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With every revision of TMaru, i feel better :88)
One of these days you should D/L it and try it, or at least look at it. Preferbly the last version with ROW textures. Ive got stuff in there ranging from monsun boats, to new construction at Mare island (well, not technically mare island, but close enough). damn. wheres my pimp hat.... |
I think being too deep too long results in muchos pain for the sub. it died again. They just don't have the ability to suffer great depth too long unlike the trusty U-boat. Which I am very used to.
I also put 3 torpedoes into two ships and they didn't sink... ugh. Thanks for the help guys. But... oh this sucks and blows. I don't actually play SH4 my brother does occasionally this is his install I used its got all sorts on it. TMaru... lots of ROW and a Run silent run deep mod too. |
:hmm:
I see a reoccuring trend here. Not you Penelope, just the collage of mods installed. They all don't cohabitate very well with each other, and alot of people are confused with all the options avialable. The 3 fish into a ship and not sinking bit sounds like TM 1.62 or 1.63, and is my fault, although it could still happen in stock (say if a torpedo exploded 2-3 meters away from the hull, instead of against it). Anyway, glad to see you gave it a try at least. Clear waters, blue sky's, to you. |
Well attacking this convoy is a nightmare... its sails in a crescent formation... and it has a LOT of ASW vehicles and only about 6 merchant ships. I've tried, but, to be honest, I know its not beyond my ability... so...I'm going to crack this stupid convoy.
It is frustrating me a lot. |
To be honest Duci I wait to load it because if I dive right in I can not keep the game fresh. In other words, when I grow tired of stock AI reaction I can load up what you have created and it is a new game. Also, at this stage of the game attempting to have all the mods play nice nice can create issues.
Go get'em Penelope. |
After reareading this thread, i think you ran into a task force. TM users Taters campaign work, which he scripted to be as historically correct traffic. If your seeing ALOT of ASW, its probably a task force. An average jap convoy only has 1 to 3 escorts i think, with an average of 2 columns, maybe 3 columns for a big convoy.
if it is a task force, i highly doubt you'll get inside the formation. About the only way would be to do an end round, dive ON their track, go right down the TF's throat to minimze your profile (in between gaps in escorts of course), then make a hard turn at the last minute and shoot an aft salvo at whatever juicy target is being escorted. After that, you'll probably catch hell. |
My last attempt I did get inside, but didn't sink nuthing... ugh!
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Can you print out a list of what mods your running?
Other minor items of note: - US torpedos suck at the start of the war - Warships are legit targets in the pacifc. Unlike the allies who could outproduce, the japanese can't (historically). At one point an order was issued to prioritize warships over merchants if i recall misc readings correctly. Sink 'em all! |
I tried to make things more historically plausible, but still with variability.
It's entirely possible that it's a convoy. Jap convoys were small, with 20 ships (aside from early war invasion forces) being HUGE. If you have 6 merchants and 6 escorts, assume it must be an important convoy, lol. I made some with a very small chance of many escort—you read of a couple ships escorted by 3 escorts sometimes, others might have 5 merchants and no escort. SO it might have had a 40% chance of 3 corvettes, a 5% chance of a single Minekaze, a 1% chance of some other DD tagging along (perhaps coming or going to the empire for/after a refit, maybe an Aux Subchaser or something @ 5%. Then you hit the jackpot and every single one happens to spawn. Unlikely, but possible. The same convoy could generate again and have no escorts at all (very unlikely, too). I looked at the expectation values and created convoys that could be pretty variable. Note that with the small escorts (in RL) they used a lot of them, sadly we lack some of the dedicated escorts, as well as smaller ersatz escorts. Note that with my DC mod, the historical DC loads make a HUGE difference in the playability vs such escort counts. I had no idea when I made the campaign that the DC loads were so ridiculously high, frankly (40 DCs per launcher). tater |
From what she's written, it looks like RSRD is in the mix too. I have no idea the contents of that mod. As for AI , I know if HibLurker hasnt removed elites, in TM, its gonna be pretty damn hard.
Your campaign files arent totally unaltered. As i recall, i took whatever crew rating you assigned, and added 1 to it, to a maximum of crew rating 3. Elites i removed entirely, save for one bungo pete. Ive been thinking, we really need to coordinate better in the mod forum. Right now the big packs seem to be ROW, RFB, TM, Your campaign, and RSRD. About the only one that can coexist with anything would be row, the rest conflict somehow. |
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@PG- I don't think a WWII sub would have tried to take on an IJN Task Force all by itself. So realistically I guess your demise was likely anyway. It all depends what you want from the game, be it realism or an arcade type shooting gallery. Those mods add realism till it hurts. |
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Sounds like my patrols. |
did I make it out alive?
Yes. They never even found me this time. Pacific tactics are a bit different to Atlantic tactics and I had to learn that on the fly to be successful. I eventually ditched the up close and personal attack and went for a classic surface attack. :up: I got two sub chasers and a 5000 ton thingamabob... can't recall the name of the ship... the other ship I attacked was a 10, 000 ton old passenger liner, and well, despite putting 6 torpedoes into him the fecker was still afloat. I had to laugh the destroyers were going nuts trying to find me in the convoy and I was like yoo hoo, Im over here! :rotfl: Oh it was a giggle in the end. I do like the mission objectives that SH4 gives you, that is pretty nice. |
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