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-   -   wolfpacks...got some working in RSRD...sorta (https://www.subsim.com/radioroom/showthread.php?t=206109)

Bubblehead1980 07-28-13 04:59 PM

Quote:

Originally Posted by Armistead (Post 2091872)
None of the AI boats go from surfaced to submerged, no trigger to make them do so.

I did try the US fleetboat and it does keep speed on the surface, even shoots it's deck gun, just has no crew and needs zones added. It got in a running gun battle with Bungo Pete and won.

I didnt see them firing deck guns, hmm, then again it was at night, was busy attacking and getting away, i know one did get caught by the DD and gunned down.Wonder if DD's will depth charge submerged AI fleetboats? Definitely need to add some crew and zones to AI fleetboat, hopefully crew will go away if submerged or perhaps can have two versions , once for surface, one for submerged.

Hopefully someone with the knowledge will step forward and help see if can get subs to fire torpedoes, even if they were limited to two fish or something, itd be nice.

Armistead 07-28-13 05:08 PM

Well, it won't hold speed submerged, just surfaced. I figured the zones weren't there, Pete blasted it non stop, finally even got beside it, but sub finally sunk it.

I guess it could be fun to put one in places, to pull escorts, but you would have to know what time to be there. Course it would be cannon fodder, because it goes into attack mode like a ship.

merc4ulfate 08-04-13 10:52 PM

Sorry Armistead. I have seen Russian Submarines do it, you can even see their crews at the deck and AA guns ... maybe its in the code somewhere but I have seen it happen a lot. If I torpedo them they stay on the surface but if I start using my deck gun they dive.

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Bubblehead1980 08-05-13 01:14 AM

Quote:

Originally Posted by Armistead (Post 2092011)
Well, it won't hold speed submerged, just surfaced. I figured the zones weren't there, Pete blasted it non stop, finally even got beside it, but sub finally sunk it.

I guess it could be fun to put one in places, to pull escorts, but you would have to know what time to be there. Course it would be cannon fodder, because it goes into attack mode like a ship.

Well I have the timing down on two convoys in Luzon Straits in August-September-October 1944.One is a convoy I added, one is a large convoy already in RSRD.I have the timing down so they get close enough to alert the enemy, then hit their last waypoint and disappear, ie they "dive". Like I said, in the first trial, it pulled all escorts away from my side, of course the merchants slow and began constant helming, but now with darker nights, its easier to rush in on surface and with escorts off hunting others, can move in faster submerged if needed.

I'm asking a few different ones about how to fix up the fleet boat, want to place deck deck and 40 MMM 20 MM which is missing from the AI fleetboat, perhaps .Longer term, want a way to make them fire torpedoes, surely if other ships can be made to do so, a fleetboat can fire them, even if it could only fire two torpedoes, it would add to things.

This is a project I definitely want to be part of the mod.Thinking I will add 10 wolfpacks , start with the first ones in late 43 and add them over course of 44 and in 45.Adding "orders" before one departs and messages to and from other subs is also an aim, im still figuring all that out.Timing is everything. Armistead, you mentioned zones you are using for your special missions.Could they be used to spawn ai fleetboats when reach certain areas? Send messages to form a wolfpack etc?


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