. :wah:
Ah that is rough!. I am confused as to why you get so many CTD lol. I rarely get them as have discussed. Positive you have LAA activated correctly?
You were in presence of a large invasion force and got a CTD when fired torpedoes, so rig was having to process a lot of things. Without LAA enabled, it will crash, because game cant access the resources required.
Perhaps make sure it is enabled and start up again, reload save and try once more.
If don't mind me asking what are your PC's specs?
Only things I can think of. Tomorrow, I will go check it out for myself and see if I get a CTD. I don't recall ctd in testing when I checked on that invasion force.
Can give me exact date/time? at least date?
Captain Wreckless
03-04-22, 03:28 AM
Ah that is rough!. I am confused as to why you get so many CTD lol. I rarely get them as have discussed. Positive you have LAA activated correctly?
You were in presence of a large invasion force and got a CTD when fired torpedoes, so rig was having to process a lot of things. Without LAA enabled, it will crash, because game cant access the resources required.
Perhaps make sure it is enabled and start up again, reload save and try once more.
If don't mind me asking what are your PC's specs?
Only things I can think of. Tomorrow, I will go check it out for myself and see if I get a CTD. I don't recall ctd in testing when I checked on that invasion force.
Can give me exact date/time? at least date?
Yeah, I never had this many CTD before even with RSRD etc. I never even got to fire any fish.
I just tried again from a previous save and it happened again. This time the weather is crap, night with lots of wind and rain, and I never even sighted anything.
LAA is installed correctly. It created the save file, etc.....
Earlier I reloaded my save and snuck into Davao in crap weather at night and couldn't see anything. Well the IJN DD that ran over me and sank me saw me. :har: This time when I sank, I got no CTD.
PC specs: MSI Laptop w/ Nvidia RTX 2060 and intel GPU; 32 GB Ram; 1 HDD, 1 SSD, 1 Hybrid SSD. This laptop will play any game on high graphics without any problems.
SH4 is set to use the Nvidia card only.
I'm trying different things to try and pin down what is happening. Sure wish the game created a crash file that I could read and see what is going on.
Kal_Maximus_U669
03-04-22, 04:16 AM
Yeah, I never had this many CTD before even with RSRD etc. I never even got to fire any fish.
I just tried again from a previous save and it happened again. This time the weather is crap, night with lots of wind and rain, and I never even sighted anything.
LAA is installed correctly. It created the save file, etc.....
Earlier I reloaded my save and snuck into Davao in crap weather at night and couldn't see anything. Well the IJN DD that ran over me and sank me saw me. :har: This time when I sank, I got no CTD.
PC specs: MSI Laptop w/ Nvidia RTX 2060 and intel GPU; 32 GB Ram; 1 HDD, 1 SSD, 1 Hybrid SSD. This laptop will play any game on high graphics without any problems.
SH4 is set to use the Nvidia card only.
Hey Captain Reckless..
Personally, I only use the 4go patch, as I said, it works much better for me... it's been a long time since I gave up the LAA...
it is true that backup problems are recurring when it starts...!!lol..
you have a solid config... but pay close attention to your windos and control what is running for nothing in the system... it eats your "Ram" for nothing can also be one of the causes of the problems... :salute:
KaleunMarco
03-04-22, 10:03 AM
Yeah, I never had this many CTD before even with RSRD etc. I never even got to fire any fish.
I just tried again from a previous save and it happened again. This time the weather is crap, night with lots of wind and rain, and I never even sighted anything.
LAA is installed correctly. It created the save file, etc.....
Earlier I reloaded my save and snuck into Davao in crap weather at night and couldn't see anything. Well the IJN DD that ran over me and sank me saw me. :har: This time when I sank, I got no CTD.
PC specs: MSI Laptop w/ Nvidia RTX 2060 and intel GPU; 32 GB Ram; 1 HDD, 1 SSD, 1 Hybrid SSD. This laptop will play any game on high graphics without any problems.
SH4 is set to use the Nvidia card only.
I'm trying different things to try and pin down what is happening. Sure wish the game created a crash file that I could read and see what is going on.
the only time i receive "unexplainable" CTD's is when:
i have changed mods or mod settings between missions in a career and i have not remembered to delete the cached files in the Save folders.
when Microsoft decides to run some sort of esoteric job and sucks up CPU cycles and creates hard drives delays. This creates CTD's because the UBI-designed simulation cannot seem to handle the competition for resources.
a corollary to the item above is how much/many unnecessary apps are running in the background, eating away at your under 4 gig memory. the fix for this requires that you know how to use Task Manager. if you DO know how to use it, i suggest that you run TM and look at all of the crap that your installation has for "updates" and "monitoring" and terminate them. suggestions are: Adobe Acrobat Update, HP Printer Ink Monitor, your pc-manufacturer's data collection monitor, etc. what you choose to remove is entirely up to you. if you mess-up and stop something that you need, just reboot.
when your under-4 gig memory is fragmented to a degree that the UBI-designed simulation cannot seem to acquire a chunk of memory large enough to satisfy its requirement, you should use the fix of last resort: reboot.
Bubblehead1980
03-04-22, 03:13 PM
I went to Davao a few minutes ago, no CTD for me with the invasion force. :Kaleun_Salute:
Captain Wreckless
03-04-22, 10:18 PM
the only time i receive "unexplainable" CTD's is when:
i have changed mods or mod settings between missions in a career and i have not remembered to delete the cached files in the Save folders.
when Microsoft decides to run some sort of esoteric job and sucks up CPU cycles and creates hard drives delays. This creates CTD's because the UBI-designed simulation cannot seem to handle the competition for resources.
a corollary to the item above is how much/many unnecessary apps are running in the background, eating away at your under 4 gig memory. the fix for this requires that you know how to use Task Manager. if you DO know how to use it, i suggest that you run TM and look at all of the crap that your installation has for "updates" and "monitoring" and terminate them. suggestions are: Adobe Acrobat Update, HP Printer Ink Monitor, your pc-manufacturer's data collection monitor, etc. what you choose to remove is entirely up to you. if you mess-up and stop something that you need, just reboot.
when your under-4 gig memory is fragmented to a degree that the UBI-designed simulation cannot seem to acquire a chunk of memory large enough to satisfy its requirement, you should use the fix of last resort: reboot.
#1. Not an issue. I normally don't do this.
#2. Possible
#3. I close all background running apps. I even have a program that does it for me. But possible some didn't close.
#4. I will remember this.
I'm still experimenting with some settings to trouble shoot.
Captain Wreckless
03-04-22, 10:26 PM
Hey Captain Reckless..
Personally, I only use the 4go patch, as I said, it works much better for me... it's been a long time since I gave up the LAA...
it is true that backup problems are recurring when it starts...!!lol..
you have a solid config... but pay close attention to your windos and control what is running for nothing in the system... it eats your "Ram" for nothing can also be one of the causes of the problems... :salute:
The 4GB patch will only work on the gu.exe file. It says it can't open the sh4.exe file. If I start the game using gu.exe I notice it makes backups of gu.exe and sh4.exe.
Using LAA I use it only on sh4.exe, though I did use it on gu.exe this last time also. Save file shows both.
I'll play around with the 4GB patch and see what happens.
:Kaleun_Salute:
Sandman_28054
03-05-22, 09:57 AM
Great game so far, however.
I have noticed that returning to base, if I exit to main menu, go to the museum (yes I knowm the old "cheat" factor), then try to load the saved game, it crashes.
Fix?
Pez volador
03-05-22, 12:35 PM
Do you mean M35Hansa? Aka SEIA MARU? I don't see a H35Hansa on the roster. If so, I will check into it and see if model needs some adjustment.
That's right, it was a M35Hansa. 7590 ton. He is cultivating barnacles now
propbeanie
03-05-22, 12:47 PM
Great game so far, however.
I have noticed that returning to base, if I exit to main menu, go to the museum (yes I knowm the old "cheat" factor), then try to load the saved game, it crashes.
Fix?
The game cannot go from one "mode" to another without restarting the game. In other words, playing the campaign, exit the game and then go into the Museum. After the museum, exit the game and try to load your Save. Otherwise, the game does not give up the resources the one part uses when you load the next, and you then run out of buffer for the game and it crashes. Old DirectX v9.0c game, only worse...
Bubblehead1980
03-05-22, 03:54 PM
The game cannot go from one "mode" to another without restarting the game. In other words, playing the campaign, exit the game and then go into the Museum. After the museum, exit the game and try to load your Save. Otherwise, the game does not give up the resources the one part uses when you load the next, and you then run out of buffer for the game and it crashes. Old DirectX v9.0c game, only worse...
:Kaleun_Salute:
Captain Wreckless
03-05-22, 06:01 PM
Great game so far, however.
I have noticed that returning to base, if I exit to main menu, go to the museum (yes I knowm the old "cheat" factor), then try to load the saved game, it crashes.
Fix?
It crashes even if you just go to the museum. Unmoded no crash. With the mod it crashes. It loads and then CTD after if finishes. Not a big deal.
Captain Wreckless
03-05-22, 06:21 PM
Does anyone enable Vsync in game options? I never use it. Seems games run better. My refresh rate on my laptop is 144 Hz anyway.
Bubblehead1980
03-05-22, 07:16 PM
It crashes even if you just go to the museum. Unmoded no crash. With the mod it crashes. It loads and then CTD after if finishes. Not a big deal.
Museum typically crashes only when on my end when try to enable it (as propbeanie mentioned) after running the sim. Occasional CTD does happen either way. The museum is quite sensitive to roster changes etc, which are abundant in the mod.
Museum is very sensitive lol.
Captain Wreckless
03-05-22, 11:38 PM
Museum typically crashes only when on my end when try to enable it (as propbeanie mentioned) after running the sim. Occasional CTD does happen either way. The museum is quite sensitive to roster changes etc, which are abundant in the mod.
Museum is very sensitive lol.
I figured with all of the changes from the mod that's what was happening.
Bubblehead1980
03-06-22, 04:31 AM
Some screenshots from V2.0.
Patrol was in Sea of Okhotsk in May-June 1944 with USS BARB SS-220.
https://i.postimg.cc/GtN0Z9Fr/battlearea.png (https://postimages.org/)
Patrol area.
https://i.postimg.cc/T2HXyNZS/brokenmorale.png (https://postimages.org/)
Crew morale was listed as "broken" or "shaken" for many after a severe depth charge attack.
https://i.postimg.cc/Gh8nvJRp/Chidoribow.png (https://postimages.org/)
Bow of Chidori hit by torpedo. Night surface attack from 3000 yrds. Target slowed in heavy seas, causing torpedo aimed for middle of target to hit the bow. Vessel was badly damage, traveled slow but managed to escape thanks to dawn breaking early in the polar areas, foul weather setting in. Then clearing, arrival of two DE called in to help after dawn, as well as a patrolling aircraft preventing from closing target. (see report) .
https://i.postimg.cc/dtbP6kQj/Choiku-Maru-Expl1.png (https://postimages.org/)
Small AK sinking after single torpedo hit (blew up nicely)
https://i.postimg.cc/bw1XBysc/chokohit.png (https://postimages.org/)
https://i.postimg.cc/ydQ2ZWr9/dcsplash.png (https://postimages.org/)
DC splashes.
https://i.postimg.cc/Y0vZfkJP/empty-raft.png (https://postimages.org/)
Empty raft after sinking of small merchant. Raft was launched just as vessel capsized. Initially had a lone crew member in it. By time BARB surfaced to close, the raft was empty. Heavy seas so assumed the survivor was washed out.
https://i.postimg.cc/QtxRCcSh/lonesurvivor.png (https://postimages.org/)
Lone survivor, soon washed out of raft.
https://i.postimg.cc/5tmhfsBs/meeting-with-Herring.png (https://postimages.org/)
Rendezvous with USS Herring in Sea of Okhotsk 31 May 1944 1000.
(Wolfpack operations)
https://i.postimg.cc/x8B76hQ1/PBY.png (https://postimages.org/)
PBY at Midway
https://i.postimg.cc/NGnWG9Xv/shakencrew2.png (https://postimages.org/)
Shaken crew (see cursor on morale)
https://i.postimg.cc/ZKyXWbPB/shakenmorale.png (https://postimages.org/)
https://i.postimg.cc/GmwVYWzM/storms.png (https://postimages.org/)
Storms in sea of Okhotsk
https://i.postimg.cc/CKw2rb3k/torpedopassesbychidori.png (https://postimages.org/)
Fired a "up the kilts" shot with AOB 180 but unfortunately the drift of the Chidori in heavy seas, torpedo ran down the port side.
https://i.postimg.cc/N0bz35tV/Wolfpackmessage.png (https://postimages.org/)
Wolfpack message received on convoy. Entire three ship one escort convoy sunk.
AI sub (packmate) "Herring" damaged one AK (had a hole in side of it when I located it) and crippled the escort (props and rudders blown off, later located). BARB sunk all three AK and the escort. Escort sunk by gunfire after dark after torpedo run below, showing draft too shallow.
KaleunMarco
03-06-22, 07:29 PM
Does anyone enable Vsync in game options?
in a word, no.
Bubblehead1980
03-06-22, 07:50 PM
in a word, no.
Forgive the ignorance of the question lmao but what exactly does vertical synch do? ( I mean I have a idea but)
Kal_Maximus_U669
03-07-22, 06:49 AM
For my part I think it allows to have a more stable image to have an optimal "framrate" in terms of second images... to prevent the tearing of images.. is incidentally to avoid the shifts of the acceleration of time
I avoid going beyond 1024x
but i think there is something with the drivers that it is not working properly starting with the lighting...is all that is texture filtering...the volumetric smoke is also a problem..
having WHQL DCH certified drivers would be a plus... but Ubisoft doesn't seem to be concerned about that so we know the rest... :har:
Bubblehead1980
03-07-22, 06:03 PM
Wolfpacks in the campaign are really coming together for V2.0. Better than I expected Not perfect but really adds some immersion and a dynamic previously absent.
In initial attack, BARB sunk three ships. Pack mates sunk at least one, perhaps two, damaged another. (Will increase power of AI subs torpedoes, a little underpowered)
Read below. Posts #47-49.
https://www.subsim.com/radioroom/showthread.php?p=2797605#post2797605
Captain Wreckless
03-08-22, 01:37 AM
Forgive the ignorance of the question lmao but what exactly does vertical synch do? ( I mean I have a idea but)
Vertical sync, more popularly known as VSync, synchronizes the refresh rate and frame rate of a monitor. GPU manufacturers developed this technology to solve screen tearing. Screen tearing happens when your GPU displays parts of multiple frames at once. As a result, displays may appear split along a horizontal line. When the frames per second don’t sync with the refresh rate of the GPU, tearing occurs.
Though screen tearing can happen anytime, it is most visible in vertical elements like buildings and trees during high-speed games with constant rate changes. Tearing breaks the viewer’s immersion and makes games look ugly.
VSync corrects this by limiting the graphic card’s refresh rate to frame rate, thus avoiding higher frames per second than the monitor’s capacity. It uses page flipping and double buffering to display frames after a refresh cycle finishes so that users don’t see tears.
I don't use it myself. I think with my refresh rate of 144 Hz, I don't see any difference, especially with fast paced games.
I enable vsync and my screen looks great.
Captain Wreckless
03-09-22, 06:23 PM
I enable vsync and my screen looks great.
Some people prefer to or need to use Vsync. I never use it as I don't see any difference with or without. In the past it caused problems with games so I quit using it.
Bubblehead1980
03-09-22, 06:31 PM
I enabled vsync. While machine runs my SH 4 setup just fine, I noticed a slightly better performance in some regards. Will keep it activated next patrol and see how it works out to confirm.
Captain Wreckless
03-09-22, 06:31 PM
Man these IJN DD's are a PITA! I was playing and in the middle of no where, I stumbled upon a older DD at 10K yards. Submerged and at around 8K yards he turned toward me then attacked when closer.
It seems they have some sort of uber sonar. There was no way he could have detected me at that range and running at 3 kts.
And when they attack no matter how deep I am they seem to know what depth to set ashcans to.
They just seem to be way to accurate at finding and attacking.
Early in the war the IJN was setting the depthcharges to shallow until a US Congressmen mentioned it in an interview that made the papers. Guess it doesn't apply to this game.
Bubblehead1980
03-09-22, 08:27 PM
Man these IJN DD's are a PITA! I was playing and in the middle of no where, I stumbled upon a older DD at 10K yards. Submerged and at around 8K yards he turned toward me then attacked when closer.
It seems they have some sort of uber sonar. There was no way he could have detected me at that range and running at 3 kts.
And when they attack no matter how deep I am they seem to know what depth to set ashcans to.
They just seem to be way to accurate at finding and attacking.
Early in the war the IJN was setting the depthcharges to shallow until a US Congressmen mentioned it in an interview that made the papers. Guess it doesn't apply to this game.
Yes, TMO escorts, especially those DD's on lone ASW patrol, can be a real PITA. This is by design, so they are not easy targets. Keep in mind, when you find a lone DD or ASW type vessel, their skill level 8/10 times is going to be set to ELITE. This is to make them effective sub hunters and not easy targets. Elite skill level does amplify their capabilities some, representing skilled and alert crew. Evasion and even approaching for attack and successfully attacking is still quite doable though.
What range were you at when you submerged? That matters as your boat's noise level is a maximum when diving and surfacing. Not only engine RPM's come to play, but noises pumps, water being blown from tanks etc, the sim does simulate your sound signature being louder during the dive/surface transition to represent this.
3 knots may have been too noisy. Check your RPM's on the gauges by the helmsman in conning tower or control room when in s boats. When trying to be stealthy, keeping it under 100 works best. Most boats ahead 1/3 submerged is about 2.4 kts and 80 RPM or so. Did you heave silent running engaged? If not, definitely need that for approach. Were you in a S boat or ? Older boats like the S bots or Narwhal are noisy compared to newer boats,
and easier to detect, which is historically accurate.
Example1: Running silent and under for hours, I come up, there is a escort 5.5 nautical miles away either sitting still listening or trolling about at a speed where he can hear (there is a certain speed at which their passive sonar becomes ineffective, and one which their active sonar becomes ineffective). I decide to surface to get away. I order surface. When I hit the depth SH 4 sets for itself to distinguish between surfaced and submerged (40 feet for for fleet boats, when diesels cut out)
I am secured from silent running during that transition period and boom, escort, especially if already listening, likely heard me , yes, he is coming about and closing my location. Even if left motors at slow speed, less than 100 RPM, still heard me, because I was making noise. There are also other variables that effect range of passive sonar, such as sea state. Obviously in calm seas, much higher chance of hearing you, heavier seas, less. Where you are on earth matters as well. To some degrees different sound conditions around planet are in fact modeled into the sim. Thermal layer comes into play as well, if you are below a thermal layer, less chance of hearing you approach.
Same goes for diving when too close , you are noisy they can hear you. I always try to submerged at least 12500-13000 yards ahead of target. Once below, activate silent running. If need speed to make your run, go deep for the approach. Example I know its safe to go 350 ft in a Gato, so if need to make a high speed run to close range for firing after submerging 13000 yards ahead, I go to 350 ft and ahead flank for the time calculated needed ot cover the distance.
About half way through I may slow and pop up to periscope depth for observation to make sure target has not changed course etc. Then back to 350 ft and close range.
Sometimes don't need to go that deep, just go to 100 feet for approach, pop up to scope depth when needed.
Another factor is undetected aircraft. Planes can see your sub under water in right conditions and if they do, they will alert nearby forces. Some subhunters on patrol have a plane attached to them to scout ahead. Not that common, but does exist.
Thing about passive/active sonar in this sim is finding balance and accounting for so many variables which are different in nearly every attack. , if you reduce their capabilities too much via sensor reduction and/or skill level, then enemy becomes overall incompetent, which can make the sim unchallenging and boring frankly after a few patrol. Pulling off a attack and having a enemy they can never locate and depth charge or you know is always going to be ineffective can get boring, quick. This is why TMO was created, to provide a level of challenge to enhance realism because stock was not challenging. Serves , keep players on their toes. I never get bored because each time get depth charges proves a bit different and challenging. I just wrapped up a patrol in August-October 1944 in Luzon Straits. Man what a challenge lol but a great patrol.
I've actually in some ways, made TMO "easier" with my updates, because
I revised the damage model and depth charges. I did not tool with sensors in
previous update but have been working on them buy changing their but again, it can make things too easy. Work in progress for sure.
Speaking of depth charges...
Correct on the depth setting issue. Unfortunately, the way things are modeled in the sim, there is not a single depth setting for charges or max depth setting as had in real life. I wish could make it so but the AI up until its last ping, is deciding which depth player sub is at and charges at set accordingly. So they stop pinging and are above closing in for the drop, you are in the blind spot of the sonar. At this point AI, has set the charges to detonate between X depth and X depth. Depending on the depth precision settings in the files , varies among mods stock etc) . Depends on type of escort how many charges can lay in one pattern etc. This is accurate in the sense that depth charges were set to explode are varying depths to "sandwich" in the player sub with shockwaves. Now, in the update I did model two types of depth charges. Type 95 , ones japanese used early to mid war, and Type 2. Type 95 is not as powerful, does not sink as fast (used historical data for sink rate etc) To simulate its in some way the difference, its "depth precision" setting for Type 2, it does not vary that much from the set depth by the AI, so easier for player to avoid getting "sandwiched" in a depth charge pattern. Type 95 can destroy or seriously damage your boat, BUT not the outright sub killer the Type 95 is. After the idiot congressman blabbed and Japanese had time to design and deploy the Type 2, which first hit fleet in November 1943, US subs losses went up. Even in 1943, many Type 95's were retrofitted with improved exploders in response to that intel leak, and losses began to increase as well.
Problem is, as you noted, there is no max depth for the charges. Player can be at 650 ft in a Balao or Tench and they are setting charges to explode below that depth lol. There is no way to change that, unfortunately. Also, quite dangerous to be really deep, say beyond 100 ft of test depth of most boats (Balao, Tench are exceptions) as the sim does model the effects of depth charges at different depths, the pressure of shockwaves. I did extensive testing on this during the mod. A depth charge with same hit points, blowing up at same distance, same spot, will cause much more damage or even hull failure to a Balao at say 600+ feet vs one at periscope depth or 300 ft even. I tested this a ridiculous amount of times in various boats etc. Of course it also has to do with the class of boat, each one has different hull strengths, max depths, tolerances etc. So a boat with test depth of 250, going beyond 350 , boat with 300, going beyond 400, and s forth.
A evasion tactic to use employ is changing depths continuously. Current career, I am in a Gato in Fall 1944, escort comes in pinging, at right moment when hes passing above (can hear him of course), I order ahead full and if at say 350 feet, order 390 ft, because his last sonar reading told him I was at 350, his charges will be set accordingly,. Now once I hear splash in water, I order ahead flank for about 45 seconds "speed burst", I hit the A key to level off, so my stern is not sticking up at the depth where the charges will be exploding. Most charge will explode above the sub, one may explode at your depth or little below, depends, it is a crap shoot. I may hang at 390 or so for while, then back up to 350, for a run, maybe even 325 to convince AI I am going shallow, rinse and repeat procedure . Also always have 5-10 degrees rudder on and alternate port and starboard, so am never on a constant heading. If stay on a constant heading, AI will figure it out and attack accordingly. Also, if youre not using, can try the depth charge disturbance mod I uploaded few weeks ago. This simulates the noises under water for each depth charge explosion, which in real life made their listening gear useless for a time until water settled back down. This provided a nice window for the submarine. I think its a little too effective in current version as made the AI too easy during evasion, espec in late war when they drop large patterns, I tested a modified version last patrol I just wrapped up and worked great so in coming days will release a second version.
Bubblehead1980
03-10-22, 03:02 AM
Wrapped up latest patrol in V2.0
Got a chance to really test out wolfpack operations with AI subs on this one, overall went great. Found out they will respond to contact reports if close enough. One attack on convoy at night, I sunk three ships, they sunk 3, possibly 4, damaged another, which I later encountered in daylight and sunk.
Anyways, going to refine things a bit but very happy how this turned out.
Really brings a new element to the sim and mod.
Full report and screenshots here.
https://www.subsim.com/radioroom/showthread.php?t=107786
KaleunMarco
03-10-22, 02:09 PM
A evasion tactic to use employ is changing depths continuously. ...escort comes in pinging, at right moment when hes passing above (can hear him of course), I order ahead full and if at say 350 feet, order 390 ft, because his last sonar reading told him I was at 350, his charges will be set accordingly,. Now once I hear splash in water, I order ahead flank for about 45 seconds "speed burst", I hit the A key to level off, so my stern is not sticking up at the depth where the charges will be exploding. Most charge will explode above the sub, one may explode at your depth or little below, depends, it is a crap shoot. I may hang at 390 or so for while, then back up to 350, for a run, maybe even 325 to convince AI I am going shallow, rinse and repeat procedure . Also always have 5-10 degrees rudder on and alternate port and starboard, so am never on a constant heading. If stay on a constant heading, AI will figure it out and attack accordingly. Also, if youre not using, can try the depth charge disturbance mod I uploaded few weeks ago. This simulates the noises under water for each depth charge explosion, which in real life made their listening gear useless for a time until water settled back down. This provided a nice window for the submarine. I think its a little too effective in current version as made the AI too easy during evasion, espec in late war when they drop large patterns, I tested a modified version last patrol I just wrapped up and worked great so in coming days will release a second version.
this tactic is very important no matter what mod-set you are using.
changing course, depth, and speed is vital when evading the enemy.
:Kaleun_Salute:
Bubblehead1980
03-10-22, 08:02 PM
this tactic is very important no matter what mod-set you are using.
changing course, depth, and speed is vital when evading the enemy.
:Kaleun_Salute:
True. I have worked to make it where while one should change depth often, can stay at a realistic/historical operating depth for class of boat and survive.
I used to get really annoyed at always having to take a Gato or earlier boat to 500+ feet to survive. Accomplished it to degree in V 1.0, but Way things have shaped up in V2.0 it is now possible to stay at a realistic operating depth and not be killed or crippled every time. In Gato class,, which sure you know has test depth of 300 ft, have stayed between 300-400 feet, except when a large pattern of DC shockwaves pushed boat to 410 ft, and survived since January 1944, currently in November 1944, just set out on patrol. Accomplished this without making escorts easier. Just further adjustment to the damage model for more realism. Of course if key equipment takes damage, can find self in trouble.
Have to work on S boats a bit lol. May have to make a add in mod for when using S boats, to make enemy sensors effective , but more tuned for when player has S boat and its capabiltiies. S boats can't dive that deep, sim and mod is definitely geared toward the fleet boats.
Captain Wreckless
03-12-22, 10:00 PM
I may have discovered the cause of my CTDs. Before I used LAA or 4GB patch, I forgot that I had to turn the read only comment off on the exe file. :damn:
Anyway once I try another patrol we'll see.
Had an interesting event happen. On my way to Convoy College just NW of Lingayen Gulf, cruising on the surface, lookouts reported A/C behind me. Started crash dive, and using external view, I saw a line of about 20 Betty Bombers flying in trail being led by a single Zero and they were close. Started zig zag while trying to dive. Nautilus is a diving PIG!:haha: About 5 or 6 bombs landed right behind and beside me with no damage done. Then for about an hour 3 flights of 6 Zeros came and dropped bombs but only killed fish as I was about 2 miles from where I went under.
I've never seen that many bombers before let alone in trail. Must have just finished bombing Manila.
Passed this dude on my way to Convoy College. 1st time I've seen a Fleet Boat when playing.
https://i.imgur.com/kpiX0H4.png
pbar1469
03-12-22, 11:15 PM
Hi all, BH.
On my first early war campaign, somewhere near Truk. Found a convoy with 2 destroyers and 4 merchants. After a failed/sucessful attack (tried several times), those two destroyers converge on me like there is no tomorrow.
As soon as I release the fish, I dive to 400 ft (with a gar), running silent, 1 knot, and no matter where I turn to, no matter how long, those two little cans always reck me up with DC's. I was under the impression that early war sonar would not reach that deep.
They do loose track of me for a bit, then ping around, and with me sitting there at 400ft, even 0 knots, silent running, they somehow magically find me and drop the DC with surgeon precision on top of me... Am I assuming something wrong?
I am using the Mod as described with no other extras except for "no trembling" - underwater screencaps and a skin (SH4_original_4k_light_gray).
Thanks!
Bubblehead1980
03-12-22, 11:54 PM
I may have discovered the cause of my CTDs. Before I used LAA or 4GB patch, I forgot that I had to turn the read only comment off on the exe file. :damn:
Anyway once I try another patrol we'll see.
Had an interesting event happen. On my way to Convoy College just NW of Lingayen Gulf, cruising on the surface, lookouts reported A/C behind me. Started crash dive, and using external view, I saw a line of about 20 Betty Bombers flying in trail being led by a single Zero and they were close. Started zig zag while trying to dive. Nautilus is a diving PIG!:haha: About 5 or 6 bombs landed right behind and beside me with no damage done. Then for about an hour 3 flights of 6 Zeros came and dropped bombs but only killed fish as I was about 2 miles from where I went under.
I've never seen that many bombers before let alone in trail. Must have just finished bombing Manila.
Passed this dude on my way to Convoy College. 1st time I've seen a Fleet Boat when playing.
https://i.imgur.com/kpiX0H4.png
Yes, that may just be your problem. If I recall correctly, I have seen it mentioned in the forums to make sure readme is not clicked.
Hope that is it, so you can enjoy the sim without CTD.
Yep you ran into one of the bomber raids, if all had that much ordnance, must have ran into you on their way to bomb lol. Zeros were escorts of course. Unfortunately, way sim is built planes are ASW at hear and will ignore anything else to attack player submarine lol.
Nice screenshot Yes, for immersion I added US surfaced submarines in various areas throughout the war. Fairly rare to sight them but occasionally may happen esp in approaches to bases like Midway, Pearl, Fremantle etc.
In forthcoming version 2.0 , starting late 1943, player may get assigned to a wolfpack with 2 or 3 other subs (depends as I based these on real wolfpacks ( "Coordinated Attack Groups" as USN called them) . The AI subs were effective on last patrol, sinking and damaged several ships. Kind of cool as conduct a joint attack. I attacked, then while I was on surface at night for end around, I saw flashes and explosions in distance, where AI had torpedoed a tanker. Also, I have found if they are in range, will respond to contact reports and attack. At this time, only the submerged US subs fire torpedoes, I am working on getting the surfaced version to fire them as well.
Bubblehead1980
03-13-22, 01:10 AM
Hi all, BH.
On my first early war campaign, somewhere near Truk. Found a convoy with 2 destroyers and 4 merchants. After a failed/sucessful attack (tried several times), those two destroyers converge on me like there is no tomorrow.
As soon as I release the fish, I dive to 400 ft (with a gar), running silent, 1 knot, and no matter where I turn to, no matter how long, those two little cans always reck me up with DC's. I was under the impression that early war sonar would not reach that deep.
They do loose track of me for a bit, then ping around, and with me sitting there at 400ft, even 0 knots, silent running, they somehow magically find me and drop the DC with surgeon precision on top of me... Am I assuming something wrong?
I am using the Mod as described with no other extras except for "no trembling" - underwater screencaps and a skin (SH4_original_4k_light_gray).
Thanks!
Well, once they spot the wakes of torpedoes or ship is torpedoed, AI assumes you are in X position. So they go towards it, and AI shifts from "normal" mode to "alert" mode, which heightens their sensitivity to contacts and they go searching. They are likely detecting you on active sonar once searching and make their attack. There are a variety of factors that play into things such as sea state, weather, thermal layer, RPM's you motors are making, silent running, skill level, and model of passive/active sonar the vessel is equipped with.
Definitely never want to go to 0 knts, sitting still, you are a easy stationary target. They know where you, what depth you're sitting at and kind of easy to hit. Even 1 knot is too slow, just make sure on silent running and hit ahead 1/3. Look at RPM gauge in the conning tower by the helmsman. It'll read around 80 RPM which is fine. In a silent running, long as under 100 RPM 0 knot or 1 knot, is just too slow, makes a easy target.
Honestly, should never just go right to 400 feet for several reasons. One, in Gar. Tambor with test depth of 250, 400 is really pushing it. as its out of that 100 foot safety window. Yes, can go deeper but danger of immediate hull collapse is heightened by depth charge explosions. SH 4 does simulate the different effects. Pressures caused by DC at different depths. You take a good DC hit at 400 feet, the effects are multiplied quite a bit more than would at say 350. Has to do with hull strength, max depth, etc. I won't bore you with all testing details, but I tested this extensively when making the mod.
A great tactic to use in any boat but will refer to Gar since you are in a Gar Class.
First, instead of 400, go to 250ft, your test depth in a Gar. They come in, pinging you , getting a read on you, thinking you are at 250 ft. Listening carefully, when you hear the roar of their engines because are above, about to drop, , go to ahead full for about 30 seconds and BEFORE they drop, just after they stop pinging(you are in the DD's blind spot for a few seconds" ordered 450 feet so your boat goes in a dive, but as close 300 feet, hit the "A" key to level off around 300 feet. Once hear splashes of DC dropping water, go ahead FLANK until hear some DC explosions. This "speed burst" will get you out from under most charges. After the run go all stop and let the momentum carry you for next minute or so, then go ahead 1/3 again. Next run go to 325 ft, then 350 and even 375. Try bouncing back up to 350 and 325, then back to 375. Over time, changes confuse the AI. You should noticed when pull this off correctly,( esp in earlier war as depth charges in early war are different than the Type 2 used in later war) that most, sometimes all of the explosion will be above your sub, at the last depth they pinged you before dropping. Example...you were at 250 feet when they pinged you last, you are at 300 feet when charges detonate, likely will all
be above or most.
Course changes...always keep about 5-10 degrees rudder on. I keep 10 on and then when they are about to drop I go to rudder admiships for duration of the speed burst, then go 10-15 after for a few minutes while the momentum of sub slows, then back to 5 degrees rudder in OPPOSITE direction it was at time of the DC attack. After couple runs and rudder is to port, go to starboard. This keeps you from going in a strait course/line and confuses the AI. This was a real tactic used by skippers, among them Admiral Thomas Dykers, CO of USS JACK.
Basically, rinse and repeat these procedures and you can get away most of the time.
Enemy AI is on a timer, appears to be hardcoded, basically if they go X amount of time without solid contact on you, they will give up but if regain contact, clock starts over usually. You, as real subs had to do, have basically endure the counter attack and outlast them. Far as them losing you, and regaining contact, that happens and did happen during the war.
I just finished getting depth charged in a Gato (so quite similar to Gar) in November 1944 in Area 9-East China Sea South of Tsushima (Korea) Strait.
Max depth is 315 feet. I survived using tactics above, with minimal damage in this attack. Never went below 300 feet.
I've been depth charged many times since started this career in January 1944 and never went below 400 feet on purpose, one DC pattern above me when I was at 395 ft(Im in a Gato with test depth of 300 ft vs 250 in a Gar) pushed me to 410 briefly but never went below on purpose and survived.
Other factors that play in into this again are the escorts skills level set in the files, as well as their mission. Escorts assigned to convoys do not tend to hunt for as long, (some will) while those assigned to independent patrol, will hunt you quite a bit longer. Again, there are different variables which can influence this.
One reason I redesigned the damage model and depth charges in TMO was so player could stay at a realistic and safe operating depth, get depth charges for hours and not get killed via "insta death" i.e. charges put too many hit points on the sub and hull collapsed. Subs were usually lost because over time key equipment was knocked out, combined with flooding from leaks caused etc and had to surface or could not surface. Now, very close charges can still cause hull damage and on rare occasion total collapse. Again, depends on boat what depth etc are.
Far as depth enemy sonar can reach you. In real life I believe its a misconception the Japanese sonar could not reach beyond certain depth in any phase of the war. In early war boats rarely went below 300-350 feet. Most boats at start had their test depth of 250 until Gatos came round. Of course they found boats could go deeper , that test depths were conservative estimates but Japanese could track them and force them deep. I twas their depth charges used early on were setting for 250 ft (which I believe was early exploders max depth) and then 300 ft, well a idiot Congressman by name of Andrew J. May bragged to press about this and Japanese found out, introduced Type 2 depth charge with exploders could be set deeper.
Then we had deep diving boats from mid 1943 on in the Balao, which could go quite deep and Japanese were surprisingly using active sonar to track them at 500+ feet. Even before their more advanced late war sets were in service.
Far as TMO sonar depth goes, there is no magic depth to get away, if there were, it would get boring quick all player would have to do is go to x depth. Again, depends on a variety of factors as listed above. Again, you have to outlast them until they give up. Make them lost solid contact with you(They may continue to ping, drop charges etc but does not mean have solid contact. )
While there is no magic "get away depth" , different models of sonar passive and active, become less effective at different depths. The default early war sound and each ranging gear the Type 93-1A(Active) and 93-1P(Passive)
were far too ineffective, to the point I found early war TMO boring. Early war was no cake walk. Read plenty of early patrol reports, subs often took hours and hours of beatings by depth charges.
With the 93-1A and 1-P, basically, player had to get to 300 or so feet and could easily escape, would be lucky if a DC attack lasted 20 minutes in most cases.
So I removed the early war and gave nearly all of them mid war gear from the start. Some have a mix of the early Type 93-3A and 3P. This mad early war escorts more effective and not total incompetent pushovers were previously, in most cases.
Finally, you said escorts were two destroyers, I assume actual DD's , if actual DD's , you likely ran into some top notch escorts, set to ELITE skill level. They can be a challenge.
Hope this helps. Let me know if have anymore questions.
Captain Wreckless
03-13-22, 01:56 AM
Yes, that may just be your problem. If I recall correctly, I have seen it mentioned in the forums to make sure readme is not clicked.
Hope that is it, so you can enjoy the sim without CTD.
Yep you ran into one of the bomber raids, if all had that much ordnance, must have ran into you on their way to bomb lol. Zeros were escorts of course. Unfortunately, way sim is built planes are ASW at hear and will ignore anything else to attack player submarine lol.
Nice screenshot Yes, for immersion I added US surfaced submarines in various areas throughout the war. Fairly rare to sight them but occasionally may happen esp in approaches to bases like Midway, Pearl, Fremantle etc.
In forthcoming version 2.0 , starting late 1943, player may get assigned to a wolfpack with 2 or 3 other subs (depends as I based these on real wolfpacks ( "Coordinated Attack Groups" as USN called them) . The AI subs were effective on last patrol, sinking and damaged several ships. Kind of cool as conduct a joint attack. I attacked, then while I was on surface at night for end around, I saw flashes and explosions in distance, where AI had torpedoed a tanker. Also, I have found if they are in range, will respond to contact reports and attack. At this time, only the submerged US subs fire torpedoes, I am working on getting the surfaced version to fire them as well.
Must have missed the bit about the read only.
Nah, the bombers were heading north back to Formosa. I'm assuming it was the bombers dropping on me, could have been the Zekes, though why they would be carrying bombs on escort mission is beyond me.
Captain Wreckless
03-13-22, 02:04 AM
In the main.cfg, any idea what Particles, PrayState and HunterState are? Changing some settings and can't figure out what they do.
Bubblehead1980
03-13-22, 02:10 AM
Must have missed the bit about the read only.
Nah, the bombers were heading north back to Formosa. I'm assuming it was the bombers dropping on me, could have been the Zekes, though why they would be carrying bombs on escort mission is beyond me.
Well goes back to stock, the Zekes would spawn from carriers and always had two small bombs, its default loadout. Something I intend to correct. I tried one time and caused a CTD , focused on other things., sim is picky about certain things being changed.
Bubblehead1980
03-13-22, 02:14 AM
In the main.cfg, any idea what Particles, PrayState and HunterState are? Changing some settings and can't figure out what they do.
I am not sure. Copy and paste that section and ask in the forums, I would like to know as well.
Bubblehead1980
03-13-22, 03:38 AM
Really has been years since a TMO aircraft has killed me or even severely damaged my sub. For those unaware, TMO aircraft once had a reputation for being the toughest. They were toned down years back in 2.5 and I've considering making them a bit more effective but was reminded earlier that they can still be quite deadly. Well, some luck involved on his part. Definitely a brutal loss.
Full story and screenshots here.
https://www.subsim.com/radioroom/showthread.php?p=2798465#post2798465
pbar1469
03-13-22, 04:09 AM
Hi BH,
Thanks so much for your extensive answer!
I now have a much better understanding of what your changes brought in to TMO.
I'll re read all of it once again, and give it a few more tries!
Thanks so much!
Pedro
Mad Mardigan
03-13-22, 09:41 AM
In the main.cfg, any idea what Particles, PrayState and HunterState are? Changing some settings and can't figure out what they do.
Particles, is like... fire, smoke, plankton... etc. &... I believe, oil as well.. if I am not mistaken.
prey & hunter states, refers to the being in either hunter mode, or well... you being the 1 being hunted.
These deal with the TC rates... that you can be in, iirc...:hmmm:
This is also applicable in 3, as well as SH4. To give an example...
My TC settings that I use:
TimeStop=0
RealTime=1
LandProximity=8
CriticalDamage=1
CrewEfficiency=128;1
AirEnemyDetected=1
SoundEffects=2
CharacterAnim=4
EnemyDetected=1
RadioReport=1
Particles=64
PrayState=256
HunterState=256
3DRender=32
Maximum=512
Note the section of it, highlighted in "orange"...
Hope this info helps... :shucks: :up:
:Kaleun_Salute:
M. M.
Bubblehead1980
03-13-22, 11:48 AM
Particles, is like... fire, smoke, plankton... etc. &... I believe, oil as well.. if I am not mistaken.
prey & hunter states, refers to the being in either hunter mode, or well... you being the 1 being hunted.
These deal with the TC rates... that you can be in, iirc...:hmmm:
This is also applicable in 3, as well as SH4. To give an example...
My TC settings that I use:
TimeStop=0
RealTime=1
LandProximity=8
CriticalDamage=1
CrewEfficiency=128;1
AirEnemyDetected=1
SoundEffects=2
CharacterAnim=4
EnemyDetected=1
RadioReport=1
Particles=64
PrayState=256
HunterState=256
3DRender=32
Maximum=512
Note the section of it, highlighted in "orange"...
Hope this info helps... :shucks: :up:
:Kaleun_Salute:
M. M.
:Kaleun_Salute: Makes sense now that thought about it.
I've tried to change the land one before, its really annoying leaving pearl harbor for example how slow TC will make go but even when I change the number, it remains locked at 4 when near land. Really hope to adjust that as eventually transiting Panama Cana for certain aspects of TMO such as New Construction on East coast heading to the Pacific, S Boats defending the canal zone etc. l will be required in TMO and that would be a pain if stuck at 4 TC entire transit.
Mad Mardigan
03-13-22, 03:14 PM
:Kaleun_Salute: Makes sense now that thought about it.
I've tried to change the land one before, its really annoying leaving pearl harbor for example how slow TC will make go but even when I change the number, it remains locked at 4 when near land. Really hope to adjust that as eventually transiting Panama Cana for certain aspects of TMO such as New Construction on East coast heading to the Pacific, S Boats defending the canal zone etc. l will be required in TMO and that would be a pain if stuck at 4 TC entire transit.
The copy of SH4 I have, was run... just once then never used ever again... making it My "Gold standard", virgin, go to copy... to well... copy from.
I do the step of editing the TC, prior to running My modded copy/copies, only after I have got everything set up with the mod set I have decided to roll with.
This, makes it far simpler, to roll with the TC settings, such as the 1 I used as an example... :yep:
As it goes with getting stuck, with only being relegated to 4 TC when clearing port... or even the canal, as you mentioned... yeah, I tend to have to agree... that is a major... MAJOR... pain in the aft tube... being hog tied to slow/low transiting speed... of course, I also see of turning off the radars, when transit out of port, since I am in... "friendly" territory. On exit out to the open seas... I then, turn it all back on.
Am 1 of those rare breed, that believes in if you're going to play a sim, based on real life ... then by all means, you should follow the dictates of it all... & that includes leaving port, from the docks, just as they did in real life.
No light speed or warp jumps, for this ol' salty dawg... :shucks:
:Kaleun_Salute:
M. M.
Captain Wreckless
03-13-22, 11:02 PM
Particles, is like... fire, smoke, plankton... etc. &... I believe, oil as well.. if I am not mistaken.
prey & hunter states, refers to the being in either hunter mode, or well... you being the 1 being hunted.
These deal with the TC rates... that you can be in, iirc...:hmmm:
This is also applicable in 3, as well as SH4. To give an example...
My TC settings that I use:
TimeStop=0
RealTime=1
LandProximity=8
CriticalDamage=1
CrewEfficiency=128;1
AirEnemyDetected=1
SoundEffects=2
CharacterAnim=4
EnemyDetected=1
RadioReport=1
Particles=64
PrayState=256
HunterState=256
3DRender=32
Maximum=512
Note the section of it, highlighted in "orange"...
Hope this info helps... :shucks: :up:
:Kaleun_Salute:
M. M.
Yea, I'm using your config adjusted for my tastes. I figured particles was smoke, etc, etc. Just didn't know what the other 2 were. Had PrayState been spelled "PreyState", I could have figured it out.
Captain Wreckless
03-14-22, 05:30 PM
No CTD after adjusting the exe file. I even snuck into Davao to attack the ships there. Went in on the surface at night and headed to the bay east of the anchorage. Just followed the coast line submerged during the day and then surfaces and snuck in between the island and coast towards Davao.
At night on surface, got within 1900 yards of a DD and fired 2 fish (only needed 1). When it hit, search lights came on and 20mm fire all over the place. He moved off at 5kts and then sank about 10 minutes later. I woke up all the other DD's. :k_rofl:
Fired at another DD but missed, then fired last fish at a Maru at 3400 yards (Hit). Evading attacks trying to get back between island and land had a power spike. Grr. Gonna see if I can replicate the battle again.
:Kaleun_Salute:
Captain Wreckless
03-16-22, 05:13 PM
Reloaded last save before PWR spike. Snuck into Davao Gulf ( found a perfect way to do it without being spotted). Night Surface attacks, sank 2 DD's, damaged 1 DD, and escaped without being spotted.
No CTD.
:Kaleun_Applaud:
Bubblehead1980
03-17-22, 01:03 AM
Reloaded last save before PWR spike. Snuck into Davao Gulf ( found a perfect way to do it without being spotted). Night Surface attacks, sank 2 DD's, damaged 1 DD, and escaped without being spotted.
No CTD.
:Kaleun_Applaud:
Nice:Kaleun_Salute: Glad you CTD issues appear solved.
Captain Wreckless
03-18-22, 02:48 AM
Got myself in a little predicament. Torpedo room totally flooded and all injured, with a DD still looking. Bow is at the bottom and around 245 ft.
https://i.imgur.com/HKJGBan.png
Edit: CTD once the sub had 100% hull damage. Not sure why. Also the last saved game locks up program and will not load. There is a program for corrupt game files but I need a clean install of the game though.
Bubblehead1980
03-18-22, 09:37 AM
Got myself in a little predicament. Torpedo room totally flooded and all injured, with a DD still looking. Bow is at the bottom and around 245 ft.
https://i.imgur.com/HKJGBan.png
Edit: CTD once the sub had 100% hull damage. Not sure why. Also the last saved game locks up program and will not load. There is a program for corrupt game files but I need a clean install of the game though.
Ahh yea that is a rough spot to be in! Must have had heavy flooding.
Yes, unfortunate side effect have noticed of editing damage model is sometimes when hit 100 hull damage game CTD and no explanation for it. Does not happen every time but does happen. I guess if boat is lost anyways. I've made some changes to damage model in upcoming version and have not had it happen yet in testing.
Not sure about the save file. Did you save close to any other units? sunken ships? land? ports? Always good to be at least 50 nm away or more (I prefer more) and make sure no sensor contacts (check hydrophone make sure cant hear anything distant, i.e. the green light does not light up on any bearing)
Were you surfaced when saved? submerged saves can be a problem. It's a SH 4 thing.
Captain Wreckless
03-18-22, 08:35 PM
Ahh yea that is a rough spot to be in! Must have had heavy flooding.
Yes, unfortunate side effect have noticed of editing damage model is sometimes when hit 100 hull damage game CTD and no explanation for it. Does not happen every time but does happen. I guess if boat is lost anyways. I've made some changes to damage model in upcoming version and have not had it happen yet in testing.
Not sure about the save file. Did you save close to any other units? sunken ships? land? ports? Always good to be at least 50 nm away or more (I prefer more) and make sure no sensor contacts (check hydrophone make sure cant hear anything distant, i.e. the green light does not light up on any bearing)
Were you surfaced when saved? submerged saves can be a problem. It's a SH 4 thing.
Yeah torpedo room fully flooded.
I've only had the CTD on sinking once before, but thought it was because I didn't have LAA installed correctly.
I was in the middle of nowhere on prior save. I have noticed that if I get a CTD for what ever reason the save will not load. Seems to get corrupted somehow.
Captain Wreckless
03-23-22, 02:39 AM
Sigh, I'm finding that the IJN ASW forces are to accurate for my taste. :Kaleun_Crying::k_rofl: 95% of the time they will detect me surfaced at 10K+ yards (Radar I know) and submerged running at 2-3kts, 150ft+ at 7-8K yards. Even during a noisy storm. Then they drop those homing DC's. I have yet to complete a patrol, always get sunk.
Depressing as hell. Getting tired of constantly starting over.
:Kaleun_Mad:
KaleunMarco
03-23-22, 08:38 AM
Sigh, I'm finding that the IJN ASW forces are to accurate for my taste. :Kaleun_Crying::k_rofl: 95% of the time they will detect me surfaced at 10K+ yards (Radar I know) and submerged running at 2-3kts, 150ft+ at 7-8K yards. Even during a noisy storm. Then they drop those homing DC's. I have yet to complete a patrol, always get sunk.
Depressing as hell. Getting tired of constantly starting over.
:Kaleun_Mad:
until you acquire more experience, i suggest lowering your boats' e-propulsion RPM.
that should make you a bit quieter when submerged.
can't help with surface detection issue unless you are willing to modify the mod's AI parameters. (don't tell BH that i even suggested it).
Bubblehead1980
03-23-22, 09:49 AM
Sigh, I'm finding that the IJN ASW forces are to accurate for my taste. :Kaleun_Crying::k_rofl: 95% of the time they will detect me surfaced at 10K+ yards (Radar I know) and submerged running at 2-3kts, 150ft+ at 7-8K yards. Even during a noisy storm. Then they drop those homing DC's. I have yet to complete a patrol, always get sunk.
Depressing as hell. Getting tired of constantly starting over.
:Kaleun_Mad:
Need a few more details...what is the month/year. What type of boat are you in?
Keep in mind, if you are by chance in a S boat, things will be more difficult.
S boats are noisy in this sim to begin with and believe were made even more so with the original TMO mod. I never tweaked the engines or anything, just the damage model and max depth, they were tanks and could dive far too deep before. For upcoming version I'm including a revamped enemy sound/sonar sensors to be more in line with player running s boats. Sim is built around fleetboats. Still testing but goal is to keep the challenge but permit player to have realistic experience in S boats, not diving far beyond 150 feet, etc
First, don't give up the ship. Not being critical, but you're doing something wrong that is getting you detected. Even if they have radar, unless you're sailing broadside directly to their beam for long period of time, should should not detect you in most cases. They can, but usually will not. I routinely attack convoys with radar equipped escorts on the surface at night and about 3000-3500 yds range from the ESCORT, depending on profile to the beam. Make sure your periscopes and SD antenna was DOWN while submerged. The IJN surface search radar's min height was altered to get more realistic long range performance, i.e. not spotted a sub 12 miles away like its a BB because subs were difficult to detect on radar esp at long ranges. Basically, the beam is set to where it just skims over the periscope shears, i mean by inches probably or 1 ft lol so with masts raised, it will detect them. I found this out in hours of testing when modifying the radar years back.
Visually, 10000 yards is 4.94 nautical miles, if you're that close on the surface in daylight, you should be spotted, need ot keep a minimum of six miles from enemy vessels in daylight and that is pushing it, I keep 8-10. If pulling ahead for attack, need to dive 8-10 miles ahead and provide time to close to attack position. That is realistic as Japanese had excellent optics and well trained lookouts and while a sub is difficult to spot compared to other ships, on a clear sunny day, they are doing to spot you. Of course there are many factors such as your profile to them i.e. angle on bow, fog, light etc.
Submerged...
I am getting the impression you're too close making too much noise.
Try this...
If you are surfaced and ahead of attack, make sure are 8-10 mile ahead.
Soon as you head your boats engines switch from diesel to electric motors when submerged, order 1/3 speed and soon as see the "Rig for Silent Running" button become clickable, rig for silent running. This will cut you boats noises down during the approach. Not most realistic thing but way devs designed sensors to work, its necessary to make a approach and get close for attack. After torpedo impact, I secure silent running until or if escorts locate me and rig again.
Pay attention the RPM's on the tachometer in at the helm station in conning tower or control room. Speed is not concern so much as RPM , when rigged for silent running at 1/3 speed most boats do around 80 RPM. Anything less than 100 youre solid in silent running situation. With silent running enabled, it cuts down other noises your boat projects aside from the engine noises.
Often, you may need to make a high speed submerged run to close the range for a shot. Skippers in real life often found themselves having to do this. This will test your plotting skills for sure. If need to do this, 150 ft is a bit too shallow for making such noise. Go to 250 ft minimum, if moving at full or flank speed, go for 300-350, if seas are really calm, def want to be at 350. Listen for thermal layer, being below a thermal layer is important, most thermal layers are below 150 ft I have found.
SH 4 simulates this as it has three sets of engines for subs....two are visible to us, diesels and electrics used in normal operations. A third are "silent engines" or "creep engines". When silent running is active, these simulate the electric motors but are quieter than normal engines, more difficult for AI to hear. When take damage not as quiet and in TMO they can be destroyed. They are linked to electric motors so if those are damaged or destroyer boat will be extra noisy. Boat also has a noise signature aside from its motors, it simulates pump noises etc. When on silent running, these noises are greatly reduced.
Evasion
"homing DC's" they are not, I promise. Type 95's are easier to evade because their sink rate is slower, Type 2 has a high sink rate so can reach depth faster and pack more of a punch but promise can be evaded.
So you have just completed attack, escorts are closing. Order 20 degrees rudder to appropriate direction to closest escort, so your angle on the bow is narrow as possible, this will give his sonar beam less of a target and make it more difficult for him to accurately track you. Order depth, say 200-250 ft. or if find a thermal layer, level off about 5-10 feet below it, unless really shallow. Once turned into him with near zero AOB as possible, list keep moving. When hes close about to pass above, go to ahead standard. As he passes above, listen carefully for his last ping. Once e has stopped pinging, order ahead flank and if at 250, order 300 feet. Listen for the splashes of depth charges
, once hear splashes make sure your dive angle is minimal, don't want your stern sticking up at the depth you were where most of the charges will be exploding, remember the length of the boat.
Now once pattern of charges have exploded and think thats it, order all stop and ten degrees rudder starboard or left. This will make you quiet for a moment, allow momentum of the boat running at flank speed to carry you along and into the turn, then go back to 1/3 speed after 1-2 minutes.
Escort comes in for another run, repeat the procedure, changing direction and depth. Over time, this will confuse the AI and prevent consistent contact. AI is on a timer once it is attacking a sub (not sure what it is exactly, hardcoded) and gives up after x amount of time without solid contact.
Say you're 100 ft beyond test depth and its not safe to go too much deeper, trying going back to 300 for a couple runs, then back to 350 etc. Again, changing it up. Once in a while, when appropriate, go all back emergency as escort roars above to drop charges. You will be heading in opposite direction you were when he last pinged and most charges will exploded ahead of you. go to back 1/3 for a few minutes until next DC attack, then ahead flake and change directions. Again, over time, this will confuse the enemy.
Damage model was changed in the update so you're boat could take a beating, as subs often really did, but even a really close charge can take you out in a instant or cause mortal damage, which is why have to get out from under the patterns. The ominous "magic" depth charge TMO was notorious with is very rare now. Usually only happens when youre way beyond test depth and the safety factor, where the extra pressure effects of underwater explosions are exacerbated and can cause hull failure. Example...
in testing I found a Balao with test depth of 400 ft can take a close charge and not suffer hull collapse at 500-550 feet. But at 600+ feet, same type of charge, exact same distance, so same hit points, will cause heavier damage, even hull damage and at that depth, even losing a little hull integrity can cause hull collapse. Tolerances vary with the class of boat you have. I consider every fleet boat to have a safety zone of 100 feet below their test depth.
Also, you could try the depth charge disturbance mod ( I will post a link here shortly) I released a few weeks back. This is a revamp of TheDarkWraith's
excellent mod customized for TMO Update. I don't use it because to me it makes AI counter attacks too easy and duration if generally shorter (not always, depends) but its there and was something real life subs use to get away, the moments are depth charge attack when enemy's sound gear was essentially useless due to water disturbances caused by underwater explosions.
Hope this helps, don't give up though, you can do this. TMO drove me nuts when I first started using it as well, it is more difficult than other mods, which was its point, to force player to use proper tactics, decision making, etc for a challenging yet rewarding experience. At times, esp due to the damage model it was too easy to get killed, which is why I've worked to modify things for a improved experience. Let me know if have any questions.
Bubblehead1980
03-23-22, 09:53 AM
until you acquire more experience, i suggest lowering your boats' e-propulsion RPM.
that should make you a bit quieter when submerged.
can't help with surface detection issue unless you are willing to modify the mod's AI parameters. (don't tell BH that i even suggested it).
:har: Haha! Well, I mean free to do as wishes with his install and possible that toning things down until navigated learning curve a bit could help, really depends on the individual. However, t to get the intended experience of the mod as it was built and strenuously tested, believe it would serve Captains better to learn to work around things, navigate the learning curve as is, but depends on the individual. Whatever makes it enjoyable for them as individuals :Kaleun_Salute:
Captain Wreckless
03-23-22, 02:13 PM
I've played this game for years (though I took a break for awhile) and always have been able to survive/evade ASW attacks most of the time. Running TWO/RSRD , no problem. This version is a little more difficult.
Not complaining just my observation of my experiences. :Kaleun_Wink:
Really like the update. Can't wait for your newest update. :Kaleun_Salute:
Captain Wreckless
03-23-22, 04:22 PM
USS Nautilus, Speed 0, depth 200ft, water depth 1000ft, west of Okinawa harbor waiting for darkness. Heavy rain, can't see s@#$!
Sonar is tracking a DD just milling around. Suddenly it's speed picks up and turns toward my sub. Next thing I know it is dropping DCs on me.
How the F@*$ did he find me?
Must have a spy onboard. :hmmm:
Bubblehead1980
03-23-22, 04:24 PM
I've played this game for years (though I took a break for awhile) and always have been able to survive/evade ASW attacks most of the time. Running TWO/RSRD , no problem. This version is a little more difficult.
Not complaining just my observation of my experiences. :Kaleun_Wink:
Really like the update. Can't wait for your newest update. :Kaleun_Salute:
Glad you are enjoying it. I hope did not come across as as if thought was talking to a noob lol, not how I mean my response to be taken. I was just giving advice on operating/surving in this version of the mod, which is, as stated, more difficult than others, it is TMO after all.
KaleunMarco
03-23-22, 06:30 PM
USS Nautilus, Speed 0, depth 200ft, water depth 1000ft, west of Okinawa harbor waiting for darkness. Heavy rain, can't see s@#$!
Sonar is tracking a DD just milling around. Suddenly it's speed picks up and turns toward my sub. Next thing I know it is dropping DCs on me.
How the F@*$ did he find me?
Must have a spy onboard. :hmmm:
nah, it's the cook banging pans around.
you need to enforce some noise-discipline amongst the crew.
the beatings will continue until the morale improves!
Bubblehead1980
03-23-22, 06:50 PM
USS Nautilus, Speed 0, depth 200ft, water depth 1000ft, west of Okinawa harbor waiting for darkness. Heavy rain, can't see s@#$!
Sonar is tracking a DD just milling around. Suddenly it's speed picks up and turns toward my sub. Next thing I know it is dropping DCs on me.
How the F@*$ did he find me?
Must have a spy onboard. :hmmm:
I am confused as to what is happening, as this is not my experience in TMO.
Were you on silent running? What range were you when he detected you ?
Keep in mind Narwhal is a large, noisy boat.
May not be that he heard you, but that his active sonar got you. Basically,
a flaw in SH 4 is the AI is nearly always pinging, even when you can't hear it. Basically you only hear the ping when its focused on your or very close to you. AI has two "moods" , one is normal, other is alert, obviously alert happens when player is detected or reported by others nearby.
A escort sailing along "normal" is pinging, if you get within range, and in his "sonar cone" of his beam and gets a contact will detect you. Your profile to the beam, depth, skill of enemy, type of active sonar he has plays in. 200 ft , his beam will probably get a reflection if youre within the cone.
See the original TMO manual in the TMO Update download, search it for explanation of enemy sonar in TMO)
Also DD patrol vessels etc on patrolsand guarding harbors etc are typically set to ELITE skill level, so best to give them a wide berth.
Captain Wreckless
03-24-22, 01:28 PM
I am confused as to what is happening, as this is not my experience in TMO.
Were you on silent running? What range were you when he detected you ?
Keep in mind Narwhal is a large, noisy boat.
May not be that he heard you, but that his active sonar got you. Basically,
a flaw in SH 4 is the AI is nearly always pinging, even when you can't hear it. Basically you only hear the ping when its focused on your or very close to you. AI has two "moods" , one is normal, other is alert, obviously alert happens when player is detected or reported by others nearby.
A escort sailing along "normal" is pinging, if you get within range, and in his "sonar cone" of his beam and gets a contact will detect you. Your profile to the beam, depth, skill of enemy, type of active sonar he has plays in. 200 ft , his beam will probably get a reflection if youre within the cone.
See the original TMO manual in the TMO Update download, search it for explanation of enemy sonar in TMO)
Also DD patrol vessels etc on patrolsand guarding harbors etc are typically set to ELITE skill level, so best to give them a wide berth.
I was motionless Zero speed. I was probably about 5 miles off the harbor entrance tracking various merchies and this DD. Must have been 2 hours game time.
It's just weird that all of a sudden it started a DC run on me. It was at long range when it started the run. I have no idea what the game considers long range or medium and short for that matter.
I'm guessing it was at least over 5K or 6K yards away.
I never seen this before. All other times I was deep and not moving, DDs wouldn't find me. I've even had them pass over head without as much as a ping from them,
Sounds like I'm complaining, etc...:wah: Don't mean for it to sound that way. I'm actually enjoying the mod. Weird this will happen.
I will have to tell the crew not to break out the drums and brass instruments during down time. :har:
Captain Wreckless
03-24-22, 01:35 PM
I am confused as to what is happening, as this is not my experience in TMO.
Were you on silent running? What range were you when he detected you ?
Keep in mind Narwhal is a large, noisy boat.
May not be that he heard you, but that his active sonar got you. Basically,
a flaw in SH 4 is the AI is nearly always pinging, even when you can't hear it. Basically you only hear the ping when its focused on your or very close to you. AI has two "moods" , one is normal, other is alert, obviously alert happens when player is detected or reported by others nearby.
A escort sailing along "normal" is pinging, if you get within range, and in his "sonar cone" of his beam and gets a contact will detect you. Your profile to the beam, depth, skill of enemy, type of active sonar he has plays in. 200 ft , his beam will probably get a reflection if youre within the cone.
See the original TMO manual in the TMO Update download, search it for explanation of enemy sonar in TMO)
Also DD patrol vessels etc on patrolsand guarding harbors etc are typically set to ELITE skill level, so best to give them a wide berth.
Well he must have been pinging and found me.
Has anyone noted that when you click the weather report icon, that it sometimes is incorrect? I've surface into what I thought was either clear or stormy skies and find just the opposite.
Most of the time it will report no precip and it is pouring down rain. Not a big deal as I use the F12 external view alot.
Captain Wreckless
03-24-22, 01:36 PM
nah, it's the cook banging pans around.
you need to enforce some noise-discipline amongst the crew.
the beatings will continue until the morale improves!
:k_rofl:
Bubblehead1980
03-24-22, 01:40 PM
I was motionless Zero speed. I was probably about 5 miles off the harbor entrance tracking various merchies and this DD. Must have been 2 hours game time.
It's just weird that all of a sudden it started a DC run on me. It was at long range when it started the run. I have no idea what the game considers long range or medium and short for that matter.
I'm guessing it was at least over 5K or 6K yards away.
I never seen this before. All other times I was deep and not moving, DDs wouldn't find me. I've even had them pass over head without as much as a ping from them,
Sounds like I'm complaining, etc...:wah: Don't mean for it to sound that way. I'm actually enjoying the mod. Weird this will happen.
I will have to tell the crew not to break out the drums and brass instruments during down time. :har:
It is okay, did not take it as complaining, just trying to figure out why keep getting detected, because that does not happen to me.
Unseen aircraft spotted you? They can spot you under water at certain depths, depending on various factors. They will alert nearby escorts. Periscope spotted at some point during observation? Perhaps detected by merchants when obseeving them, they will "report" your presence to the nearby patrol vessels, which will come out to "greet" you. Depending on time of war, some merchants get hydrophones for self defense purposes, their range is limited but if they pick up a submarine, will report you. In new version, some merchants will carry defensive depth charges, so if detect you, are close enough, and depending on skill level that particular ship is set, may drop a ash can or two on you. They won't hunt you like a escort, but will take the opportunity to drop on you.
Yea, tell your boys to pipe down when enemy are nearby lol.
Captain Wreckless
03-25-22, 12:26 AM
It is okay, did not take it as complaining, just trying to figure out why keep getting detected, because that does not happen to me.
Unseen aircraft spotted you? They can spot you under water at certain depths, depending on various factors. They will alert nearby escorts. Periscope spotted at some point during observation? Perhaps detected by merchants when obseeving them, they will "report" your presence to the nearby patrol vessels, which will come out to "greet" you. Depending on time of war, some merchants get hydrophones for self defense purposes, their range is limited but if they pick up a submarine, will report you. In new version, some merchants will carry defensive depth charges, so if detect you, are close enough, and depending on skill level that particular ship is set, may drop a ash can or two on you. They won't hunt you like a escort, but will take the opportunity to drop on you.
Yea, tell your boys to pipe down when enemy are nearby lol.
None of the above.
Anyway, do you know if the ASW ships have limited supply of DCs?
I got detected by a DD and then spent the next 11 hrs game time trying to evade him. The first 4-5 hours he would drop on me. Only slight damage 1 time. Went to 260ft and no damage from then on. After awhile the DD would make runs on me but would not drop any DCs.
Bubblehead1980
03-25-22, 09:39 AM
None of the above.
Anyway, do you know if the ASW ships have limited supply of DCs?
I got detected by a DD and then spent the next 11 hrs game time trying to evade him. The first 4-5 hours he would drop on me. Only slight damage 1 time. Went to 260ft and no damage from then on. After awhile the DD would make runs on me but would not drop any DCs.
Yes, they can deplete their load of depth charges. If I recall looking in the file, typically each launcher has a count of 40, so if you get a typical fleet destroyer with a y gun and two stern dc racks, looking at 120 depth charges Possibly more, as I have a theory that on the Y gun each "point" of the y gun has 40 reloads each, so looking at additional 40, 160 charges.
Kaibokan and other escorts which have more launchers will obviously have more charges and unlikely to run out in a attack.
I've had DE and small craft run around but still had contact, so they kept pinging, making dry runs until others arrived on scene.
I have also had them hunt me and drop charges 5-6 hours, stop dropping and thought were out of charges then at hour 10 or so they drop again. Really depends on the class of vessel, number of racks, launchers, skill leve, how solid teir contact is with player sub etc.
Captain Wreckless
03-26-22, 02:01 AM
Gotta take a break from SH4. :D Getting tired of DDs picking me up at 5K+ yards while at 200ft running at 2kts. Just about punched my laptop screen.:haha:
Feel like I'm playing World of Tanks. :har:
propbeanie
03-26-22, 11:34 AM
Kind of like that online flight sim years ago, where by the time you logged into the server, and then started getting the video stream, that you were in an uncontrolled dive, with smoke billowing out of the cockpit, and blood-spattered bullet holes through the canopy?... lol
Bubblehead1980
03-26-22, 12:27 PM
Gotta take a break from SH4. :D Getting tired of DDs picking me up at 5K+ yards while at 200ft running at 2kts. Just about punched my laptop screen.:haha:
Feel like I'm playing World of Tanks. :har:
Oh no! I am still trying to figure out your issue. I have replicated circumstances based on what you told me and not had the same results, unless I am running above 100 RPM and not on silent running or I am on surface at too close visual range and dive. They spot me but even if do not spot me such as in low visibility, they heard me dive because I am too close when submerged (boats are noisy when dive and surface)
Exception being when off Okinawa a patrol plane, not seen when periscope was up, only when went to external view to check behavior or enemy vessel did I hear, then spot the PETE above. PETE was unarmed, but the DD turned toward me at high speed, came in pinging, dropping charges. Before PETE was above, DD was sailing along st 4500 yards, unaware of my presence.
Would mind posting your mod list?
Captain Wreckless
03-26-22, 03:54 PM
Oh no! I am still trying to figure out your issue. I have replicated circumstances based on what you told me and not had the same results, unless I am running above 100 RPM and not on silent running or I am on surface at too close visual range and dive. They spot me but even if do not spot me such as in low visibility, they heard me dive because I am too close when submerged (boats are noisy when dive and surface)
Exception being when off Okinawa a patrol plane, not seen when periscope was up, only when went to external view to check behavior or enemy vessel did I hear, then spot the PETE above. PETE was unarmed, but the DD turned toward me at high speed, came in pinging, dropping charges. Before PETE was above, DD was sailing along st 4500 yards, unaware of my presence.
Would mind posting your mod list?
I'm back, couldn't stay away. :haha: Well on the Nautilus I see no way of seeing if I am at 100 rpm. The gauges show 150rpm no matter what speed. Even silent running at 1 knot shows 150rpm. Not like the S-Boat which I can watch the dial reduce to 100rpm. Just a noisy boat no matter what speed.
I always seem to run into these PITA DDs mid ocean. :haha: I'll just have to avoid the bastards.
I gave up on night surface attacks on DD's. I can never get close enough to fire before they spot me.
No strange mods. Just the ones included in the mod itself.
https://i.imgur.com/mEOAaQb.png
This is at All Stop. So I'm just guessing at RPMs.
https://i.imgur.com/rEO59XZ.png
propbeanie
03-26-22, 05:35 PM
Do the other gauges on your boat function as intended Captain Wreckless? ie: depth, dive angle, etc.?
Bubblehead1980
03-26-22, 06:58 PM
I'm back, couldn't stay away. :haha: Well on the Nautilus I see no way of seeing if I am at 100 rpm. The gauges show 150rpm no matter what speed. Even silent running at 1 knot shows 150rpm. Not like the S-Boat which I can watch the dial reduce to 100rpm. Just a noisy boat no matter what speed.
I always seem to run into these PITA DDs mid ocean. :haha: I'll just have to avoid the bastards.
I gave up on night surface attacks on DD's. I can never get close enough to fire before they spot me.
No strange mods. Just the ones included in the mod itself.
https://i.imgur.com/mEOAaQb.png
This is at All Stop. So I'm just guessing at RPMs.
https://i.imgur.com/rEO59XZ.png
Yes, as propbeanie asked are all your gauges stuck at "noon" position ? If youre engines are at all stop, then definitely should not show them at 150 rpm. Its a bug, one I rarely see in TMO but it can happen, especially after loading a saved game. Typically happens when save was made near another unit or land, especially another submarine.
Hmm. Are you using the "Donation Narwhal Class" or the one included with TMO? I ran 14 patrols with the Donation Narwhal, testing the missions I made for it in upcoming version. She was was noisy and certainly could not get away with things could in a Gato etc. I honestly havent used the default Narwhal or Pseudo Narwhal as its called in TMO in a long time, but I recall its noisy as well. Honestly, have to use a lot of discretion in what and when try to approach and attack. For example, you run into DD's out to see , they are patrols...this means they are set to Elite skill level and are searching for submarines, not really something want to attack in a old noisy boat. I give them a wide berth typically even in a modern fleet boat unless have no other option or present such a favorable set up form outset, can't turn it down.
Night surface attacks on DD's, not a great idea either, esp in a slow diving boat like a Narwhal class. Larger, easier to spot, especially for a highly skilled DD. DD's are earlier non capital ships to get radar, a few of them get it somewhat early in 42(used historical records to assign dates) so then your boat is a even larger radar target.
Captain Wreckless
03-26-22, 11:30 PM
Do the other gauges on your boat function as intended Captain Wreckless? ie: depth, dive angle, etc.?
I haven't checked but I believe so. When I load my save I'll see if they are.
Better yet, I'll briefly start a new career and see if the gauges function.
Did a test career and all of the gauges function.
Captain Wreckless
03-26-22, 11:53 PM
Yes, as propbeanie asked are all your gauges stuck at "noon" position ? If youre engines are at all stop, then definitely should not show them at 150 rpm. Its a bug, one I rarely see in TMO but it can happen, especially after loading a saved game. Typically happens when save was made near another unit or land, especially another submarine.
Hmm. Are you using the "Donation Narwhal Class" or the one included with TMO? I ran 14 patrols with the Donation Narwhal, testing the missions I made for it in upcoming version. She was was noisy and certainly could not get away with things could in a Gato etc. I honestly havent used the default Narwhal or Pseudo Narwhal as its called in TMO in a long time, but I recall its noisy as well. Honestly, have to use a lot of discretion in what and when try to approach and attack. For example, you run into DD's out to see , they are patrols...this means they are set to Elite skill level and are searching for submarines, not really something want to attack in a old noisy boat. I give them a wide berth typically even in a modern fleet boat unless have no other option or present such a favorable set up form outset, can't turn it down.
Night surface attacks on DD's, not a great idea either, esp in a slow diving boat like a Narwhal class. Larger, easier to spot, especially for a highly skilled DD. DD's are earlier non capital ships to get radar, a few of them get it somewhat early in 42(used historical records to assign dates) so then your boat is a even larger radar target.
Sometimes I've got no choice but to save near land as alot of my patrols are near land. I do surface, order all stop and F2 before saving.
Never heard of the "Donation Narwhal Class", I play what is included with TMO.
Did a test career and all of gauges function. Nice to know. 1/3 speed and silent running is around 65-70rpm. Nice to know also. Just a big noisy boat no matter what the RPM is. :)
========
Was assigned a photo mission to Formosa and arrived when it was still daylight. Anyway, I went to 100 ft and was creeping into photo position when all of a sudden I was getting massive damage reports. Half the crew was injured. :o I went to external view and low and behold, I had run into a Submarine Net, went all the way up to the conning tower. This is the 1st time ever encountering one.
Luckily I had saved before, so I reloaded and went in at Periscope depth. Avoided the net this time. Raised scope and viewed numerous ships in port. Completed photo mission but decided that while I was there....
I got to within 4300 yards. Didn't want to get any closer because there were 2 ASW just outside at anchor.
Fired 3 fish at a large Merchant. It wasn't a full 90* shot, more like 35* off the merchies bow. Wasn't sure it was gonna work. BOOM! BOOM! BOOM! down it went.
Fired 2 at a smaller merchie bow on. BOOM! BOOM! it didn't sink :mad:, but the decks were awash.
Fired 1 at a small ASW and watched the torpedo go right under it and then explode against the pier underneath a crane. :haha: I was disappointed that the crane didn't fall into the water.
Reminded me of the scene in "Operation Petty Coat" when they sank a truck. :haha:
Captain Wreckless
03-27-22, 12:32 AM
I searched for the Donation Narwhal file and found it, but I'm not able to download it even though I'm an active Admiral Subscriber. I fired off an email to whomever for help.
Bubblehead1980
03-27-22, 01:06 PM
Sometimes I've got no choice but to save near land as alot of my patrols are near land. I do surface, order all stop and F2 before saving.
Never heard of the "Donation Narwhal Class", I play what is included with TMO.
Did a test career and all of gauges function. Nice to know. 1/3 speed and silent running is around 65-70rpm. Nice to know also. Just a big noisy boat no matter what the RPM is. :)
========
Was assigned a photo mission to Formosa and arrived when it was still daylight. Anyway, I went to 100 ft and was creeping into photo position when all of a sudden I was getting massive damage reports. Half the crew was injured. :o I went to external view and low and behold, I had run into a Submarine Net, went all the way up to the conning tower. This is the 1st time ever encountering one.
Luckily I had saved before, so I reloaded and went in at Periscope depth. Avoided the net this time. Raised scope and viewed numerous ships in port. Completed photo mission but decided that while I was there....
I got to within 4300 yards. Didn't want to get any closer because there were 2 ASW just outside at anchor.
Fired 3 fish at a large Merchant. It wasn't a full 90* shot, more like 35* off the merchies bow. Wasn't sure it was gonna work. BOOM! BOOM! BOOM! down it went.
Fired 2 at a smaller merchie bow on. BOOM! BOOM! it didn't sink :mad:, but the decks were awash.
Fired 1 at a small ASW and watched the torpedo go right under it and then explode against the pier underneath a crane. :haha: I was disappointed that the crane didn't fall into the water.
Reminded me of the scene in "Operation Petty Coat" when they sank a truck. :haha:
Which
lol yep, most harbors in TMO now have subnets and/or mines . This was done to prevent port raiding and access for photo missions etc, make them unable to complete for most part. Some actually have minefields on surface as well with small gaps for traffic to come and go. Which port in Formosa did this occur?
Captain Wreckless
03-27-22, 04:12 PM
Kind of like that online flight sim years ago, where by the time you logged into the server, and then started getting the video stream, that you were in an uncontrolled dive, with smoke billowing out of the cockpit, and blood-spattered bullet holes through the canopy?... lol
Or you would respawn into parked aircraft on the flight line. Happened to me all of the time.
Also the bone head that would orbit the respawn and shoot you dead before you even got your engine started.
Captain Wreckless
03-27-22, 04:29 PM
Which
lol yep, most harbors in TMO now have subnets and/or mines . This was done to prevent port raiding and access for photo missions etc, make them unable to complete for most part. Some actually have minefields on surface as well with small gaps for traffic to come and go. Which port in Formosa did this occur?
Hua-lien on east coast
Noticed something funny. On returning to Pearl I looked at the Captains Patrol log on the desk and it shows: Left Pearl Dec 9 '41; all 14 ships sunk on Dec 9 '41; return to Pearl Feb 15 '42. I sure had a busy Dec 9. :)
merc4ulfate
03-28-22, 08:25 AM
Thank you I couldn't figure out where the buttons were.
Nicht verstehen sie, mein herr? (I am like 99% certain that is grammatically incorrect though... lol)
Open your eyes, old man!!! :har: Just joshin' ya merc! :arrgh!: - good to see you posting! But down at the very bottom of the SubSim page, left side, below the "Posting Rules", you'll see the Style setting drop-down, and next to it, the language drop-down. Put 'er back on SubSim Dark and English... :salute:
merc4ulfate
03-28-22, 08:31 AM
lol well...submarines were not great gun platforms so accuracy is not always strong suit in the sim either. I've improved it but not making them snipers. DD's while vulnerable to torpedoes and big gun fun, hold up fairly well to small gunfire from a submarine unless get some lucky hits on critical spots. Ducimus., TMO's creator did his best to make a mod that discourages cowboy gun fighting with surface combatants unless out of desperation in self defense and I've tried to keep it that way. Deck gun is meant for small vessels not worth torpedoes, to finish off crippled vessels, or for self defense.
Now, due to my adding the ability to do night surface attacks (torpedoes), with darker nights and changes to visual sensors of the enemy, prob a little easier, they are not as hawkeyed and sniper like as before, but still deadly and tough to sink by gunfire.
Hull damage at 64? Ouch. I would have went home lol, can't dive very deep after (for example a Gato with that much hull damage, could not even safely dive to its test depth of 300 feet, hull would collapse from pressure) that and one close depth charge will end it all.
Hate to hear to hear about SH 4 locking up. That means it froze yes? or CTD(Crash to Desktop) ?
I have not had that happen before when hit by enemy gunfire or heard of it with the mod but it can happen, even if a one time thing.
Make sure have LAA (Large Address Aware) properly enabled so SH 4 can use the maximum memory it needs, esp with mods.
Make sure have mod properly installed per the README.
If have any additional mods that overwrite or make changes to TMO Update, not listed in the README, this could be a unintended consequence.
IF the game is a saved game you have reloaded, make sure NOT to overwrite the file when make a save, but to save it as a fresh file and delete the other after.
Make sure that the mod was installed on a clean install of SH 4, and not added to a previously existing career as this can cause instability and other problems
Glad you are enjoying the mod, let us know how it next patrol goes.:Kaleun_Salute:
The Deck Gun issue was simply me wanting to test it out.
The lock up may have been from having it run over 8 hours.
I do have the LAA
Everything was installed fresh and according to the files instructions.
merc4ulfate
03-28-22, 03:55 PM
Gotta take a break from SH4. :D Getting tired of DDs picking me up at 5K+ yards while at 200ft running at 2kts. Just about punched my laptop screen.:haha:
Feel like I'm playing World of Tanks. :har:
I had a landing craft put a shell in me at 5000.
On the other hand I intercepted the TF heading to the Solomons late Aug. of '42. I fired at 6000 yards on a CA and dove to 250 all ahead flank towards the group. The fish missed and the DD's got within 2000 yards of me and stayed on top of my firing position while I went into the TF on a suicide run and took out a Light Cruiser with three hits at 900 yards, Shokaku two hits at 1400 yards. The DD never left their fishing spot.
It's my second CV in 4 patrols.
Bubblehead1980
03-28-22, 06:03 PM
I had a landing craft put a shell in me at 5000.
On the other hand I intercepted the TF heading to the Solomons late Aug. of '42. I fired at 6000 yards on a CA and dove to 250 all ahead flank towards the group. The fish missed and the DD's got within 2000 yards of me and stayed on top of my firing position while I went into the TF on a suicide run and took out a Light Cruiser with three hits at 900 yards, Shokaku two hits at 1400 yards. The DD never left their fishing spot.
It's my second CV in 4 patrols.
This was in TMO Update?
Yes, some of the LC can get lucky with that 37 MM gun. They are easy to underestimate.
Far as the DD's, well they do dumb things sometimes. Many variables, esp sea state, weather, position on the globe, skill level of individual escorts. I find their incompetence concerning though, although not common in TMO.
Two carriers in four months? That is rather lucky for sure, but Solomons in Aug 42, a lot of carrier activity in those areas, it happens.. No duds o deep runners or premature explosions?
merc4ulfate
03-28-22, 08:39 PM
This was in TMO Update?
Yes, some of the LC can get lucky with that 37 MM gun. They are easy to underestimate.
Far as the DD's, well they do dumb things sometimes. Many variables, esp sea state, weather, position on the globe, skill level of individual escorts. I find their incompetence concerning though, although not common in TMO.
Two carriers in four months? That is rather lucky for sure, but Solomons in Aug 42, a lot of carrier activity in those areas, it happens.. No duds o deep runners or premature explosions?
Make it three CV now.
OMG the duds aggravate me so much. I have learned something however. I got lucky and got two of those engineers who tamper with the fish. I'm only using magnetic detectors now not the contact. My dud rate is now maybe 5 out of a boat load. I also use slow speed. High speed set the mags off to easy. Yes I have also had some deep runners which was the primary reason I switched to magnetic detonators. I only get an occasional premature detonation ... ways less when you use a slow speed.
I was in the Tambor and after the Solomon encounter I got a message that damaged ship were at Truk.
I reloaded at Tulagi. Went to Truk. Got a Light CA and another CV anchor in the harbor. Saw the Yamato. Put 13 fish in her. Nothing. Back To Tulagi, back to Truk, back to Yamato put 21 fish in her. The fire was fabulous but no sinking. I rammed it and crashed to desktop LOL I wasn't serious about it I just wanted to test what it might take.
Loving the mod. I did save it before the last Truk run. I'll most likely go back and hit all the CA I found there instead of the Yamato.
Bubblehead1980
03-28-22, 10:51 PM
Make it three CV now.
OMG the duds aggravate me so much. I have learned something however. I got lucky and got two of those engineers who tamper with the fish. I'm only using magnetic detectors now not the contact. My dud rate is now maybe 5 out of a boat load. I also use slow speed. High speed set the mags off to easy. Yes I have also had some deep runners which was the primary reason I switched to magnetic detonators. I only get an occasional premature detonation ... ways less when you use a slow speed.
I was in the Tambor and after the Solomon encounter I got a message that damaged ship were at Truk.
I reloaded at Tulagi. Went to Truk. Got a Light CA and another CV anchor in the harbor. Saw the Yamato. Put 13 fish in her. Nothing. Back To Tulagi, back to Truk, back to Yamato put 21 fish in her. The fire was fabulous but no sinking. I rammed it and crashed to desktop LOL I wasn't serious about it I just wanted to test what it might take.
Loving the mod. I did save it before the last Truk run. I'll most likely go back and hit all the CA I found there instead of the Yamato.
Glad you are enjoying the mod.
Nice. lol I can't believe you made it into Truk lol I did a lot of work reinforcing it make it suicide...mines, nets, patrols. Guess I need to check that out for next version lol
Yes, Yamato was made into a tough target in update as it was previously way too easy to sink, as in reality it took 18 confirmed torpedo hits(likely more) , about 20+ bomb hits. I've sunk it once since i modified it in the update, chance encounter in Philippine Sea in April 1944, took several hits to slow her down, then ended up about 18 hits to sink her. Took several hours to capsize and sink. Are you using The DarkWraith's fire damage mod? If not, I highly suggest it. Fire, by default in SH 4 is just cosmetic, this mod , fire causes damage., weakens bulkheads, eats away at hull. Great mod.
Also, you are in 1942, are you using the "Early Torpedoes TNT" mod included? May be one reason, they have less power, so will take more to bring Yamato down vs when I sunk it in 1944 with Torpex torpedoes. Plus large vessels dont sink as easily when at anchor in relatively shallow waters.
One of my favorite examples was at Midway in 1942....one of carriers damaged by air strikes , I located it dead in water later in afternoon, on fire, burning. Due to escorts and faulty torpedoes, I never hit the carrier, but while I was submerged dodging destroyer, she sunk , roughly 8 hours are being hit by dive bombers. Fire burned her until was over.
lol Yep torpedoes were made to reflect the real life defects and actually have problems simulated even better in the soon to be released V2.0 of the mod.
Interesting. I've never determined speed setting to have anything to do with premature rate but will check it out. By default the premature rate was controlled by wave height, but that was silly, because in calm seas they were far too reliable and far too unreliable just because seas were choppy. I altered parameters so they have a certain chance in any sea state and get quite a few, reflecting reality of subs dealt with.
Two factors in the sim reduce premature explosions....distance of torpedo run (which speed setting could have some tie in with this), basically have a much lower chance of premature explosion if torpedo run is 1000 yards or less, seems needs more time to run to decide if going to blow up or not. Fired six from 3000 yards or so, good chance at least 4-5 will prematurely explode, sometimes all of them. Although, I've noticed (much as happened in real life) they will often explode just a few yards from impact point, which can appear to be a hit , but is not. Simulates the magnetic exploder being too sensitive and exploding when senses the magnetic signature of a vessel, but exploding too soon. Sometimes if close enough, while not technically a hit, ships will suffer some damage from the explosion, even causing a fire. If have fire mod in, fire will damage the ship.
Second factor is with games that are loaded saves, the premature rate goes way down as opposed to a patrol ran from start to finish without a reload. Some bug I suppose. I rarely play a saved game, I just leave the sim running and noticed I get a much higher number of prematures vs when tested with loaded saves.
Duds are determined by impact angle of torpedo. Obtuse angles produce more duds, acute impact angles reduce dud chances. As during the war, the magnetic exploder somewhat masks the dud issue, but when magnetic features disabled, contact exploder issue is revealed, esp using "textbook" obtuse angle shots.
There is a mechanism in MK 14 set to low speed will reduce dud chance, but I disabled this as way it works in the sim, makes them far too reliable.
merc4ulfate
03-29-22, 02:52 PM
Glad you are enjoying the mod.
Nice. lol I can't believe you made it into Truk lol I did a lot of work reinforcing it make it suicide...mines, nets, patrols. Guess I need to check that out for next version lol
Yes, Yamato was made into a tough target in update as it was previously way too easy to sink, as in reality it took 18 confirmed torpedo hits(likely more) , about 20+ bomb hits. I've sunk it once since i modified it in the update, chance encounter in Philippine Sea in April 1944, took several hits to slow her down, then ended up about 18 hits to sink her. Took several hours to capsize and sink. Are you using The DarkWraith's fire damage mod? If not, I highly suggest it. Fire, by default in SH 4 is just cosmetic, this mod , fire causes damage., weakens bulkheads, eats away at hull. Great mod.
Also, you are in 1942, are you using the "Early Torpedoes TNT" mod included? May be one reason, they have less power, so will take more to bring Yamato down vs when I sunk it in 1944 with Torpex torpedoes. Plus large vessels dont sink as easily when at anchor in relatively shallow waters.
One of my favorite examples was at Midway in 1942....one of carriers damaged by air strikes , I located it dead in water later in afternoon, on fire, burning. Due to escorts and faulty torpedoes, I never hit the carrier, but while I was submerged dodging destroyer, she sunk , roughly 8 hours are being hit by dive bombers. Fire burned her until was over.
lol Yep torpedoes were made to reflect the real life defects and actually have problems simulated even better in the soon to be released V2.0 of the mod.
Interesting. I've never determined speed setting to have anything to do with premature rate but will check it out. By default the premature rate was controlled by wave height, but that was silly, because in calm seas they were far too reliable and far too unreliable just because seas were choppy. I altered parameters so they have a certain chance in any sea state and get quite a few, reflecting reality of subs dealt with.
Two factors in the sim reduce premature explosions....distance of torpedo run (which speed setting could have some tie in with this), basically have a much lower chance of premature explosion if torpedo run is 1000 yards or less, seems needs more time to run to decide if going to blow up or not. Fired six from 3000 yards or so, good chance at least 4-5 will prematurely explode, sometimes all of them. Although, I've noticed (much as happened in real life) they will often explode just a few yards from impact point, which can appear to be a hit , but is not. Simulates the magnetic exploder being too sensitive and exploding when senses the magnetic signature of a vessel, but exploding too soon. Sometimes if close enough, while not technically a hit, ships will suffer some damage from the explosion, even causing a fire. If have fire mod in, fire will damage the ship.
Second factor is with games that are loaded saves, the premature rate goes way down as opposed to a patrol ran from start to finish without a reload. Some bug I suppose. I rarely play a saved game, I just leave the sim running and noticed I get a much higher number of prematures vs when tested with loaded saves.
Duds are determined by impact angle of torpedo. Obtuse angles produce more duds, acute impact angles reduce dud chances. As during the war, the magnetic exploder somewhat masks the dud issue, but when magnetic features disabled, contact exploder issue is revealed, esp using "textbook" obtuse angle shots.
There is a mechanism in MK 14 set to low speed will reduce dud chance, but I disabled this as way it works in the sim, makes them far too reliable.
Not using the Dark Wraith mod because I did not know if it was compatible. Have you tested it with no bugs?
Yes using early war fish from the mods included.
I have had duds from 10-20 degree strikes. Happened on the Yamato on that last run.
Mad Mardigan
03-29-22, 02:58 PM
Not using the Dark Wraith mod because I did not know if it was compatible. Have you tested it with no bugs?
Yes using early war fish from the mods included.
I have had duds from 10-20 degree strikes. Happened on the Yamato on that last run.
With regards to TDW's fire damages mod, am using it with the set up & to date.. haven't experienced any issues with using it.
I also use the longer sinking times, along with it as well... again, no issues noted, to date.
Hope this helps... :shucks: :yep: :up:
:Kaleun_Salute:
M. M.
Bubblehead1980
03-29-22, 03:28 PM
Not using the Dark Wraith mod because I did not know if it was compatible. Have you tested it with no bugs?
Yes using early war fish from the mods included.
I have had duds from 10-20 degree strikes. Happened on the Yamato on that last run.
TDW Ship_Plane_Fire_Damage V1_3_SH 4 is compatible with TMO Update. If can't find it, let me know will send it.
Well, 10-20 degree impacts will still produce duds as would in reality, but at a lesser rate than the 90 degree strikes. I've improved the modeling a bit in the upcoming version, had to manipulate things a bit but get much more realistic torpedo issues in regards to premature/dud rates, and depth control settings.
merc4ulfate
03-29-22, 06:57 PM
TDW Ship_Plane_Fire_Damage V1_3_SH 4 is compatible with TMO Update. If can't find it, let me know will send it.
Well, 10-20 degree impacts will still produce duds as would in reality, but at a lesser rate than the 90 degree strikes. I've improved the modeling a bit in the upcoming version, had to manipulate things a bit but get much more realistic torpedo issues in regards to premature/dud rates, and depth control settings.
Where did you make it hard to get into Truk? LOL Shame we can have a net gate that is opened and closed on every entry and exit like in Run Silent Run Deep movie.
Bubblehead1980
03-29-22, 08:11 PM
Where did you make it hard to get into Truk? LOL Shame we can have a net gate that is opened and closed on every entry and exit like in Run Silent Run Deep movie.
Lol well I put mines, nets at all entrances along with patrols. The gaps in reef could slip through are supposed to have nets/mines . Shore batteries on islands. Daily air patrols over lagoon. All designed to prevent submarine operating. Next version has observation posts and land based radar as well as Radar Warning Receiver and Radio Direction Finding, these will be quiet present around truk as well.
Yes, would be nice if could have a net tender open/close the nets.
I am actually about to load it up and check it out, see why wasn;t the death trap I designed it to be lol. Are you running any extra mods by chance?
merc4ulfate
03-29-22, 08:22 PM
Lol well I put mines, nets at all entrances along with patrols. The gaps in reef could slip through are supposed to have nets/mines . Shore batteries on islands. Daily air patrols over lagoon. All designed to prevent submarine operating. Next version has observation posts and land based radar as well as Radar Warning Receiver and Radio Direction Finding, these will be quiet present around truk as well.
I am actually about to load it up and check it out, see why wasn;t the death trap I designed it to be lol. Are you running any extra mods by chance?
Nope no other mods. I know how to get in and out. In one entrance I even discover how deep you set the nets. That one only cost me 3% damage .
Honestly if you want to make it harder increase your patrols. I do not think there are enough of them considering the valuable targets there.
I would consider no less that three craft per patrol and have some stay at entrances . They didn't just cruise away in search of things in the harbor during the war. They stayed where they belonged at the deep water entrances. I would also increase the awareness of at least one in each three craft group. Sure some might be lacks in looking for submarines but there is always that one guy who prides himself on sinking your boat.
I would put at least three, three craft patrols around the islands at all times. This is going to make it a bit more realistic like it was during the war. Truk didn't have two boats sailing round and round there were multiple groups and like Bungo Suido there were some whose sole job was to stay at the entrance and guard it. I'd even have two going clockwise and one anticlockwise to throw off timing an entrance between patrols.
By the way my last run into Truk started during the day about 1700 on the surface. Someone took pot shots at me but only after I was already a good ways in and heading north east towards those valuable targets ... made my depth 58 feet. I came in the south entrance. No patrols sighted.
Bubblehead1980
03-29-22, 08:37 PM
Nope no other mods. I know how to get in and out. In one entrance I even discover how deep you set the nets. That one only cost me 3% damage .
Honestly if you want to make it harder increase your patrols. I do not think there are enough of them considering the valuable targets there.
I would consider no less that three craft per patrol and have some stay at entrances . They didn't just cruise away in search of things in the harbor during the war. They stayed where they belonged at the deep water entrances. I would also increase the awareness of at least one in each three craft group. Sure some might be lacks in looking for submarines but there is always that one guy who prides himself on sinking your boat.
I would put at least three, three craft patrols around the islands at all times. This is going to make it a bit more realistic like it was during the war. Truk didn't have two boats sailing round and round there were multiple groups and like Bungo Suido there were some whose sole job was to stay at the entrance and guard it. I'd even have two going clockwise and one anticlockwise to throw off timing an entrance between patrols.
By the way my last run into Truk started during the day about 1700 on the surface. Someone took pot shots at me but only after I was already a good ways in and heading north east towards those valuable targets ... made my depth 58 feet. I came in the south entrance. No patrols sighted.
Noted. I figured it would be southern entrance, one of the the two more difficult to defend with nets and mines due to depth of channels. Narrow entrances though, and most of the big convoys and heavy units would use Piannu Pass (West entrance) due to the room to maneuver. In the sim, that pass is quite shallow though , but works fine for large ships.
Other question would be were you successful the first time you tried to get in, was this figured out after testing out over time? Were you killed and had to reload or so?
merc4ulfate
03-29-22, 09:33 PM
Noted. I figured it would be southern entrance, one of the the two more difficult to defend with nets and mines due to depth of channels. Narrow entrances though, and most of the big convoys and heavy units would use Piannu Pass (West entrance) due to the room to maneuver. In the sim, that pass is quite shallow though , but works fine for large ships.
Other question would be were you successful the first time you tried to get in, was this figured out after testing out over time? Were you killed and had to reload or so?
Successful the first and every time getting in. So far I have done it four times in a row. Come in south leave north. Come in south leave south.
Never any more than 3% damage and that was only once hitting a net.
Captain Wreckless
03-29-22, 10:34 PM
Where did you make it hard to get into Truk? LOL Shame we can have a net gate that is opened and closed on every entry and exit like in Run Silent Run Deep movie.
Try going in at periscope depth. I did that after running into a submarine net at 100 ft. Got stuck all the way up to the base of the conning tower. :har:
Wasn't sure if it would work at PD.
Captain Wreckless
03-29-22, 10:40 PM
land based radar as well as Radar Warning Receiver and Radio Direction Finding, these will be quiet present around truk as well.
Were these even implemented on Japanese bases?
Bubblehead1980
03-29-22, 11:35 PM
Were these even implemented on Japanese bases?
Yes, Japanese had shore based surface search radar.
Also had ship based RWR on a limited basis (Radar Warning). Japanese received Radar Warning Equipment from the Germans in a exchange mission and copied it. Vessels such as Yamato and other capital vessels, (Yamato was able to evade submarine HALIBUT due to detecting her radar signals on recently installed equipment, which Halibut was unaware japanese had, in late 1943) A few fleet destroyers received them as well. Land based units were produced but their deployment, I am still researching. Most likely had them on a limited basis, if land based radar and or observation sites have RWR in next release of mod, it will be on very limited basis.
They definitely had RDF as well.
Captain Wreckless
03-30-22, 12:11 AM
Yes, Japanese had shore based surface search radar.
Also had ship based RWR on a limited basis (Radar Warning). Japanese received Radar Warning Equipment from the Germans in a exchange mission and copied it. Vessels such as Yamato and other capital vessels, (Yamato was able to evade submarine HALIBUT due to detecting her radar signals on recently installed equipment, which Halibut was unaware japanese had, in late 1943) A few fleet destroyers received them as well. Land based units were produced but their deployment, I am still researching. Most likely had them on a limited basis, if land based radar and or observation sites have RWR in next release of mod, it will be on very limited basis.
They definitely had RDF as well.
That's just perfect! :Kaleun_Sick:
Glad you are enjoying the mod.
Nice. lol I can't believe you made it into Truk lol I did a lot of work reinforcing it make it suicide...mines, nets, patrols. Guess I need to check that out for next version lol
Yes, Yamato was made into a tough target in update as it was previously way too easy to sink, as in reality it took 18 confirmed torpedo hits(likely more) , about 20+ bomb hits. I've sunk it once since i modified it in the update, chance encounter in Philippine Sea in April 1944, took several hits to slow her down, then ended up about 18 hits to sink her. Took several hours to capsize and sink. Are you using The DarkWraith's fire damage mod? If not, I highly suggest it. Fire, by default in SH 4 is just cosmetic, this mod , fire causes damage., weakens bulkheads, eats away at hull. Great mod.
Also, you are in 1942, are you using the "Early Torpedoes TNT" mod included? May be one reason, they have less power, so will take more to bring Yamato down vs when I sunk it in 1944 with Torpex torpedoes. Plus large vessels dont sink as easily when at anchor in relatively shallow waters.
One of my favorite examples was at Midway in 1942....one of carriers damaged by air strikes , I located it dead in water later in afternoon, on fire, burning. Due to escorts and faulty torpedoes, I never hit the carrier, but while I was submerged dodging destroyer, she sunk , roughly 8 hours are being hit by dive bombers. Fire burned her until was over.
lol Yep torpedoes were made to reflect the real life defects and actually have problems simulated even better in the soon to be released V2.0 of the mod.
Interesting. I've never determined speed setting to have anything to do with premature rate but will check it out. By default the premature rate was controlled by wave height, but that was silly, because in calm seas they were far too reliable and far too unreliable just because seas were choppy. I altered parameters so they have a certain chance in any sea state and get quite a few, reflecting reality of subs dealt with.
Two factors in the sim reduce premature explosions....distance of torpedo run (which speed setting could have some tie in with this), basically have a much lower chance of premature explosion if torpedo run is 1000 yards or less, seems needs more time to run to decide if going to blow up or not. Fired six from 3000 yards or so, good chance at least 4-5 will prematurely explode, sometimes all of them. Although, I've noticed (much as happened in real life) they will often explode just a few yards from impact point, which can appear to be a hit , but is not. Simulates the magnetic exploder being too sensitive and exploding when senses the magnetic signature of a vessel, but exploding too soon. Sometimes if close enough, while not technically a hit, ships will suffer some damage from the explosion, even causing a fire. If have fire mod in, fire will damage the ship.
Second factor is with games that are loaded saves, the premature rate goes way down as opposed to a patrol ran from start to finish without a reload. Some bug I suppose. I rarely play a saved game, I just leave the sim running and noticed I get a much higher number of prematures vs when tested with loaded saves.
Duds are determined by impact angle of torpedo. Obtuse angles produce more duds, acute impact angles reduce dud chances. As during the war, the magnetic exploder somewhat masks the dud issue, but when magnetic features disabled, contact exploder issue is revealed, esp using "textbook" obtuse angle shots.
There is a mechanism in MK 14 set to low speed will reduce dud chance, but I disabled this as way it works in the sim, makes them far too reliable.
...
Yes, Japanese had shore based surface search radar.
Also had ship based RWR on a limited basis (Radar Warning). Japanese received Radar Warning Equipment from the Germans in a exchange mission and copied it. Vessels such as Yamato and other capital vessels, (Yamato was able to evade submarine HALIBUT due to detecting her radar signals on recently installed equipment, which Halibut was unaware japanese had, in late 1943) A few fleet destroyers received them as well. Land based units were produced but their deployment, I am still researching. Most likely had them on a limited basis, if land based radar and or observation sites have RWR in next release of mod, it will be on very limited basis.
They definitely had RDF as well.
So, over time, I've learned more about the sim, how the real skippers operated, and learned more about things like the TDC. At first I'd use the "Dick O'Kane method" which was my way of playing while not knowing what the hell I was doing with the TDC.
After reading WAHOO and TANG patrol reports, as well as RADM O'Kanes books, I found he used a constant bearing, divergent spread attack. Here's how to do it:
https://www.subsim.com/radioroom/showthread.php?mode=hybrid&t=237668
Using it with my mag exploders, the spread, with about 7-9 seconds between shots, on slow speed, I've reduced my premature count to very low numbers. I could be WAY off, but I feel the separation between fish keeps them from actuating the exploders on the magnetic signature from the other fish fired (again, could be super wrong but it gives me warm and fuzzies, and helps to sink the "sunzabitches"). This method also brackets the target, fore and aft with a three to four shot spread. Even if the target zigs aggressively, you're likely to get at least one hit (as long as youre using fish from mid-'43).
As for the radar(s) and DF: BH, got a few questions (I'm completely ignorant as to modding this or any other game as you currently are, so please bear with me). Been reading SILVERSIDES and BATFISH reports lately, and both around the beginning of '44 start mentinoing the introduction of the PPI, and are also able to pick-up radar "interferrence" from what they suspect are other SJ sets, land based sets, and are able to navigate using the SJ returns from land masses. Also, both boats had a general SOP of using the SD for something like 5 seconds on, 45 seconds off, so as to not be DF'd by any lurking air cover (at a certain point, SILVERSIDES decided to not use it at all, pretty much for the remainder of the war). They also were able to use SJ to acquire aircraft.
Is there any way to incorporate these kinds of things? like an automation for SD for the "operator" to turn it on/off automatically on a time-scheme? or to have the PPI only available after a certain date? Not sure if geography showing up on radar would work, but it'd be pretty cool to use in certain situations. Same goes for picking up other radar signals on own radar in-lieu-of an SS board RWR.
Bubblehead1980
03-30-22, 03:16 PM
So, over time, I've learned more about the sim, how the real skippers operated, and learned more about things like the TDC. At first I'd use the "Dick O'Kane method" which was my way of playing while not knowing what the hell I was doing with the TDC.
After reading WAHOO and TANG patrol reports, as well as RADM O'Kanes books, I found he used a constant bearing, divergent spread attack. Here's how to do it:
https://www.subsim.com/radioroom/showthread.php?mode=hybrid&t=237668
Using it with my mag exploders, the spread, with about 7-9 seconds between shots, on slow speed, I've reduced my premature count to very low numbers. I could be WAY off, but I feel the separation between fish keeps them from actuating the exploders on the magnetic signature from the other fish fired (again, could be super wrong but it gives me warm and fuzzies, and helps to sink the "sunzabitches"). This method also brackets the target, fore and aft with a three to four shot spread. Even if the target zigs aggressively, you're likely to get at least one hit (as long as youre using fish from mid-'43).
As for the radar(s) and DF: BH, got a few questions (I'm completely ignorant as to modding this or any other game as you currently are, so please bear with me). Been reading SILVERSIDES and BATFISH reports lately, and both around the beginning of '44 start mentinoing the introduction of the PPI, and are also able to pick-up radar "interferrence" from what they suspect are other SJ sets, land based sets, and are able to navigate using the SJ returns from land masses. Also, both boats had a general SOP of using the SD for something like 5 seconds on, 45 seconds off, so as to not be DF'd by any lurking air cover (at a certain point, SILVERSIDES decided to not use it at all, pretty much for the remainder of the war). They also were able to use SJ to acquire aircraft.
Is there any way to incorporate these kinds of things? like an automation for SD for the "operator" to turn it on/off automatically on a time-scheme? or to have the PPI only available after a certain date? Not sure if geography showing up on radar would work, but it'd be pretty cool to use in certain situations. Same goes for picking up other radar signals on own radar in-lieu-of an SS board RWR.
Glad you read reports, books, etc and learned how to use TDC. Of all the things wrong in SH 4, they did a decent job with the TDC and PK. Further enhanced by 3D TDC and Radar Range Unit mod , which is built into TMO. Manual targeting and proper use of TDC really brings the immersion level up and keeps this sim interesting. Thanks for the link, will check it out, but am quite familiar with the method. O Kane fired each torpedo as a individual shot in most cases, as did Fluckey and other top skippers. I typically use this method, depends on the shot. Some cases the single bearing (Middle of Target usually) , five at 5-6 second intervals, and/or with the spread knob sending them along length of target. I prefer O Kane's method, just depends on the set up.
Personally, I never cared for the "designer" shooting methods, tried some once back when first started and thought they overcomplicated things. Plus, having read some things as was learning to I have also noticed they get too much hype in lieu of doing things historically accurate (within bounds of sim) way using a well modeled TDC. "designer" methods serve to confuse new players more than anything else. New Captains really need to learn the fundamentals of manual targeting before switching to those methods.
Great thing about the 3D TDC and Radar Range mod incorporated into TMO is the radar is actually a functional tool, not just one there as a façade to make it appear have a radar. UBI was quite lazy developing a KEY tool US subs had during the war .
Personally only thing I've noticed that reduces premature rate in TMO are:
1.Keeping torpedo run 1000 yards or less. Basically, longer torpedo run, more time the torpedo has to prematurely detonate. From 41-October 1943 torpedoes not arm until reach 450 yards, so at a 1000 yards or less, not far to go. Takes sim time to decide if going to make it a premature. Noticed longer torpedo runs, more chance of premature.
1(a) Firing them at longer intervals does reduce chance of magnetic detonators being triggered by another torpedoes explosion due to distance. However, this can cause misses as well, depending target. 7 seconds is a long firing interval in most cases. I usually fire at 5 second intervals, which was typical but if 7 works, why not.
2. Playing a reloaded save game. This is a old SH 4 bug, basically loaded save games, seems to reset some things for remainder of patrol. I have noticed a much lower premature rate in saved games vs those not saved. I rarely play a saved game , as have a PC set aside just for SH 4. During testing of mod, when I have had to reload saved gams I noticed my premature and at time dud rate was way lower than supposed to be. Did further testing to confirm this.
Funny story. Recently, I was testing New Construction 1943 career start off New London CT (will be in forthcoming version) against a US DD(friendly fire) DD for "Depth Charge Indoctrination" Fired a practice torpedo which startled the DD, turned towards me, fired a second. Panicked DD, dropped a couple depth charges as it ran toward my scope (lol) They were set shallow and exploded...the second torpedo was close enough that the DC explosion, set off the torpedo lmao. Even though practice torpedo had the exploder set to contact only and running depth of fifty feet (have to shoot practice torpedo's below MOT to get a hit, which is how real torpedo practice was done on moving targets). Basically, in new construction player has opportunities to learn how to use TDC properly.
In all the extensive work and testing , I've never found that speed setting of torpedo is a factor in premature explosions. There is nothing in the files linking the two. Two factors I listed are what appear to be the factors involved with premature rate in TMO Update. However, it is possible that something in the code (which we can not see) has speed play a role, but again I've seen no indication. I plan to do some testing just to check on this. I assume you are usually playing a reloaded save game like most players and believe this is the cause of less prematures, but I could be wrong.
There is a reduce dud chance setting in the files, which I removed since the way it worked in the sim made torpedoes far too reliable, even when the reduction rate was set very low. Example, set reduction rate if torpedo speed is on low power to 0.5 percent from 10 percent reduction chance and torpedoes were still too reliable vs on high speed.
Default way that the sim determines premature is by wave height, with chance increasing at certain intervals of height. Calm seas, less prematures, heavy seas, prematures increase. Really disliked this, its kind of gamey, created predictability of torpedo performance and not reflective of what caused the issue. I tweaked the settings so that sea state now has very little to do with premature explosions and now have basically same chance in calm or heavy seas. I slightly reduced the premature chance in the upcoming version to prevent what were overall a absurd number( I had 20 out of 22 torpedoes on one patrol in testing, 19 out of 22 on second) , but still plenty of them. Have also altered things in upcoming version so contact exploder is not so reliable and depth control issues are not so predictable easy to work around. Basically, have them performing as close as possible to how they performed in early war.
Far as Radars and RDF in TMO...
Unfortunately there is no way to have SJ radar pick up land/geography or display radar interference from other radars without a hard coded fix, which we are unable to do. The APR-1 Radar Warning Receiver is how we can detect radar emissions currently and it was historically a vital piece of equipment once in service. Detect radar emissions without putting out your own as its a passive device. SJ could not always detect radar interference from enemy anyways, most of time it was from other allied subs. In V2.0 operating with Wolfpacks, APR-1 can give a idea of where you pack mates are located if can't pick them up on radar.
SJ can detect aircraft in SH 4 TMO, if they are flying low enough, will detect them and pip will show on screen. I had a BETTY other day flying in low, SJ had its pip on screen. Thing is aircraft typically tend to fly higher than SJ can detect.
As mentioned UBI was lazy in how it implemented SJ radar. Now, certain land objects such as destructible fuel tanks (which will be in the update, can shell them, order crew to shell them) can be detected on SJ in some cases. There is a invisible photo target which is actually just a invisible ship, which can be placed on land (fix for photo recon missions, place invisible target in front ) and SJ will detect it. These can be placed at key spots on land such as promontories etc, so can pick up "land" in that way. Problem is that is very time consuming and will just just show up as a lone pip on the scope.
Far as PPI scope, unfortunately am not aware of anyway as this time to hide the PPI scope until appropriate time and it has been discussed since I started with SH 4 in 2009 lol. Again, laziness by UBI to not make it where only the A scope is available at first. What I do is when have the SJ Radar, I only use the A scope, never look at PPI scope. When get the SJ-1 radar, start using both as that is when PPI scopes were introduced, with the SJ-1. Yes, would be better for immersion if it could be hidden or the screen blanked out at minimum via a mod until ready to use.
Far as SD radar....I am working to make it where can be turned on and off, like it is in FOTRS, so that can turn on and off as required, like on real patrols. I have improved the deck crews visual sensors as they were quite weak by default. Pretty ridiculous when you as player can see a contact at ten miles via smoke and outline but your deck watch can't, so they can see ships 8-10 miles depending on conditions, on very clear day a little further. This makes operating on surface without SD radar on in areas with heavy air traffic not suicidal as planes can be spotted in time , but then again sometimes they are not. Of course there is risk but planes are not always spotted. Overall if player can see it, they can see it, but they can actually see things further many times, which is fine, they are lookouts on elevated position.
Unfortunately, the team member for FOTRS mod who accomplished making the SD turn on and off is no longer active, so it is a process to figure things out to make the change without guidance. Caveat is, with this change in TMO we will lose to ability to raise the SD mast (which real subs ) had due to limitations of the sim, it is a either or situation, can have the choice to turn it on and off or have a extendable mast. Personally, I'd rather have it where can turn SD radar on or off. Always annoyed me UBI made it stay on at all times...clearly failed to do their research. With on a limited basis enemy units having ability to detect radar signals, discretion in radar usage will be important in V2.0
One approach I have considered as a stop gap is removing SD radar, making the SJ Radar able to detect planes at higher altitudes, essentially become multi purpose radar which can turn on and off. Problem can be for those of us who often run without map contacts, how will be determine if contact is a plane or ship if both are showing up on the scope, were as normally if not on scope, can assume its a SD contact. Also will have SJ providing far too accurate contacts on aircraft as they have different parameters for performance.
I am not sure, but do not believe it is possible to have the AI turn the radar on and off at intervals. I wish there was because it is needed for SJ as well. I know SJ you can hit the button to make a sweep then shut off, but have to order the SJ back on and give the order again.
Nice. Have read SILVERSIDES and BATFISH reports as well. The book "In the Course of Duty" by Don Keith , about the BATFISH is excellent. Covers her career, including sinking the three subs in 1945 and her post war life, the vets efforts to get her to a museum in OKLAHOMA lol. Quite a story how they moved her up there. Great read.
Should note in the TMO, the subs she sunk in Feb 1945 all appear at historic time and places, so can attempt to replicate the achievement. Like as it happened(as may have read or will read), IJN sub's radar emissions help player locate them via the APR-1, as surfaced AI subs will not show up on SJ(they will in V2.0) , which makes it a challenge. Player will receive a ULTRA about the subs. Quite a challenge to track attack and successfully sink them. Believe I've done it once in a actual career, once in testing. In testing one of the subs detected me and hit me with deck gun lol.
In V2.0 I've added a patrol objective to SubPac based Balao for that time period, where operating in the area with other subs as BATFISH was, get the ULTRA, orders to the Babuyan Islands to locate the subs. Basically, cam replicate BATFISH's patrol to some degree. Oh, the surface Japanese AI subs in V2.0 will fire torpedoes also.
Captain Wreckless
03-30-22, 04:08 PM
You ought to read Adm. Eugene B. Fluckney book "Thunder Below" about the USS BARB.
I seem to remember reading somewhere that standard torpedo attacks was to use high speed. So that is what I've been using except once when I couldn't get any closer than 4300 yards and I used slow speed.
I seem to have figured out how to shoot a torpedo spread. I usually fire 1st amidships then at the stern and then at the bow. I've tried walking shots stern to bow, but it doesn't always work for me.
So far I've had only 1 premature explosion, 2 or 3 duds, 1 run under target and explode on the other side and 1 run deep and explode against the harbor wall.
Captain Wreckless
03-30-22, 04:21 PM
The book "In the Course of Duty" by Don Keith , about the BATFISH is excellent. Covers her career, including sinking the three subs in 1945 and her post war life, the vets efforts to get her to a museum in OKLAHOMA lol. Quite a story how they moved her up there. Great read.
I live about 2 hours away and still haven't visited the Batfish. Need to do that soon.
Mad Mardigan
03-30-22, 04:36 PM
One approach I have considered as a stop gap is removing SD radar, making the SJ Radar able to detect planes at higher altitudes, essentially become multi purpose radar which can turn on and off. Problem can be for those of us who often run without map contacts, how will be determine if contact is a plane or ship if both are showing up on the scope, were as normally if not on scope, can assume its a SD contact. Also will have SJ providing far too accurate contacts on aircraft as they have different parameters for performance.
Comment part in quote, colored Magenta,
is it, or can it... possibly be done up... for the contacts air or sea wise... to be differentiated by a color schema... for example... air contact a light sky blue & sea conatct, a med. or somewhat darker blue color, contact box icon... :hmmm:
If doable... then that I would think, would alleviate the issue on telling them apart.
Just a thought & suggestion.
Mad Mardigan
03-30-22, 04:42 PM
On the aspect of those who run 'without' map contacts, a simple drop to peri depth will tell the tale... if the contact disappears, then it was an air contact... if it shows up a sonar line trail... then... :hmmm: yeah. Don't think I need to finish the rest of that train of thought there. :yep:
As, the end of it, should be self-explanatory, I'd think. :yep:
:Kaleun_Salute:
M. M.
Bubblehead1980
03-30-22, 06:09 PM
On the aspect of those who run 'without' map contacts, a simple drop to peri depth will tell the tale... if the contact disappears, then it was an air contact... if it shows up a sonar line trail... then... :hmmm: yeah. Don't think I need to finish the rest of that train of thought there. :yep:
As, the end of it, should be self-explanatory, I'd think. :yep:
:Kaleun_Salute:
M. M.
Could get one of the stock .shp (DDS) files from the air folders of aircraft and put them in the air files in TMO, would show them as aircraft, believe would have a color as well when displayed on map. If map contacts are off, nothing will show.
Bubblehead1980
03-30-22, 06:25 PM
You ought to read Adm. Eugene B. Fluckney book "Thunder Below" about the USS BARB.
I seem to remember reading somewhere that standard torpedo attacks was to use high speed. So that is what I've been using except once when I couldn't get any closer than 4300 yards and I used slow speed.
I seem to have figured out how to shoot a torpedo spread. I usually fire 1st amidships then at the stern and then at the bow. I've tried walking shots stern to bow, but it doesn't always work for me.
So far I've had only 1 premature explosion, 2 or 3 duds, 1 run under target and explode on the other side and 1 run deep and explode against the harbor wall.
I've read "Thunder Below" several times over the years and referenced it a lot when creating the TMO Update mod. Can replicate much of the BARB's patrols in the mod. One example is the Auxiliary Cruiser she sunk in November 1944 shows up a proper time and place etc. There have been attempts by other modders to make a rocket launcher as a upgrade in summer 1945, as the BARB had. V2.0 I added a special mission to send a sabotage party and later recover them.
Yes, most attacks with MK 14 were made on the high power setting. Submerged 1000 yards or less was ideal, on surface 2500-3000 yards was ideal firing range. I make all shots on high power unless forced to fire from longer ranges, which sometimes happens, esp later in war due to heavy escort screens, larger convoys and spacing. Real subs ran into same issue, which is one reason MK 23 inventory was scrapped/converted back to MK 14 so had the low power/longer range feature if needed.
Captain Wreckless
03-31-22, 11:13 PM
V2.0 I added a special mission to send a sabotage party and later recover them.
Sounds interesting. :Kaleun_Applaud:
BH,
Just returned from a patrol (workin on report, tedious stuff), got a whole plethora of goodies like SJ-1, cut bridge, and all the other late ‘43 early ‘44 sexiness.
Apparently, the bosses want us to go on eternal patrol by reconnoitering Rabaul for the carrier TF. I remember you saying there’s a way to change the orders to something more realistic.
Should I try that or just ignore and go hunting?
Bubblehead1980
04-01-22, 10:14 AM
BH,
Just returned from a patrol (workin on report, tedious stuff), got a whole plethora of goodies like SJ-1, cut bridge, and all the other late ‘43 early ‘44 sexiness.
Apparently, the bosses want us to go on eternal patrol by reconnoitering Rabaul for the carrier TF. I remember you saying there’s a way to change the orders to something more realistic.
Should I try that or just ignore and go hunting?
Ah, so glad I've eliminated that nonsense (photo missions like that) in the upcoming version lol. Yes, there is a way, fairly simple. I will post soon, just need a free moment.
Bubblehead1980
04-01-22, 10:57 AM
Sounds interesting. :Kaleun_Applaud:
In testing, it was interesting. Only thing is obviously can't make it as dramatic as would like, since can't set up explosions ashore . Landing party when enemy lookout posts, shore based radar, and patrol boats in area certainly brings a certain bit of tension. Then coming back to recover later, searching for the rafts, esp if patrol comes into area. Second time PT boats boxed me in while was recovering one of the rafts, couldn't dive in shallow waters nor outrun PT boat so ordered guns manned, when one spotted me opened fire and attempted to run me down, opened fire with 5 inch and 40 mm guns (gotta love the AA gun mod, makes the crew fire them at surface targets) set one on fire, which slowled and eventually sunk managed to evade the second one.
Bubblehead1980
04-01-22, 02:40 PM
BH,
Just returned from a patrol (workin on report, tedious stuff), got a whole plethora of goodies like SJ-1, cut bridge, and all the other late ‘43 early ‘44 sexiness.
Apparently, the bosses want us to go on eternal patrol by reconnoitering Rabaul for the carrier TF. I remember you saying there’s a way to change the orders to something more realistic.
Should I try that or just ignore and go hunting?
----------------------------------------------------------------------------------------
*Always back up all files before editing.*
1. Go to PC/Documents/SH4/data/cfg/save games
You will see numbered files. If you have multiple save files best way to tell which is which is when in the office, go to the load screen and note the exact save time, can match them.
2.Once located proper save file, click on it, will see a CareerTrack.upc file, click on it, should open with notepad.
3. You will see something like this....
[CareerTrack 1.CareerStatusLast]
ID=ID
Reason=CSS_LastStatus
NameDisplayable=NULL
CurrentDate=1944-01-02 13:00:00
PlayerRankAchieved=LTCDR
PlayerCurrentLastPromotionDateTime=1944-01-01 13:00:00
CurrentFlotilla=PearlHarborCommand
CurrentFlotillaBase=PearlHarbor
CurrentSDepartureDescription=-1.89536e+007,2.56312e+006,269.646
CurrentUPCFlotillaUserPlayerUnitType=F1Porpoise
CurrentDifficulty=Easy
PlayerCurrentRenown=5000.000000
PlayerCurrentRating=0.000000
PlayerHighestRating=0.000000
PlayerPatrolsCompleted=0.000000
PlayerTonnageSunk=0.000000
PlayerWarshipsTonnageSunk=0.000000
PlayerMerchantsTonnageSunk=0.000000
PlayerShipsSunk=0.000000
PlayerCurrentMedals=NULL
CrewMembersCurrentMedalsRepository=NULL
CrewMembersCurrentPromotionsRepository=1
PlayerCurrentObjectiveCode=Honshu
PlayerDefaultObjectives=ID94
PlayerCurrentObjectives=ID287
PatrolStartDateTime=1944-01-03 13:00:00
4. Put this aside for a moment and again, back up the save files before go any further.
5.Go to Drive/UBI/SH4/MODS/TMOUpdate/UPCData/UPCCampaignData/PatrolObjectives. Open the PatrolObjectives file.
6. Scroll down, can see the different patrol objectives or can hit Ctrl+F to find. Lets say you want orders to Honshu for patrol. Search Patrol Honshu, this will come up. Not the sections in bold.
[Section 54]
ID=ID54
FileName=data/Campaigns/Campaign/PatrolObjectives/Patrol Honshu 01/Patrol Honshu 01.mis
StartDate=19411207
EndDate=19451201
GameModes=Career
InclusionProbability=100
MinimumDifficultyRating=0
MinimumPlayerRating=-3
ExclusiveLayer=No
ExclusiveLayerID=1
EvaluationReason=FirstObjective
AllMatch=Honshu
ObjectiveType=0
BriefingMapName=NULL
BriefingMapIcon=NULL
BriefingMapIconPosX=0
BriefingMapIconPosY=0
If you want to see where these orders are on on the map, can open the campaigns/patrol objectives with Mission Editor. Find Patrol Honshu 01 and open it as scripted layer. This will show the patrol objective on the map.
7.Now, go back to the CareerTrack.UPC file.
[CareerTrack 1.CareerStatusHeader]
ID=ID
UserPlayerNameDisplayable=James Calvert
CareerStartDate=1944-01-01 13:00:00
[CareerTrack 1.CareerStatusLast]
ID=ID
Reason=CSS_LastStatus
NameDisplayable=NULL
CurrentDate=1944-01-02 13:00:00
PlayerRankAchieved=LTCDR
PlayerCurrentLastPromotionDateTime=1944-01-01 13:00:00
CurrentFlotilla=PearlHarborCommand
CurrentFlotillaBase=PearlHarbor
CurrentSDepartureDescription=-1.89536e+007,2.56312e+006,269.646
CurrentUPCFlotillaUserPlayerUnitType=F1Porpoise
CurrentDifficulty=Easy
PlayerCurrentRenown=5000.000000
PlayerCurrentRating=0.000000
PlayerHighestRating=0.000000
PlayerPatrolsCompleted=0.000000
PlayerTonnageSunk=0.000000
PlayerWarshipsTonnageSunk=0.000000
PlayerMerchantsTonnageSunk=0.000000
PlayerShipsSunk=0.000000
PlayerCurrentMedals=NULL
CrewMembersCurrentMedalsRepository=NULL
CrewMembersCurrentPromotionsRepository=1
PlayerCurrentObjectiveCode=Honshu This is called the "Allmatch" in the patrolobjectives file.
PlayerDefaultObjectives=ID94>>>Can leave this as is or change it.
PlayerCurrentObjectives=ID287>>>Change the ID found in patrol objectives to ID number of desired patrol objective
PatrolStartDateTime=1944-01-03 13:00:00 >>>Can select start date and time. I try not to edit the dates beyond a day or two but sometimes I do, as over time changing the date can throw campaign track off but the start time of the day generally does not matter. I dislike starting in middle of the night because for most part subs departed in daylight, at dawn or dusk for safety reasons, avoid friendly fire etc. With friendly fire a possibility, safer to depart in daytime so can identify contacts.
Once changed, save as CareerTrack.UPC,
8. Start up SH 4, load the file to the office. Delete current save file, save new with different name. Click on map, should see new orders.
Let me know if have any questions.
Captain Wreckless
04-01-22, 03:41 PM
In testing, it was interesting. Only thing is obviously can't make it as dramatic as would like, since can't set up explosions ashore . Landing party when enemy lookout posts, shore based radar, and patrol boats in area certainly brings a certain bit of tension. Then coming back to recover later, searching for the rafts, esp if patrol comes into area. Second time PT boats boxed me in while was recovering one of the rafts, couldn't dive in shallow waters nor outrun PT boat so ordered guns manned, when one spotted me opened fire and attempted to run me down, opened fire with 5 inch and 40 mm guns (gotta love the AA gun mod, makes the crew fire them at surface targets) set one on fire, which slowled and eventually sunk managed to evade the second one.
I can't seem to find that AA gun mod.
Mad Mardigan
04-01-22, 04:03 PM
I can't seem to find that AA gun mod.
Should be in 1 of the optional mods folders... should be tagged AAtoDG or something similar... iirc... don't have the files unzipped... after I got them copied over to My SH4 set up, I dumped the unzipped... to save space on the HD I have the zip mod files on... or saved to... (take pick here, on how to pic which way to say that... :yep:)
Hope this info helps... :shucks: :yep: :up:
:Kaleun_Salute:
M. M.
Bubblehead1980
04-01-22, 04:13 PM
I can't seem to find that AA gun mod.
Yes, as MM stated, check optional mods folder. Mod is titled "AAtoDeckguns+Radio" Install via JSGME per the README.
Captain Wreckless
04-01-22, 04:59 PM
Should be in 1 of the optional mods folders... should be tagged AAtoDG or something similar... iirc... don't have the files unzipped... after I got them copied over to My SH4 set up, I dumped the unzipped... to save space on the HD I have the zip mod files on... or saved to... (take pick here, on how to pic which way to say that... :yep:)
Hope this info helps... :shucks: :yep: :up:
:Kaleun_Salute:
M. M.
:damn: I forgot it was there.
I'm finding the night/observation scope absolutely useless at night. Can't see anything. Even the attack scope. Probably realistic but annoying as Hell. Alot of times I can't do a night surface attack, because of the IJN uber DD's :) and have to resort to submerged instead.
Bubblehead1980
04-01-22, 07:17 PM
:damn: I forgot it was there.
I'm finding the night/observation scope absolutely useless at night. Can't see anything. Even the attack scope. Probably realistic but annoying as Hell. A lot of times I can't do a night surface attack, because of the IJN uber DD's :) and have to resort to submerged instead.
Yes, it is realistic and agree, can be quite annoying lol. I've been in situations were needed a night scope but part of the experience of the mod. US subs until very end of war never had a "night periscope", and most never went on patrol with one. US fleetboats had a Attack Scope(No. 2 periscope) and Observation Scope (No.1 periscope).
Attack scope had a smaller head, allowed less light, had limited up/down movement, but included the built in range finder (stadimeter). Obviously was more difficult for targets to spot, but trade off was that in lower light conditions it was not very useful, if at all, as it is in the mod. Observation Periscope had the larger head, better up down movement, did not have a stadimeter for range finding. If periscope attacks were made when there was sufficient moonlight, it was done with the observation periscope. The lens in TMO "Night Periscope" does pick up light better , present a somewhat better
view in proper light conditions at night. This was done for there to be a difference in the two but not provide some special advantage. Some circumstances, it is best not to attack at night, but to pull ahead and just after dawn when there is enough light for periscope attack.
Original TMO changed the "observation periscope" to "night periscope" and had some glow in dark green crosshairs, bit too gamey/unrealistic but understand why it was used when night surface attacks were not possible. Now, they are possible, basically like real skippers, so things are set up to force player to conduct things as skippers would have had to, only conduct night time periscope attacks when sufficient moonlight is out. In V.20 name of scope has been changed back to "Observation Periscope" as finally found out how to do so.
However, I can in most circumstances see targets at night via the scope well enough to target with radar assistance for range etc., talking with map contacts off. Here are some tips...
1. Adjust the gamma in your graphics settings to the right (raise) it will increase brightness of things and will be easier to see at night.
2. Try the Observation Color Filters mods (link below). In real life color filters were used to provide better picture at night through the scope. They could apparently be removed at will, in the sim we have to enable one via jsgme before patrol. Choices are Red, Yellow, Green. I have found red works the best for me.
3. If these don't work for you, there is a late war scopes mod (I believe included in download, if not, I will send it to you. ) which essentially just restores default TMO "night periscope.'
Far as night surface attacks....
I am confused as to why having trouble pulling these attacks off. Make sure to read the Night Surface Attacks Tactics in the documentation with the mod. Covers a lot of things. Some point I plan to do a youtube video as well. Absolutely doable really changes the experience once learn how, just a exciting method, especially if are inside the convoy attacking.
One of the main keys is judging the visibility conditions and conducting accordingly. Moonlight is the key factor.
For the upcoming version....the New Construction Career Starts in 1943 and 1944/45 will have night surface attack training as part of the third sea trial. I will also add patrol objective where at start of a patrol in mid career in 1943 when tactic became SOP, have to attend "Convoy College" before departing on patrol. "Convoy College" if not aware, is where skippers and attack parties began attending in Fall 1943 at Pearl Harbor during refit/training periods. After classroom and simulated practice (including on the ballroom of the hotel), subs would go out at night, locate the convoy, conduct mock attacks on US convoys underway. Escorts would shine their lights to simulate gunfire. Still working out some particulars but things worked fine in first test.
I also plan to release a stand alone training mission for night surface attacks and perhaps even a youtube video.
Captain Wreckless
04-02-22, 12:56 AM
Yes, it is realistic and agree, can be quite annoying lol. I've been in situations were needed a night scope but part of the experience of the mod. US subs until very end of war never had a "night periscope", and most never went on patrol with one. US fleetboats had a Attack Scope(No. 2 periscope) and Observation Scope (No.1 periscope).
Attack scope had a smaller head, allowed less light, had limited up/down movement, but included the built in range finder (stadimeter). Obviously was more difficult for targets to spot, but trade off was that in lower light conditions it was not very useful, if at all, as it is in the mod. Observation Periscope had the larger head, better up down movement, did not have a stadimeter for range finding. If periscope attacks were made when there was sufficient moonlight, it was done with the observation periscope. The lens in TMO "Night Periscope" does pick up light better , present a somewhat better
view in proper light conditions at night. This was done for there to be a difference in the two but not provide some special advantage. Some circumstances, it is best not to attack at night, but to pull ahead and just after dawn when there is enough light for periscope attack.
Original TMO changed the "observation periscope" to "night periscope" and had some glow in dark green crosshairs, bit too gamey/unrealistic but understand why it was used when night surface attacks were not possible. Now, they are possible, basically like real skippers, so things are set up to force player to conduct things as skippers would have had to, only conduct night time periscope attacks when sufficient moonlight is out. In V.20 name of scope has been changed back to "Observation Periscope" as finally found out how to do so.
However, I can in most circumstances see targets at night via the scope well enough to target with radar assistance for range etc., talking with map contacts off. Here are some tips...
1. Adjust the gamma in your graphics settings to the right (raise) it will increase brightness of things and will be easier to see at night.
2. Try the Observation Color Filters mods (link below). In real life color filters were used to provide better picture at night through the scope. They could apparently be removed at will, in the sim we have to enable one via jsgme before patrol. Choices are Red, Yellow, Green. I have found red works the best for me.
3. If these don't work for you, there is a late war scopes mod (I believe included in download, if not, I will send it to you. ) which essentially just restores default TMO "night periscope.'
Far as night surface attacks....
I am confused as to why having trouble pulling these attacks off. Make sure to read the Night Surface Attacks Tactics in the documentation with the mod. Covers a lot of things. Some point I plan to do a youtube video as well. Absolutely doable really changes the experience once learn how, just a exciting method, especially if are inside the convoy attacking.
One of the main keys is judging the visibility conditions and conducting accordingly. Moonlight is the key factor.
For the upcoming version....the New Construction Career Starts in 1943 and 1944/45 will have night surface attack training as part of the third sea trial. I will also add patrol objective where at start of a patrol in mid career in 1943 when tactic became SOP, have to attend "Convoy College" before departing on patrol. "Convoy College" if not aware, is where skippers and attack parties began attending in Fall 1943 at Pearl Harbor during refit/training periods. After classroom and simulated practice (including on the ballroom of the hotel), subs would go out at night, locate the convoy, conduct mock attacks on US convoys underway. Escorts would shine their lights to simulate gunfire. Still working out some particulars but things worked fine in first test.
I also plan to release a stand alone training mission for night surface attacks and perhaps even a youtube video.
No link but I have that mod.
I think you may have left out Night Surface Attacks Tactics readme as I'm not finding it. I did a global search of the mod and it found every other text file but not that one or my age is catching up with me. :)
If the merchie is unescorted, no problem. If it has any escorts, I can't get within 5000 yds before I'm spotted or picked up on radar. Essentially, if I spot them they spot me soon afterwards. :)
Mad Mardigan
04-02-22, 03:47 AM
Can confirm, that adjusting the gamma... will leave the mod settings for nighttime, as they need to be... while making things a bit less... like feeling of being in a closed in well or bank vault.
I bumped My settings up to a read of "53" on the "GammaCorrection" setting, just enough to be able to see but still retain a sense of it being night.
Sample of My 'GFXSettings.cfg' file, located in the save folder:
[Current]
DepthBufferEffects=1
Filters=1
Glare=1
UnderwaterDispMap=1
LightShafts=1
3DShipWakes=1
DetailedWaveRipples=1
UnitNormalMaps=1
ShipCausticsEffects=1
Ship3DDamage=1
CharacterDetail=1
ParticlesDetail=8
TerrainObjectsDensity=6
TerrainObjectsLODSize=8
GammaCorrection=53
VolumetricFog=0
Hope this info helps... :shucks: :yep: :up:
:Kaleun_Salute:
M. M.
Bubblehead1980
04-02-22, 05:08 AM
No link but I have that mod.
I think you may have left out Night Surface Attacks Tactics readme as I'm not finding it. I did a global search of the mod and it found every other text file but not that one or my age is catching up with me. :)
If the merchie is unescorted, no problem. If it has any escorts, I can't get within 5000 yds before I'm spotted or picked up on radar. Essentially, if I spot them they spot me soon afterwards. :)
Apparently the doc on night surface tactics was in the original upload in September, , then I had to upload again due to couple file issues and did not realize the tactics file was not in the second upload. I am in process of editing/updating it as have learned some things since I wrote it in September, will post later today.
I don't get how you are being detected, esp at that range. I just tested a new patrol objective earlier, ran into large convoy* four columns five ships each with 7 escorts) October 1944. Slipped inside screen to center columns, sunk two tankers, crippled large merchant, which later went down, came under fire but didnt get hit, evaded. Chased through center of convoy by escort but outran him. Radar equipped DE closed in on me me, fired from guns at me from 4000 yards, I fired a MK 14 "down the throat" from stern tubes, when he saw the wakes, he turned to evade, bought me time to escape, he lost visual and radar contact, I disappeared into the night.
Even with enemy radar, can pull surface attacks off. Hopefully tactics write up will help you.
Kal_Maximus_U669
04-02-22, 07:47 AM
Hello everyone, I'm happy to see that Captain Wreckless is having a hard time with the attacks because all of the things described above have been experienced...
I find that the mod draws all its splendor here ...
you have to constantly adapt to the situation, that's what makes the strength of this mod here. We must adopt the attitude of a real submarine commander
I too have experienced difficult night attacks, the destroyers are formidable.
obligations to follow the convoy to wait for dawn for better visibility
I restarted certain attacks several times and things did not look quite the same each time...
As for the periscope, I almost gave in... installing filters... no filtres realism obliges...
then after reading reports from Bubblehead1980 who had approached this theme of periscopes, I prefer to remain realistic..
for me it's all these little things that increase the realism and give the challenge..
to complement what MadMardigan says
Sample of My 'GFXSettings.cfg' file, located in the save folder:
[Current]
DepthBufferEffects=1
Filters=0
Glare=0
UnderwaterDispMap=1
LightShafts=1
3DShipWakes=1
DetailedWaveRipples=1
UnitNormalMaps=1
ShipCausticsEffects=0
Ship3DDamage=1
CharacterDetail=1
ParticlesDetail=8
TerrainObjectsDensity=10
TerrainObjectsLODSize=10
GammaCorrection=49
VolumetricFog=0
http://image.noelshack.com/fichiers/2022/13/6/1648903130-sh4img-2021-11-05-23-50-07-003.png
Really what is missing this mods is some thing that Fotrs has which interiors vickers... Nippon Maru mod & Nikon Kaigun mod
Come on, I feel that Bubblehead is preparing something heavy for us...
the weather is not terrible the change period is sometimes long I find but hey we all know that it is one of the problem of the game...
this work of reports among other things... what productivity it is really incredible..
Bubblehead thank you :salute::up::D
HobbitJack
04-02-22, 09:15 AM
Apparently the doc on night surface tactics was in the original upload in September, , then I had to upload again due to couple file issues and did not realize the tactics file was not in the second upload. I am in process of editing/updating it as have learned some things since I wrote it in September, will post later today.
I don't get how you are being detected, esp at that range. I just tested a new patrol objective earlier, ran into large convoy* four columns five ships each with 7 escorts) October 1944. Slipped inside screen to center columns, sunk two tankers, crippled large merchant, which later went down, came under fire but didnt get hit, evaded. Chased through center of convoy by escort but outran him. Radar equipped DE closed in on me me, fired from guns at me from 4000 yards, I fired a MK 14 "down the throat" from stern tubes, when he saw the wakes, he turned to evade, bought me time to escape, he lost visual and radar contact, I disappeared into the night.
Even with enemy radar, can pull surface attacks off. Hopefully tactics write up will help you.
I've been got at 9,000 yards on a very dark night on the surface in the last release I played. It was mid-1943 so I presumed at the time that I got RADAR'd, but you seem to think that wouldn't have mattered.
Bubblehead1980
04-02-22, 02:32 PM
Periscope color filters and late war scope customized for TMO Update.
These are from the OPCF(Observation Periscope Color Filter) mod originally created by subsim member Arclight, with some changes for compatability with TMO Update BH.
Remember, US subs did not have a "night periscope". (The label of such in TMO has been changed in forthcoming release, as I finally found out how to do this, it will be properly labeled as 'observation periscope') Since night surface attacks are now possible, the observation (night scope) is , as historically accurate, only useful for night attack when there is moonlight light such as a full moon. Attack scope is basically useless at night, as it should be. However, some subs did use red filters. Other colors have been used but only aware of red. I included green and yellow filters in addition to red for those who prefer those colors.
First, I highly suggest that you adjust your gamma settings. Start up a patrol, wait until nigh fall, hit Esc, go to graphics settings, use the gamma slider to adjust, exit back and see how it works for you, change accordingly. Each rig is different so will have to adjust to find what works for you. For me, its just over a quarter of the way from the left. With the dark nights, this enables me to see targets at realistic ranges in the darker nights of TMO. Obviously, a smaller vessels is going to be more difficult to spot than a larger one. The AI's visuals are unaffected gamma changes.
https://www.mediafire.com/file/6z4b2p965cslwut/PeriscopesTMOUpdate.zip/file
Bubblehead1980
04-02-22, 02:46 PM
Hello everyone, I'm happy to see that Captain Wreckless is having a hard time with the attacks because all of the things described above have been experienced...
I find that the mod draws all its splendor here ...
you have to constantly adapt to the situation, that's what makes the strength of this mod here. We must adopt the attitude of a real submarine commander
I too have experienced difficult night attacks, the destroyers are formidable.
obligations to follow the convoy to wait for dawn for better visibility
I restarted certain attacks several times and things did not look quite the same each time...
As for the periscope, I almost gave in... installing filters... no filtres realism obliges...
then after reading reports from Bubblehead1980 who had approached this theme of periscopes, I prefer to remain realistic..
for me it's all these little things that increase the realism and give the challenge..
to complement what MadMardigan says
Sample of My 'GFXSettings.cfg' file, located in the save folder:
[Current]
DepthBufferEffects=1
Filters=0
Glare=0
UnderwaterDispMap=1
LightShafts=1
3DShipWakes=1
DetailedWaveRipples=1
UnitNormalMaps=1
ShipCausticsEffects=0
Ship3DDamage=1
CharacterDetail=1
ParticlesDetail=8
TerrainObjectsDensity=10
TerrainObjectsLODSize=10
GammaCorrection=49
VolumetricFog=0
http://image.noelshack.com/fichiers/2022/13/6/1648903130-sh4img-2021-11-05-23-50-07-003.png
Really what is missing this mods is some thing that Fotrs has which interiors vickers... Nippon Maru mod & Nikon Kaigun mod
Come on, I feel that Bubblehead is preparing something heavy for us...
the weather is not terrible the change period is sometimes long I find but hey we all know that it is one of the problem of the game...
this work of reports among other things... what productivity it is really incredible..
Bubblehead thank you :salute::up::D
You're welcome, thanks for the appreciation. Glad you are enjoying the mod.:Kaleun_Salute:
Yes, things are set up to force player to conduct themselves in a realistic manner along the lines of what a real submarine skipper would. Sometimes shadowing until dawn for a dawn periscope attack (with the rising sun illuminating the target) is the best bet if can't do a night surface attack for whatever reason and conditions are not right for night periscope attack. In early war, prior to SJ radar being installed, most skippers would if possible wait until dawn for submerged attack. Night surface and night time periscope attacks were a thing of innovation as war went on, driven primarily by the adaption of surface search radar.
Actually, since yesterday I've been looking over Nippon Maru for TMO was sent to me. Still more to work on, but the forthcoming version of TMO Update will have Nippon Maru incorporated into it courtesy of s7rikeback.
Officers Quarters and interiors for TMO are being worked on by vickers03, so TMO will have them before too long.
Weather will always be a problem in this sim but I did slow the weather change intervals for the reason it interfered in operations and made the pacific look like the North Atlantic too often. Now have more stable weather overall. Will notice this more in forthcoming version as discovered few things since last release.
Bubblehead1980
04-02-22, 05:18 PM
Txt. document (link below) discussing primarily night surface attacks in TMO Update BH
for those having difficulties.
Some tips on night time periscope attacks for those who had difficulties as well
Let me know if have any questions.
https://www.mediafire.com/file/u7le1qrmj2w1ee5/NightSurface+and+Submerged+AttacksTacticsTMO_Revis ed.zip/file
Bubblehead1980
04-02-22, 05:41 PM
I've been got at 9,000 yards on a very dark night on the surface in the last release I played. It was mid-1943 so I presumed at the time that I got RADAR'd, but you seem to think that wouldn't have mattered.
Last release of TMO played is the TMO Update BH released in September 2021 correct? (First page of this thread)
If you are, make sure you are using the TMO Radar fix patch in the additional mods folder. This corrects the radar, otherwise will have original TMO radar and 9000 yards detected by radar or even visual is likely. In forthcoming version, radar will is incorporated into the mod.
Radar detection in TMO Update, it's complicated. They CAN detect you at that range with radar or in right conditions visually (although not likely visual at night, at that range), just not normal. If it was a fleet type DD or capital ship in mid 1943, very possible had radar. Most capital ships get radar around that time, some of the fleet DD's do as well. Depends on historical date of particular unit, I tried to stay with that.
Your profile to the beam has a lot to do with when are detected, as well as skill of the enemy unit(most are set to Veteran in TMO, a few elites. If Elite, good chance will detect you at longer ranges as this enhances performance of equipment).
Radar beam was modified so it goes "out and up" over distance. At the default height of 0.0, it went straight out to X distance and performed like allied radar against submarines. I adjusted the height of the beam where its default height is just above the periscope shears of a players submarine, so it can still detect most ships as nearly all ships are above that height, at long and short ranges ranges, but unlikely to detect a submarine. I have found it periscopes or SD mast are raised, they are more likely to detect you because these objects extend the height of the sub and is no longer below the default level of the beam. When player range is closer, the beam is more "direct" , not as elevated ,and can detect a player, say within 3500-4000 yards, but then other factors come into player such as your profile to the beam, skill of the escort. Really can vary with each attack as I've been within 3000 yards of radar equipped escort not detected, but also been detected from 8000 yards.
Once the APR-1 Radar Warning Receiver is available, really is a vital piece of equipment.
Type of radar escort has can matter also. Type 21 is first surface search radars IJN has in sim, followed Type22. Type 22 has improved performance. Type 13 was changed to air search only.
I just posted a Night Surface Attack tactics doc below, it discusses IJN radar in the sim.
Kal_Maximus_U669
04-02-22, 05:47 PM
Txt. document (link below) discussing primarily night surface attacks in TMO Update BH
for those having difficulties.
Some tips on night time periscope attacks for those who had difficulties as well
Let me know if have any questions.
https://www.mediafire.com/file/u7le1qrmj2w1ee5/NightSurface+and+Submerged+AttacksTacticsTMO_Revis ed.zip/file
Bubblehead1980 I could see you writing a book on the subject so much you provide
of information :yep::yep:
think about what I'm telling you... maybe do a collection...(when you have the time..!!! I prefer to see you working on your project if I may... :har::har: )
gather all the information posted here as well as your notes...
personally I learn a lot about the US Navy thanks to your content..
I really enjoy after reading the news you give above...
is thank you once again for this document that you have the kindness to provide us...
Sincerely Kaleun Maximus_U669 :salute::salute:
Captain Wreckless
04-03-22, 01:02 AM
Apparently the doc on night surface tactics was in the original upload in September, , then I had to upload again due to couple file issues and did not realize the tactics file was not in the second upload. I am in process of editing/updating it as have learned some things since I wrote it in September, will post later today.
I don't get how you are being detected, esp at that range. I just tested a new patrol objective earlier, ran into large convoy* four columns five ships each with 7 escorts) October 1944. Slipped inside screen to center columns, sunk two tankers, crippled large merchant, which later went down, came under fire but didnt get hit, evaded. Chased through center of convoy by escort but outran him. Radar equipped DE closed in on me me, fired from guns at me from 4000 yards, I fired a MK 14 "down the throat" from stern tubes, when he saw the wakes, he turned to evade, bought me time to escape, he lost visual and radar contact, I disappeared into the night.
Even with enemy radar, can pull surface attacks off. Hopefully tactics write up will help you.
Well you're having better luck at night surface attacks than I. I always seem to get noticed no matter what. :Kaleun_Binocular:
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