SUBSIM Radio Room Forums

SUBSIM Radio Room Forums (https://www.subsim.com/radioroom/index.php)
-   SH4 Mods Workshop (https://www.subsim.com/radioroom/forumdisplay.php?f=219)
-   -   The SH4 Fog returns....... (https://www.subsim.com/radioroom/showthread.php?t=246741)

Texas Red 09-15-20 05:27 PM

The SH4 Fog returns.......
 
So, as you may know by reading the FotRSU thread, I came SO, SO close to completing the game, but it decided to nerf itself and committed yeetus deletus. So now I am stuck with an internal dilemia between what mods to chose from. The main mods I use are:

1. Fall of the Rising Sun Ultimate
2. TMO

I like FotRSU because it adds a ton of new ships and fixes bugs that TMO has, on the other hand, TMO can support RSRDC (Maybe FotRSU does? if it does, please tell me!) and it has beautiful water.

If FotRSU can have TMO water added into and if RSRDC can be made comptatible, or it already is, then I will choose it. But for now I am stuck in the middle deciding which one to use.


I need your opinions on what supermod to use.

TIA :salute:

KaleunMarco 09-15-20 07:38 PM

Quote:

Originally Posted by the beast (Post 2695737)
So, as you may know by reading the FotRSU thread, I came SO, SO close to completing the game, but it decided to nerf itself and committed yeetus deletus. So now I am stuck with an internal dilemia between what mods to chose from. The main mods I use are:

1. Fall of the Rising Sun Ultimate
2. TMO

I like FotRSU because it adds a ton of new ships and fixes bugs that TMO has, on the other hand, TMO can support RSRDC (Maybe FotRSU does? if it does, please tell me!) and it has beautiful water.

If FotRSU can have TMO water added into and if RSRDC can be made comptatible, or it already is, then I will choose it. But for now I am stuck in the middle deciding which one to use.


I need your opinions on what supermod to use.

TIA :salute:

1. TMO
2. RSRDC
3. RSRDC Patch
4. OTC
5. 16:9 (if your device can handle 16:9)

Texas Red 09-15-20 08:30 PM

Quote:

Originally Posted by KaleunMarco (Post 2695753)
1. TMO
2. RSRDC
3. RSRDC Patch
4. OTC
5. 16:9 (if your device can handle 16:9)

:Kaleun_Salute:

Lets take some more answers but TMO has one vote.

Captain Prise 10-21-20 01:30 AM

FoTRSU for me:k_confused::up:

Gray Lensman 10-21-20 02:09 AM

At the moment, I'm using FOTRS because of its huge increased content and graphics, BUT with the TMO torpedo_us.sim file for duds replacing the FOTRS file. and I'm also experimenting with BubbleHead1980's modified depth charge files replacing the FOTRS DepthCharges.sim and DepthCharges.zon files.

TMO's depth charges were just too unrealistically deadly especially in combination with the way the sim utilizes the Jap escorts sonar which is always on (whether you hear it or not), which brings me to the following:

There's another old MOD, that I'm using though kinda clutsy to use since what it accomplishes can't be done thru JSGME, but works good, that mitigates this (always on) characteristic, by setting the Jap sonar range to just 1 yard UNTIL your sub is detected by other means, explosioin, visual, sound, wake, or otherwise, then it resets the Jap sonar BACK to it's original value and then hold on to your rear at that point. LOL. This does allow closer penetration of convoys before detection much like historical behavior. Only thing needed to add to this is a visibility mod for easier night time surface penetration in low light conditions.

Bubblehead1980 10-21-20 01:12 PM

Quote:

Originally Posted by Gray Lensman (Post 2701901)
At the moment, I'm using FOTRS because of its huge increased content and graphics, BUT with the TMO torpedo_us.sim file for duds replacing the FOTRS file. and I'm also experimenting with BubbleHead1980's modified depth charge files replacing the FOTRS DepthCharges.sim and DepthCharges.zon files.

TMO's depth charges were just too unrealistically deadly especially in combination with the way the sim utilizes the Jap escorts sonar which is always on (whether you hear it or not), which brings me to the following:

There's another old MOD, that I'm using though kinda clutsy to use since what it accomplishes can't be done thru JSGME, but works good, that mitigates this (always on) characteristic, by setting the Jap sonar range to just 1 yard UNTIL your sub is detected by other means, explosion, visual, sound, wake, or otherwise, then it resets the Jap sonar BACK to it's original value and then hold on to your rear at that point. LOL. This does allow closer penetration of convoys before detection much like historical behavior. Only thing needed to add to this is a visibility mod for easier night time surface penetration in low light conditions.


For night surface attacks, the main key is to darken the nights but have not been able to do that so altered the visuals . Now this is for TMO so will have to test with FOTRS but in the sim.cfg file

[Visual]
Detection time=0.5 ;[s] min detection time.
Sensitivity=0.1 ;(0..1) min detection threshold double detection time.
Fog factor=1.0 ;[>=0]
Light factor=4.0 ;[>=0]
Waves factor=3.0 ;[>=0]
Enemy surface factor=30 ;50 ;[m2]
Enemy speed factor=20 ;[kt]
Thermal Layer Signal Attenuation=1.0

I changed the light factor from 3.0 to 4.0. This allows to pull off night surface attacks in a realistic manner, usually. Skill level of the particular escort matters but in TMO nearly all are set to Veteran and can usually pull off attacks without detection. Afterwards they may spot me but keeps things balance. Does not blind the escorts. I found with the light factor higher than 4.0 even the skilled escorts are practically blind and thus ineffective.

I will upload my "Better Hunters Mod" which includes this, give me about an hour, have a meeting coming up.

Gray Lensman 10-21-20 01:33 PM

Quote:

Originally Posted by Bubblehead1980 (Post 2702060)
For night surface attacks, the main key is to darken the nights but have not been able to do that so altered the visuals . Now this is for TMO so will have to test with FOTRS but in the sim.cfg file

[Visual]
Detection time=0.5 ;[s] min detection time.
Sensitivity=0.1 ;(0..1) min detection threshold double detection time.
Fog factor=1.0 ;[>=0]
Light factor=4.0 ;[>=0]
Waves factor=3.0 ;[>=0]
Enemy surface factor=30 ;50 ;[m2]
Enemy speed factor=20 ;[kt]
Thermal Layer Signal Attenuation=1.0

I changed the light factor from 3.0 to 4.0. This allows to pull off night surface attacks in a realistic manner, usually. Skill level of the particular escort matters but in TMO nearly all are set to Veteran and can usually pull off attacks without detection. Afterwards they may spot me but keeps things balance. Does not blind the escorts. I found with the light factor higher than 4.0 even the skilled escorts are practically blind and thus ineffective.

I will upload my "Better Hunters Mod" which includes this, give me about an hour, have a meeting coming up.


Cool. I'm just about to pull back into Pearl for a mission completion (early war). I'll try it out during the next mission. It should be fun penetrating a convoy, setting up shots and experiencing the TMO dud rate frustration like you read about in the good books. :D


edit> btw, Thanks for posting the above change info. I'll have to "blend" those changes into the FOTRS sim.cfg in order NOT to mess up other FOTRS settings.

Bubblehead1980 10-21-20 02:02 PM

Quote:

Originally Posted by Gray Lensman (Post 2702067)
Cool. I'm just about to pull back into Pearl for a mission completion (early war). I'll try it out during the next mission. It should be fun penetrating a convoy, setting up shots and experiencing the TMO dud rate frustration like you read about in the good books. :D


edit> btw, Thanks for posting the above change info. I'll have to "blend" those changes into the FOTRS sim.cfg in order NOT to mess up other FOTRS settings.

Exactly. Have modified so can pull off in sim what was done in real life, of course it can vary, one night may be able, next time not, much like real life. Depends on light, fog, skill level of lookouts, spacing, angle of player sub to the escort. A minimum can get close enough to fire from a reasonable range, come close enough to escorts without always being spotted and shot into pieces immediately. Key is finding the proper balance, don't want to make it too easy but no impossible as it became the preferred and common tactic. Thus why I modified the radar of IJN. IJN radar in stock and most mods had Allied style effectiveness which eliminated night surface attacks but in real life they were routinely pulled off. I adjusted radar so it is possible but is more difficult when radar equipped escorts are around.

Gray Lensman 10-21-20 02:52 PM

Quote:

Originally Posted by Bubblehead1980 (Post 2702077)
Exactly. Have modified so can pull off in sim what was done in real life, of course it can vary, one night may be able, next time not, much like real life. Depends on light, fog, skill level of lookouts, spacing, angle of player sub to the escort. A minimum can get close enough to fire from a reasonable range, come close enough to escorts without always being spotted and shot into pieces immediately. Key is finding the proper balance, don't want to make it too easy but no impossible as it became the preferred and common tactic. Thus why I modified the radar of IJN. IJN radar in stock and most mods had Allied style effectiveness which eliminated night surface attacks but in real life they were routinely pulled off. I adjusted radar so it is possible but is more difficult when radar equipped escorts are around.


LOL, now you have another mod regarding the jap radar? Good thing, I'm at the start of 1942 and no jap radar is in use yet... at least I don't believe they had them that early. This will be another mod to blend into the FOTRS files I suspect. Please post more change info when you have the time. Thanks.

Strykr 10-22-20 01:43 AM

Quote:

Originally Posted by Bubblehead1980 (Post 2702060)
For night surface attacks, the main key is to darken the nights but have not been able to do that so altered the visuals . Now this is for TMO so will have to test with FOTRS but in the sim.cfg file

[Visual]
Detection time=0.5 ;[s] min detection time.
Sensitivity=0.1 ;(0..1) min detection threshold double detection time.
Fog factor=1.0 ;[>=0]
Light factor=4.0 ;[>=0]
Waves factor=3.0 ;[>=0]
Enemy surface factor=30 ;50 ;[m2]
Enemy speed factor=20 ;[kt]
Thermal Layer Signal Attenuation=1.0

I changed the light factor from 3.0 to 4.0. This allows to pull off night surface attacks in a realistic manner, usually. Skill level of the particular escort matters but in TMO nearly all are set to Veteran and can usually pull off attacks without detection. Afterwards they may spot me but keeps things balance. Does not blind the escorts. I found with the light factor higher than 4.0 even the skilled escorts are practically blind and thus ineffective.

I will upload my "Better Hunters Mod" which includes this, give me about an hour, have a meeting coming up.

Thanks Bubblehead.
Downloaded your "Better Hunters Mod" and will try it tomorrow.... hopefully !
I use several of your Mods and appreciate your work.

:Kaleun_Salute:


All times are GMT -5. The time now is 12:52 AM.

Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2024, Jelsoft Enterprises Ltd.
Copyright © 1995- 2024 Subsim®
"Subsim" is a registered trademark, all rights reserved.