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merc4ulfate 04-02-19 04:08 AM

Quote:

Originally Posted by Fifi (Post 2600850)
Thanks, ok i see...

Other little question about US sub:
Playing with DUD on, i don’t see much of bad ones, and in 42 none of them.
I know they had some troubles like the German ones at start of war, but it was so quickly solved?
I’m not US side specialist :06:

Quickly as in late 1942-1943.

Known issues during the war.

Running depth. (a.) Warheads were heavier than test heads. The wartime torpedo ran with a head down trim. The shore establishment eventually acknowledged a four foot error in running depths. Fleet tests in Australia found an 11 foot depth error. It was not until Aug'42 that a compromise of 10' was agreed and a trim repair kit was issued to the fleet later in that year.

Running depth. (b.) The depth sensor was designed for a slower running torpedo. The pressure gradient over the torpedo surface at higher speeds gave the wrong feedback. The sensor was later relocated to a neutral position.

The magnetic exploder was designed in the northern latitudes and did not work as well at the equator. The British and Germans had already disabled their magnetic exploders before the USN ordered theirs disabled 24June43. ComSubSWPac had participated in the development of the magnetic exploder, knew the principle was sound, and resisted disablement until Dec'43.

The conventional contact exploder was designed for the earlier, slower, 33 knot, Mk 13 torpedo. The newer, faster, 46 knot, Mk 14 torpedo had higher inertial impacts that would cause the cross-wise mounted firing pin to miss the exploder cap.

Circular runs
There were numerous reports of the Mark 14 running erratically and circling back on the firing boat. A circular run sank the submarine Tullibee, but it may not have been a Mark 14. Likewise, Sargo was almost sunk by a circular run, but the circular run happened because the gyro had not been installed. The subsequent Mark 18 torpedo was no better, sinking Tang. The surface launched Mark 15 torpedo had collars to prevent circular runs, but the Mark 14 was never given this feature.

propbeanie 04-02-19 06:29 AM

Quote:

Originally Posted by TS13 (Post 2599793)
... Yes, 1366x768 is my native. I did try all the 4 different resolutions that the game offers me (by changing res, exiting and reloading). The issue persists...

I've been researching this TS13, and on another site, a fellow has a similar set-up on his laptop, where he can choose onboard or what he called the "secondary" graphics adapter. If I am understanding it correctly, he can "overdrive" the video display with the second video card, which means he can tell it to display 1600x900 on his screen. It does not change the fact that the screen is 1366x768, just the way it is "addressed". Now, he might be able to do that only with an external monitor. He did not elaborate too well on the other site, and I also don't know about the 'accuracy' of the story. But have you tried using the other video card in your laptop, and see if it will give you a choice for a higher resolution with your LCD display? If it does, it would add all sorts of overhead to the video stream and slow things down, but the game is not designed to go over 30fps anyway... ??

Quote:

Originally Posted by Fifi (Post 2600850)
... Other little question about US sub:
Playing with DUD on, i don’t see much of bad ones, and in 42 none of them.
I know they had some troubles like the German ones at start of war, but it was so quickly solved?
I’m not US side specialist :06:

The "random" in the game can seem strange. If you set something in the campaign to "Random Generate" 70% of the time every 24 hours, you will generally see 7 of the items appear, and then 3 times of it not appearing. Almost predictable, like the original Donkey Kong game was. There is some "random" to it, because it doesn't always do the same, but it does seem to clump the percentages together. I'd have to dig to find the info that CapnScurvy might have right at the front of his brain for the percentages set in the game, but I have seen rounds of 12 duds in a row, and then have six good ones. More than made up for a previous round of good ones. Next patrol, I had maybe 3 duds out of the entire load. Then the third patrol of maybe one third duds. Ya never know... 'Course, if you'd miss with the duds, and hit with the good ones, you could improve the odds. That's what I try to do... :roll: :salute:

btw, circular runs are definitely modeled in FotRSU. I had another one the other day... But I'm such a bad shot, I missed me... :roll:

Michael Wood 04-02-19 02:02 PM

Quote:

Originally Posted by propbeanie (Post 2600881)
btw, circular runs are definitely modeled in FotRSU. I had another one the other day... But I'm such a bad shot, I missed me... :roll:

Snicker, snicker!!

merc4ulfate 04-02-19 02:28 PM

Quote:

Originally Posted by propbeanie (Post 2600881)
btw, circular runs are definitely modeled in FotRSU. I had another one the other day... But I'm such a bad shot, I missed me... :roll:


I have been hit this way. Several times.

Fifi 04-03-19 09:14 AM

I’m loving the new way warships behaves detecting you and depth charge you in last version, but it’s impossible to set a night surface attack now...due to their eagle’s eyes :o
Merchants can spot you thousands miles away even at night, and it’s a new problem for this mod in my opinion.
Surface approach by night is now a no go...and quite a little shame :wah:

ÉDIT: never mind, i found something.

propbeanie 04-03-19 01:13 PM

Whudja find? What did you find?... :salute:

Rockin Robbins 04-03-19 01:51 PM

Quote:

Originally Posted by Fifi (Post 2600850)
Thanks, ok i see...

Other little question about US sub:
Playing with DUD on, i don’t see much of bad ones, and in 42 none of them.
I know they had some troubles like the German ones at start of war, but it was so quickly solved?
I’m not US side specialist :06:

Many people don't know it but American torpedoes were historically crap. That's a technical term appreciated at the time. So some bright-eyed American captured a beached German torpedo. They took it apart and copied it exactly, EVEN THE DEFECTS! And so our Mark 14 had all the exact same problems the German torpedoes had.

Bottom line: you already have experience with American torpedoes. Isn't that great? Oh, the Germans, believing in their front line people, identified and fixed the problems pretty quickly. American Navy, being a strictly topside geniuses and front line idiot organization removed sub captains who thought they had torpedo problems, denied they existed and lost a lot of good skippers. The geniuses didn't want to skipper their own boats so they just found more idiots.

That fell apart when Admiral Lockwood made the mistake of befriending one of his idiot sub jockeys, Dudley Morton of the Wahoo, and when "Dud" reported a boatload of duds (see what I did there?), Lockwood had him return so the torpedoes could be checked out. Guess what they found? You're smarter than an Admiral! Where were you when we needed you?:D

Fifi 04-03-19 02:02 PM

Quote:

Originally Posted by propbeanie (Post 2601131)
Whudja find? What did you find?... :salute:

Oh, just took Ralles visuals in his sim file (and only visuals) and made a little mod of that. That’s better.
They are still dangerous but i can approach a little more by night.
Day time, they spot you around 8/9 km instead of 12.

propbeanie 04-03-19 02:11 PM

Quote:

Originally Posted by Fifi (Post 2601140)
Oh, just took Ralles visuals in his sim file (and only visuals) and made a little mod of that. That’s better.
They are still dangerous but i can approach a little more by night.
Day time, they spot you around 8/9 km instead of 12.

Have you done any more testing with it by chance? Can the big guns still duke it out with each other, while you're able to do a night surface attack? Thanks :salute:

Michael Wood 04-03-19 02:36 PM

Quote:

Originally Posted by Fifi (Post 2601140)
Oh, just took Ralles visuals in his sim file (and only visuals) and made a little mod of that. That’s better.
They are still dangerous but i can approach a little more by night.
Day time, they spot you around 8/9 km instead of 12.

;Good Sim File (I am not using it for beta testing purposes)

[Mech]
Waves amplitude=0.2
Waves attenuation=0.75

[AI Cannons]
Max error angle=5
Max fire range=6000
Max fire wait=12

[AI AA guns]
Max error angle=5
Max fire range=1500
Max fire wait=7

[AI detection]
Lost contact time=35

[Visual]
Detection time=120.0
Sensitivity=0.1
Fog factor=1.0
Light factor=2.0

Waves factor=1.5
Enemy surface factor=75.0
Enemy speed factor=15
Thermal Layer Signal Attenuation=2.0

[Radar]
Detection time=1
Sensitivity=0.01
Waves factor=1.0
Enemy surface factor=5.0
Thermal Layer Signal Attenuation=1.0

[Hydrophone]
Detection time=1
Sensitivity=0.03
Height factor=0
Waves factor=0.5
Speed factor=15
Noise factor=1.0
Thermal Layer Signal Attenuation=3.0

[Sonar]
Detection time=20
Sensitivity=0.03
Waves factor=0.5
Speed factor=20
Enemy surface factor=120
Lose time=30
Thermal Layer Signal Attenuation=2.0

cdrsubron7 04-03-19 03:51 PM

Quote:

btw, circular runs are definitely modeled in FotRSU. I had another one the other day... But I'm such a bad shot, I missed me...



Funniest thing I've had happen to me in SH4 was getting hit in the conning tower by a circular run and then hearing those immortal words, "Torpedo is a dud, Sir." :yep: :rotfl2: :har:

Fifi 04-03-19 03:52 PM

Quote:

Originally Posted by propbeanie (Post 2601141)
Can the big guns still duke it out with each other, while you're able to do a night surface attack? Thanks :salute:

I don’t understand what you’re asking :oops:

propbeanie 04-03-19 05:06 PM

Part of the problem with the game's sensors is that if you adjust for a night surface attack, none of the ships, subs & planes can see anything from 2500 yards or whatever the approximate distance set. With that, you then end up with two BB sitting 5000 yards across from each other, oblivious to the existence of each other, which looks a bit strange. Two ships passing in the night, but during the daylight hours. I was just wondering if you can see if an IJN ship shoots at a USN ship from an appropriate distance.

CapnScurvy has done some more tweaking, and we'll begin some preliminary testing for the next mix. :salute:

Immelmann 04-03-19 05:06 PM

Thought I should mention this one. Plus someone may want to go to the place and time mentioned to play the encounter. Assuming that it will play differently for them than it did for me.

USS Trout SS-202, a Tambor out of Freemantle. April 5th, 1943 just east of the Leyte Gulf. Came into radar contact with a Japanese flagged Medium Tanker NW of me and on a NW course. I was setting up an approach for attack, around 08:40 hours when suddenly his contact icon changed to the sunk ship tombstone on the map at approximately 126 deg 15 min E, 10 deg 20 min N. At the same time I made radar contact with a small group on a SE course to my NE. So I turned my attention to them. This two boat group consisted of a German flagged Troop Ship Modern Class followed by a Japanese flagged Medium Combifreighter. I was submerged and setting up a final a firing solution on the German ship when it also sank before my eyes at about 3500 yards from my submarine. Location 126 deg 30 min E, 10 deg 30 min N. All I did was ping him for position! Is this a bug? Anyone else have this happen? Maybe American submarines are operating near me with no modeled explosion sound or graphics for their torpedoes?

I sank the remaining Japanese Combifreighter. Surfaced and returned to course by 10:00 hours.

Also of note. I now have the red headed roman nosed octuplets on board. 3 on watch, 1 in the conning tower, 4 on deck in the command room.

An observation. IMHO V 0.81 has made the game tougher in at least two ways. The enemy having better detection means leaning on the batteries even more during longer submerged attack runs. At the same time slower battery charging is making it take longer to get a full charge. I do agree though about the detection. A little much, especially at night.

propbeanie 04-03-19 05:18 PM

There are some US AI subs roaming about, not co-ordinated with headquarters at this time, but their torpedoes are visible, as are their explosions. You would also be able to hear them on sonar, see them on radar and sight. Nothing AI submerged (at this time). I don't think there are any placed in that area though, and they would be on the surface, with the IJN running away from them. The AI subs seldom get to use their torps, except on the IJN AI subs when a certain USN sub skipper isn't paying attention :roll:

What was the weather like Immelmann, and were they already low in the water? There may have been an earlier carrier plane attack, or an AI sub attack on them that caused damage, but bad spawns can also set the ships too low at times. :salute:


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