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decoys
I remember, from some time ago, using decoys. I think I was running stock 1.4 o1r 1.5.
Using FOTRSU 1.39 now. I haven't run across any decoys to use, 'purchase', or anything. I've been through many ships, home bases, start dates, etc, still no decoys available. Have they been removed from the game? If not, where/when are they available. Thanks |
Semicolon key, ";" the one to the right of the "L" key, if that doesn't work there's something wrong with your game.
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interesting, I had been using the button in the command room, and getting "no decoys" to launch. I hadn't tried it again for long time. Tested it out and both the button and ";" do launch them. Could it have been TMOwtw? |
That functionality was added back into FotRSU a while back, but I can't remember when / which version... The "load-out" for them will eventiually be more restrictively controlled by date before too long, and in conjunction with different torpedo load-outs, might be able to offer another level of "reality" with some of the missions during the early & mid war periods, even though it will involve a "cobbled together" paradigm... The idea will have to be strictly date-controlled, and from what we've seen, the game, entirely too often, runs over attempts at restricting certain aspects of the game by date, so the idea we have may not come to fruition... :roll: We'll see. In the meantime, the availability of decoys is not as restrictive as in real life, though the amount might be somewhat low for late war missions. More research is needed for such... :salute:
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How many decoys are there anyway, I only ever use them when I hit the wrong key by mistake, I don't know if they're even useful as a defensive tactic and I don't know how long they last either, does anyone know?.
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Top of my head, full of cobwebs and phlegm? Five... six?? I have ~never~ had much luck with "decoys". They always seem to put the escorts on top of me, instead of the decoy. Very frustrating. Probably has to do with "skill" (or lack there-of) on my part... :roll: - they do seem to assist in getting me sunk sooner... :har:
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i DO use decoys on occasion but i do not stick around long enough to measure their effect. in the PTO, i find their most effective use is during the escape phase of my attack. i deploy the decoy when i am about to dive under the thermocline. i deploy the decoy and then change depth, speed and course. if the sea is too shallow to provide a thermocline, i still deploy and then change depth, speed and course. i am certain that there are other tactics using decoys that have success however i have not discovered them. :Kaleun_Salute: |
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What I outlined, is what I can get My cranky, rusty, dusty, cobweb filled ol' dino of a HD called My brain to recall & it may or may not be 100% spot on.. I do admit... freely. :D Just please... :D don't shoot the messenger (namely Me :yep:) M. M. :Kaleun_Salute: |
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When I was able to use them, that was the strategy I used. deploy decoys close to thermal, dive deeper, 2/3 or 1/3 bell, change course sometimes right back at the DD's. They'd usually scream right over me. |
I modded the decoys for TMO because they seemed ineffective and frankly in later war(when they were actually introduced) they are needed due to the shallow water operations that become the norm. I edited the file where they make noise, raised it from 0.0 to 0.50. Did not increase the duration beyond the default 15 minutes but did raised the number carried to 15. They are effective for a time, especially if have multiple escorts, will distract one or two for a few minutes but does not nerf the AI.
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What file are these decoy thingies in?, I had a quick look through the Sh4 library folder but I came up with nothing as usual. :O:
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i have to find it now. |
I'll ask for forgiveness in advance, as I readily admit my focus for years in WWII history has been U.S. Naval aircraft and not submarines. It's only been recently (ten years or so) that my curiosity about fleet subs has driven me to explore deeper into facts and those may be shallower than I would like to admit.
If we're talking about U.S. fleet boats and not German U-Boats, I was unaware of the use of any decoy devices during WWII. The earliest reference that I've run across is the Mk 70 MOSS (mobile sub simulator) used in the mid seventies. If anyone can point me to a source that will educate me on U.S. WWII submarine decoy use, I would greatly appreciate it (seriously, filling gaps in my historical knowledge is somewhat of a joy). Thanks, guys. |
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I recall Fluckey mentioning Barb using them on patrol in 1945, also had "Cutie" homing torpedoes. How far things had come in such a short time, with acoustin decoys and homing torpedoes. In SH 4 stock they came standard from day 1 of the war (lol) which drove me nuts and were then not effective. Various mods have handled them differently. In TMO they become available as an equipment upgrade and in much later war are standard equipment but never found them very helpful. I changed the availability date as it was too early to be standard, cost too little (like the homing torpedo). I adjusted the effectiveness a bit from stock and TMO levels, they work but do not completely nerf the AI. Best use is in late war with convoys had many escorts, can keep a few of them distracted while one or two are on player sub. Quite useful in shallow water as well, which player will be forced to operate in at some point (just as subs were in real life) but of course due to limited number carried, must use them wisely. |
Sink 'em All and a few other books make mention of them, and 1945 rings a bell for me... I'll try to dig through some references later. They were ~after~ the FM sonar and Hell Bells.
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