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You're not going to believe this. I know I couldn't. Another IJN Midget Sub. Only it goes down a little bit differently this time.
Initial contact. 5 min 54 sec https://www.twitch.tv/videos/282159278 Radar plot established. 5 min 42 sec https://www.twitch.tv/videos/282161007 Date, time, and location information. Not 35 miles due west of Miyako, but rather due east. LOL! 2 min 42 sec https://www.twitch.tv/videos/282163899 First visual sighting and first periscope lock. Ship ID entered into TDC. 2 min 30 sec https://www.twitch.tv/videos/282166884 Instead of a spread, Captain decides on firing the only 4 remaining torpedos down the same track at slightly different depths. 3, 5, 7, and 8 feet. This in hopes of a quick and decisive kill. 4 min https://www.twitch.tv/videos/282169682 The hunter becomes the hunted, and gets a bloody nose. 6 min 30 sec https://www.twitch.tv/videos/282172421 Now in a furrball with no torpedoes. Surface engagement using deck gun. 13 min 42 sec https://www.twitch.tv/videos/282174626 End of story. 5 min 30 sec. https://www.twitch.tv/videos/282176997 Link to the complete stream, including the demise of my Submarine by running aground under time compression in the Hawaiian Islands. This is why we save. 3 hr 22 min 18 sec https://www.twitch.tv/videos/282114842 |
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i search and find this : and this (dive time): Dive speed is always referred to "from fully surfaced to periscope depth" So I did a Test with Gar Class from surface 15 knot speed to periscope depth (red line in deephmeter) : 1)Dive---->47" https://www.youtube.com/watch?v=1rRx...ature=youtu.be 2) Crash Dive---->37" https://www.youtube.com/watch?v=p8xp...ature=youtu.be I think good gameplay :salute: |
Campaign Layers?
While you are looking into those, I found an anomaly at the docks in Davao on 4/21/42 (0116H). In the scope I observed a Large Modern Tanker and off to my right of her was a Medium Old Split Merchant. The latter looked funny because it was flying multiple flags, but on examination with the free camera appeared pretty normal otherwise.
Anyway, it took 5 torpedoes to sink the tanker, and three more for the freighter. In checking the log book, I found I'd been given credit for 2 tankers, the Old Split Merchant, plus a Medium Combi Freighter and a Large Old Split Freighter. They were spawned so closely together as to look like one ship - same with the Tanker(s). Hopefully this has already been reported and I'm not stirring a new pot! :salute: |
Davao is one port I haven't called at yet... :lol: The ships are not supposed to spawn and stay between layer changes, nor spawn too early in the game, time-wise... Some of the files were starting on 19380101. That ain't good. Hopefully, that is fixed in this next release... Coming "soon" to a download server near you... :salute:
Soon: adverb - within a short period after this or that time, event, etc.: - unless dealing with software or mods... |
All Ships Alert!
2 Attachment(s)
USS Gudgeon (SS-211) on patrol in Convoy College encountered an apparent rogue Frigate, flag unidentified, on 06/18/1942 (0219h Base Time) at approximately 121-54-30E; 24-43-45N.
Did not engage. End |
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your story is MOST interesting because in my most recent career i called into Davao (during a lonely patrol) and found the same nest of targets as you. when i sank the tanker, the second tanker also blew up as they were moored closely together. i received credit for only one. also, during that same attack on Davao, i found a yamato tucked way back in the weeds. the map screen (F5) displayed her position in the harbor but in reality she was tucked way back in the weeds and not available as a torpedo target. mb Generic Mod Enabler - v2.6.0.157 [C:\Ubisoft\SH4\MODS] Guerrilla-Submarines-Spyron-Mod-v1 3 MaxOptics IV for SH4 1.5 4 Medals Fix IV for v1.5 - STOCK by Latency 8 3000 Yard Bearing Tool (1920x) |
is anyone else not having problems with prematures and duds with the mark 14 early years
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The 'random' algorithm used in the game is somewhat lacking in the 'random' department les green01. Sort of like, if you have a 4 in 10 chance of something happening, the game wants to get the "4" out of the way and be done with it. Just like how the weather can get stuck, similar can happen in other aspects of the game, such as group spawning, and the "duds" encountered. It does make for some interesting patrols, such as 18 duds, with a run of 10 in a row, and the next patrol only having one. Don't forget that you can have torps running too deep, as well as pistol issues with both magnetic as well as impact settings. :salute:
@ mark bonamer: I'll check on that... - actually, you have SpyRon listed as your mod. Was that Yamato with FotRSU? :salute: |
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Try using the slow speed, let the torp come in at angle of about 45 degrees, or use high-speed with magnetic exploder. All or none of those may or may not help for a given shot. Very frustrating. Imagine how they felt. :Kaleun_Mad::Kaleun_Crying: |
FORTUS .71
I have just removed .63 and installed the new version FORTUS.71. I say it is the best I've played in a long time. However, my only coplaint is the ships tails are not there. I know it's a minor item but I like them . The attack screen takes some time to get used to it but I will adjust my thinking. My hats off to to all the effort given to keep FORTUS going. Thank to all.
Hawke21837 |
Keep a sharp eye for the next version... we're putting it through its paces right now... just a few more tweaks... a little tightr "plink!" -RATZ-... :har: :salute:
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Hello all, I just bought SH4 from steam and I downloaded FOTRS ultimate (and Trigger Maru Overhauled). Used JSGME to install them but the menu screens are the same as the stock game. This seems odd. Is there a splash screen for either mod? Or possibly a way of checking if they are set up correctly.
I also bought SH5 and got Wolves of steel working easily, unfortunately it crashed (which is common, or so I hear). Got pissed, gave up moved on to the Pacific. But Wolves had a splash screen so that why I ask |
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