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-   -   [REL] [WIP] IJN DC mod (https://www.subsim.com/radioroom/showthread.php?t=123307)

Peto 11-30-07 03:59 PM

That's good! Having different dc's on 1 escort is a good thing IMO.

tater 12-02-07 12:32 PM

0.92 up front page. Only change for now are the fixes for the CTD with the chute-retarded DC.

Peto 12-02-07 01:13 PM

Downloading and will check it out. I'll let you know how it's working for me as soon as I can.

Edit: If there is anything specific you'd like me to do testing this, let me know. For now, I'll check them out in normal game play and see if I notice a difference.

tater 12-02-07 01:43 PM

It's the same, just fixed the CTD for people.

I was just working on trying to get a rack to drop DC bombs instead, but the DCs just floated in the air behind the DD. Didn't CTD, though. I think it's buried in params S3D cannot read yet...

tater

Wilcke 12-02-07 01:50 PM

:up: right give it a go tonight....back to the Burma Convoy Mission, I taunted the DD's to hard last night and they got really nasty and blew me out of the water at 220 feet, doing wiggles and spurts.:up:

Did these fleet boats really come up from depth to periscope depth this quick? I wonder?:nope:

Wilcke

Peto 12-02-07 02:47 PM

Quote:

Originally Posted by Wilcke
Did these fleet boats really come up from depth to periscope depth this quick? I wonder?:nope:

Wilcke

No--they didn't. Especially at 2 knots :-?.

Peto 12-03-07 12:45 AM

So far no damage in normal play. I've been bracketed a couple times to--lots of rocking but no water in the boat. Probably had about 50 dropped on me so far that were close enough to rock the boat.

swdw 12-03-07 10:58 AM

Wilcke- tater's latest fixes are already in RFB and RSRD.

Peto- I t kind of caries, I've played the same mission and one time been DC'd like crazy with little damage and the next time got taken out by one DC run- same type escort both times.

Will look and see if there's a way to slow down the surfacing rate w/o changing the dive rate. There's only a ballast flood rate, not a pump rate, and I don't think there's access to changing the angle for rise on the bow and stern planes in the sim file, so don't know how much is possible. Will have to check out the other files.

BTW Wilcke, in RFB the dive rate is faster than stock, but slower than TM.

Peto 12-03-07 12:16 PM

Quote:

Originally Posted by swdw
Peto- I t kind of caries, I've played the same mission and one time been DC'd like crazy with little damage and the next time got taken out by one DC run- same type escort both times.

That's a good thing :yep:! I hate to always get the poop knocked out of me but I also like to be kept honest. A little fear can be a good thing :hmm:...

Wilcke 12-03-07 12:27 PM

Quote:

Originally Posted by Peto
Quote:

Originally Posted by Wilcke
Did these fleet boats really come up from depth to periscope depth this quick? I wonder?:nope:

Wilcke

No--they didn't. Especially at 2 knots :-?.

Thats what I thought, its just to quick how you can be at 240 feet, and slink away from the Escorts and just scootch back up to Peri depth.

Does anyone know what the actual time was to get up to periscope depth from the deep?

Wilcke

Peto 12-03-07 01:03 PM

Quote:

Originally Posted by Wilcke
Does anyone know what the actual time was to get up to periscope depth from the deep?
Wilcke

Not for sure but from what I've read/heard it would take at least 15 minutes at low speed while remaining silent.

Another reason submarine crews were reluctant to come back up was hull popping. The change in pressure allowed the hull to expand--in essence--the reverse of hull creaking. That was Very Easy for a passive listening enemy to hear.

Wilcke 12-03-07 02:31 PM

Quote:

Originally Posted by Peto
Quote:

Originally Posted by Wilcke
Does anyone know what the actual time was to get up to periscope depth from the deep?
Wilcke

Not for sure but from what I've read/heard it would take at least 15 minutes at low speed while remaining silent.

Another reason submarine crews were reluctant to come back up was hull popping. The change in pressure allowed the hull to expand--in essence--the reverse of hull creaking. That was Very Easy for a passive listening enemy to hear.

Thanks, see this gets more interesting as you learn more:hmm: ....anyone for modding this.....ermmmmmmmm volunters...:damn: I am sure it will be fun :damn: and easy :damn: !

Wilcke

Peto 12-03-07 05:01 PM

tater sinks Peto
 
Well tater, I hope you're happy. Because of you (certainly not my skippering ;)) the S-41 and her entire crew is now Over-Due, Presumed Lost. Actually, I don't have to presume it :shifty:!

I got caught while going deep and took a nasty shot that flooded the forward torpedo room. The crew valiantly tried to stem the flood but that water was stronger. We got it back up to 70 feet before the final plunge. The really sad thing is...

...I liked it :rock: And considering the spot I got myself in, the result seemed just about right!!!

:up:

tater 12-04-07 01:33 AM

Did a few tests (using peto's prolonged DC attack mod) in addition to this.

I was actually trying to get attacked, used the tokyo-saipan convoy mission, and let them know I was there by sinking a few of their charges. The more deliberate DCing was good, they didn't run out quickly, and also it allowed me to watch the DCs without having 10 rain down at once. Rocked around a bit, no hull damage showing, then I got shacked by 1 (almost half explosion effect in the hull), and near-missed (explosion visual just past hull) by a 2d simultaneously and took 70% hull damage. Remarkably, it was not instantly fatal by a long shot. Damage control managed to repair some stuff, but my forward flooding was faster than I could deal with because the pump was damaged. Some fairly near misses (6-10m) damaged many systems and caused flooding, but no hull damage. Nice demonstration that outside MinRadius no hull damage is done. That flooding prooved too much and the boat took a dive after a while. Still, All told I was badly damaged by 4 DCs or so before I sank outright.

Assuming they were mostly in the 100kg range, it's not too bad. If the 1st 2 were 162kg bombs, I should have been quickly dead.
tater

tater 12-04-07 01:35 AM

I'm amazed at how the AI changes the dynamics of DC attacks. More deliberate, fewer ashcans per pass, etc.

I'm not sure a slower reload time will make a huge difference. It might also be because I picked a mission with so many escorts that they were having to back up and take turn to try and kill me, lol.

tater


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