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However, there is another wrinkle in the pudding. We've made changes to ship configurations, as well as group make-ups over time, and those edits were done ~after~ the routing and speeds were set (by the FOTRS AOTD_MadMax team). The Mission Editor does NOT catch any issues if you stick a 12 knot Max Speed ship in a group that is set to do 18 knots across open water, nor would it catch changing the ship's configuration... This seems to be another factor in these "bad" spawns that we've seen all-too often. The game engine finds it extremely difficult to build a group that has not been "keeping convoy" for the last 912 waypoints... https://www.youtube.com/watch?v=ZBAijg5Betw I'm trying to come up with a script that can search for the Max Speed of the slowest ship in all of the groups, and find all of the waypoint speeds that are set at or above that... If I can do that, then I'll try to change them via another script, 'cause this "doing it by hand" is about to drive me bonkers - and that is usually a ~very~ short drive... :har: :hmmm: :salute: |
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OK, I ~finally~ got to see that Taffy you saw, but with my edits on the file, in a Single Mission test file I made. The group looks much better, no "rockers" (a few "mods" - ahem, bad joke, sorry). Scary thing is, now that none of the ships have trouble keeping convoy, the escorts are a bit more attentive to what is going on around them... two came after me before I got close, three stayed with the group, and two more did an "in between, just-in-case" stance... once the two started dropping their cans, the other two went back to the group, and those five escorts and the group took off... I'm still at 265, under the layer, silent running for the last 8 hours game time, running out of air and battery, still with the cans falling, a few at a time. I've been submerged about 12 hours (game time) altogether, so have a ways to go there, but no fans, no pumps... I might get about 30 minutes between attacks, but usually less... surely, they'll run out of depth charges before I do air. The sun is surely setting by now... Who is this "Shirley" anyway?... This "testing" stuff can surely be stressful... :har: - btw, have I mentioned how much I detest "glass sea" conditions?... :salute:
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First of all, as I'm diving for the final approach on a group, after I've got their speed, route, and maybe even the zig-zag lengths, I do the dive at normal TC, 1x, so that I hear the "Passing thermal layer" comment. I then go another 50-100 foot below that and hang out at a 1 knot speed setting, and like you, double-check my gauges and make certain that I'm below 50 rpm. I've used the nomograph, etc., every tool I can remember to think of to help me get into proper position, so that as the lead DD passes overhead, I'm coming up in the middle of the group. Or maybe I'm slipping through a "hole" in the side. While I'm doing all that, I'm setting my torps' depth & speed, and maybe the angle, if I'm reasonably certain of my solution, and know about where I'll be shooting from (very seldom). A thermal layer deep, like below 300 foot complicates that exponentially, of course. When the group's escorts are getting to be within hydrophone range, I go "Silent Running". Then, about 30 minutes later, I get depth-charged... :har: :har: - sometimes. I did end up dying just a little bit ago in that scenario. One of the other escorts came back, after the group "held" about 5 miles from me. Then the DD did the old "wagon wheel" on top of me, taking turns in their depth charge runs, one always listening. I had been almost 30 minutes again without any raining down on me, and had most of the damage repaired that could be, except of course, the hull damage. Once the "Boom!!" started again, it was another point about of hull damage, for each explosion, sometimes five. Didn't take 'em long... It was almost like the one fellow was dropping one on either side of me, and the next would drop one above and one below. What a wild ride... Panic was in the air for just a little bit, and then the ole SH4 "death" screen, where you wonder if the computer crashed for about a minute... I wish they would have come up with something else for that... :hmmm:
As for the canal, how did you travel through? Did you hear any "Banshee Skreaching"? Like you were running over an anti-sub net? There are none there in FotRSU, if that's what you were using. However, there is one little thing about the game, when it comes to navigating in tight places, like a canal. If you look at the "lay of the land" in the Mission Editor, it actually looks quite a bit like it does on the NavMap, as far as the "jaggies" go: https://i.imgur.com/dVCcktD.jpg But notice that I've got the "View" menu open, and selecting the "Render accurate shoreline"? That yields a slightly different picture: https://i.imgur.com/6Sn90m6.jpg They do not have that in the NavMap view, only the "jaggie" shoreline. Notice how the land and sea are displaced in different places? This is why sometimes, you just have to be on the bridge, personally driving the boat. It just might be that you scraped bottom or the sides in a couple of spots, which is entirely too easy to do if doing Waypoint navigating, especially if you do TC above 8x and don't get to hear all the warning sounds... Myself, I have not tried to go through there, but I will now. Then I might try the Suez, and a few others... :arrgh!: - If you look closely at the map in the ME, you'll notice some "odd" changes from land to water in there, especially the west end of Gatun Lake, and up by Colon, which is where it appears that the adjoining grid was not edited the same, so it might also be that there are "pillars of death" in there, like we had at Truk in an earlier version of FotRSU, which you would not see those, unless on the bridge the whole time. :salute: |
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You would either have to add more bases to stop and get fuel at, or turn on unlimited fuel to make it though. I've never done that though, so I don't know for certain. I did do the Panama Canal the other day though, and was able to make it without damage, noticing that on several turns, unless you zoom way in and add waypoints, you will go over land. A couple of the turns, it looks like a person might be better off with backing up and turning to face, then going forward to turn through... There might be an add-on later for FotRSU, that would include a bit more traffic for the Atlantic & Indian Oceans, but I have not attempted to see how badly it would slow down load times yet. It is practically impossible to do that in SH3, due to the way the whole campaign loads, but in SH4 v1.5, the files load "dynamically", though I'm sure there's a practical limit to how much the game can keep track of in its database. I do want to find that limit though, if there is one... :salute: |
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The band music is part of the dock scene there. The band should be somewhere in the sub pen, but maybe not... maybe it's a phantom band, playing spiritual music, of the ghostly variety... :hmmm:
No biggie about attempting to add other traffic in the world. All it takes is a little Campaign.cfg tweaking / combining, and the German side files can load. Just gotta be careful that file entries aren't duplicated though, and end up getting two or more of everything... but it'll be a quick way to populate the Indian Ocean, and see what happens. :arrgh!: you don't really want the other side's NavalBases file either. That can be quite confusing... :roll: "We're under attack, Sir!" :salute: |
ST Periscope Radar
I thought this would be a cool add, so when it was offered as new equipment on my Tambor Class USS Trout on 1/30/45 in Fremantle I took it. Problem is, I could never get it to turn on.
I tried it on the surface by raising the Attack Scope, then the Night Scope. No joy. Next I went to Radar Depth - tried both scopes. No joy. Finally I went to PD and tried both scopes. No joy. I also went to the Radar station at each depth and with the scopes up (one at a time) but it refused to turn on. Did I miss something, or is this a possible "bug"? I went back and reloaded a Save Game from the previous arrival in port just before adding the ST Periscope radar and left the SJ-1 Improved SJ in place so I could continue the career with a good radar. |
Encountered a Uboat south of Lombok Strait!
On 12/26/1944 while transiting from Fremantle toward the Lombok Strait, radar detected a target that sonar soon confirmed was a warship at 114-20E, 14-59S. We moved closer to make an identity, set up along its apparent track and waited. Eventually it came into visual range - it was a German Type IX-D2. I'd never encountered one before in multiple careers in any of the major mods, so this was a nice plum.
She never saw or apparently heard us. Two torpedoes and she went to the bottom, bow first. Interesting addition, guys. Thanks. |
I found one in TMO years ago, and it scared the #%$$ out of me, but I managed to get it also... Main difference between TMO & FotRSU in this regard? The other guy can shoot torpedoes back now! I had that happen in a test mission, where my boat was there just to observe a JyunsenB interacting with airplanes. Well, let me tell you, I'm submerged at PD, watching from about 1500. The first plane goes over and drops a bomb, the Jyunsen dodges. Next thing I know, the Event Viewer comes on, and there's been a torpedo launch... sure enough, go to the sonar station, and on the 35° bearing is a torpedo sound coming at me... "Crash Dive! Ahead FLANK! Right full rudder!" He did miss me, but man... Apparently, no one told them that I was just a neutral observer...
I'll have to look at that ST. It was working for me several months ago, but I was in a Tench, so I'll try some combinations... :salute: |
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