You all do realize that by the time period mentioned in the OP post the Japanese had the type 13, 21, 22 and the Tase-2 Type 4 radar units?? I am fairly certain the mod modeled it as well. Maybe not specific types but at least detection ranges.
The Type 22 could spot a ship 13nm away and was installed on many destroyers by 44.
The Tase-2 Type 4 was built as an anti submarine radar unit had these specs:
Wavelength:15.7 cm
Pulse width:3 microseconds
Pulse repetition frequency:1875 Hz
Peak power:1 kW
Range:
1.2 miles (2 km) against submarine periscope
6 miles (10 km) against surfaced submarine
20 miles (30 km) against surface warship
Antenna:Horizontal dipole with 2.5 meter parabola
Weight:4400 lb,2000 kg
By the way if your looking for a perfect simulator you should try the one at Groton. This is a game it is not a simulator. To complain it is not realistic is to lose sight of this fact. Yes many good persons have contributed many hours to creating "more realistic" attitudes from the game platform but in the end it is neither realistic nor a simulator.
I remember many of the same sentiments spoken of 688 when it was released and how many thought it was a simulator. It was simply a game based off what Sonalysts thought might be a good platform as a game/simulator scenario.
I enjoy the more realistic aspects to any type of quasi-simulator. I want it harder to win, I want to be challenged to get better at tactics. I enjoy the escorts as hard as they can be. It only makes me find new ways of winning which is what we all want in the end. Even with the mods I run it is rare an escorts picks me up submerged unless the range is below 2000 yards. I have had some get as close as 800 yards without being detected. I sank one of Karita's Heavy Cruisers as they moved through the narrow Surigao Straight during the Battle of Leyte Gulf. The lead escort never even heard me.
We want to beat the game without dying a single time. A whole career with our fabulous crew racking up a good bit of tonnage and show O'Kane and Morton a thing or two about running a fighting boat.
You just can't let yourself get so caught up in winning that you lose sight of the fact that we are playing a game ... If you do not like the mods francis
do not use them.
By the way I am all for making mods more realistic ... I look forward to seeing what you come up with neil. I am really hoping someone finds a way of modeling all the random failures and fogged scopes that skippers had to deal with as Captains of submarines. All you have to do is read through the actual reports from the Captains themselves and see how our little game is nothing close to what they had to deal with.
You can find them here:
http://www.hnsa.org/doc/subreports.htm
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Generic Mod Enabler - v2.6.0.157
1_TriggerMaru_Overhaul_2-5
1_TMO_25_small_patch
RSRDC_TMO_V502
RSRDC_V5xx_Patch1
Traveller Mod v2.6 TMO
#1 Real Environment mod install
Traveller Mod 2.6 Patch 1 - ISE v3 Patch
#4 Warships retextured
Traveller Mod 2.6 No Midway Transfer
Traveller Mod 2.6 No DC Camera Shake
Traveller Mod 2.6 Larger Search Patterns
Traveller Mod 2.6 Harder Enemy AI Escorts
Traveller Mod 2.6 Automatic Ship ID
Traveller Alternate Main Loading Screens
Convoy Routes TMO+RSRD
tambor198's TMO+RSRDC missions pack
P.S. :
I forgot to mention that it would a great mod to have if someone created one where when you sink a ship it removes it from ever showing up in the game again during a career. I had one career where I sank the Yamato 5 times ... since there was only one of her and her sister ship the Musashi it really makes it not realistic to have 5 ... then again the way I run my boat there might not be much for Halsey to sink with me around LOL