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Other Subs too
I also had a sub running around like crazy "Pinging" me with sonar. It was NOT a mini sub. Sorry it's been a while since I encountered it so I don't remember the class. This post just "kicked" the old mind to remember, so I wanted to put it out there.
CAPT RAP Again, thanks for your hard work in this great Mod.!! |
I'm just glad I could help. It was quite a surprising to hear those pings. With that being said if that little sucker had been a typeD midget than it might have had a sonar. That one was a different design to the A, B, and C versions. It had a 5 man crew vs 2.
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the one that is in my installation of V1.8 was created on 8/9/2020 0421 am, is part of V1.8 and is not modified by any other mod in the modset. |
Wow, I hit a Fleet Carrier with 4 torpedoes and the beast still didn’t sink. I had to get out of there as 5 destroyers were looking for me. :Kaleun_Salute:
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seems to me i remember someone posting that the Ko was a surface vessel etc,etc,etc. that fact did not click until i read your post and dug back into the Sea folder to find... [Sensor 2] NodeName=H01 LinkName=Type93-1P StartDate=19380101 EndDate=19451231 [Sensor 3] NodeName=N01 LinkName=Type93-1A StartDate=19380101 EndDate=19451231 ok. well, then, there has been further word on this subject and i stand corrected. :Kaleun_Salute: |
That Sensor 2 is OK, since otherwise they wouldn't know where to go to find you to shoot at, once you submerge. Nothing quite like hearing the whirr of a torpedo you know you didn't shoot. It sure would be nice to have a "Incoming torpedo! Bear XXX, high speed!", but alas... Anyway, the problem lies with Sensor 3 and Sensor 4 there, which are the doubled entry, both of the same dates... flying fickle fingers of frustration... :wah:
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#1 is visual, #2 is hydrophone and #3 is sonar. i do not see any dupes, unless you mean the overlapping dates for the same Nodename. [Sensor 3] NodeName=N01 LinkName=Type93-1A StartDate=19380101 EndDate=19451231 [Sensor 4] NodeName=N01 LinkName=NULL StartDate=19380101 EndDate=19451231 |
Yes, those two are for the single N01 found node on the boat, which is what "tells" the game what equipment is called for on the LinkName line to be mounted. Both should not have the same date, else the first encountered (Sensor 3) will lord over the 2nd, and reign supreme, not allowing the "NULL" to ever be used... Sensor 3 will be eliminated in the next version, and the remainder renumbered down... :salute:
https://i.imgur.com/r1VqRLX.jpg |
Hello. During all my campaigns, I did not come across a single defective torpedo, although in the period 1942-1943 the United States had big problems with this. Why isn't this in the game?
In the realism settings I turned on defective torpedoes |
Defective Torpedos
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There is the "dud" setting when accessing the main menu Options choice and then the Gameplay Settings: https://i.imgur.com/MSqXw61.jpg https://i.imgur.com/4ovnLBi.jpg Now, that is not an illustration for "Dud Torpedoes" directly, but you can see the choice there under the dialog box. This menu item affects the War Patrol, Single Missions, Sub School, and Multi-Player choices. If, however, you are going into a career, you need to set the same choices for that specific career, by accessing the Options menu again, which is done from the Captain's Office in-port prior to going on patrol, as below: https://i.imgur.com/CF49NJE.jpg Notice that the cursor is over the wooden radio console. That is where the Options menu is found, and again use the Gameplay Settings to set the "Dud Torpedoes" https://i.imgur.com/iD7rB7G.jpg Each career can have a different setting for most aspects, and they do not disturb what you set on the Main Menu, which has to be set for each separate section (or "mode") of the game you play. Also, mentioning "modes", if you are playing a Single Mission, and then want to go play a career, you really should exit the game, re-start it, then go into the career. This is due to the fact that the game does not like changing "modes", and has a tendency to keep parts of the previously used "mode" in the computer's memory... Main Menu, that really isn't... sigh - Anyway, check your settings for which "mode" of the game you are playing :salute: |
End patrol
What about the issue where there's no "End patrol" option after returning to home base? Is there any date after which the option will become available?
I'm at the end of August '43, on Balao boat and the home base is on an island between Santa Isabel and Malaita (Solomon Islands). Do I have to wait or start again? |
The Balao is an odd beast if you accept the assignment to one too early. It will make it impossible to dock the boat, and as far as we can tell, in perpetuity... If you can, post your JSGME activated mod list, what boat you had, where you sailed from and the date. Then, what base did you return to with that boat, when your were given the Balao, and the date of that. Did you make any Saves during the patrol? Any prior to docking back at your home port prior to the Balao assignment? I haven't had much time to attempt tests to get an early Balao lately, but I was looking at possibly trying to figure-out a way to correct the files - if the game allows that... :salute:
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