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Old 08-03-17, 11:15 PM   #57
Bubblehead1980
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Join Date: Apr 2009
Location: Florida USA
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Originally Posted by propbeanie View Post
I've got Brisbane going also bubblehead1980, and it was a "typo" from when I copied the boat from Flotilla 2, I forgot to change my ID to F3...

In the meantime, I was going to make a movie of me sinking some ships in the campaign near the Solomon's... I guess I'm going to have to give my gunners a pay raise. Two airplanes downed and three ships sunk, and the closest I got to a ship was just now, at about 4700 yards... Can't get close enough to shoot the torpedoes, that they haven't already sunk it on me... Next one, I don't think I'll put them at Battle Stations..,

Steering is a bit slow, but if you anticipate what you want to do, you can still dodge the bomb drops from planes. They did almost get me the first time... Thank goodness for Ahead Flank and the engines coming up fast, even though in real life, I don't think they were ~that~ responsive or fast...

What-duh-yuh think Bubblehead1980? You going to include it in the update you're working on? It def needs some artwork, different guns, etc., and it will have all that submarine nomenclature, besides having to have some slightly different missions, but it sure is fun!... Excellent job yubba getting it going in the campaign!


Will you share the entry for Brisbane?

I played two test missions in campaign out of Manila/Cavite in Dec 41 earlier and it was a blast. Made one attack in daylight(just to test things out) and got about 7,000 yards out before escorts of Lingayen invasion force spotted me and shells started dropping.A few landed close and escorts were set to Elite or Vet but plowing in at flank speed and giving 5-10 degrees of rudder back and forth makes PT a tough target to hit, esp at distance. I let 4 mark 8's loose from 6,000 yards, 3 hit a transport, which later sunk.I would like to alter the commands if possible to make the < > keys give rudder in 5 degree increments port or starboard, would be easier to steer during the run in and evasion then clicking the rudder dial.

Night attack I went in for gun attack on some landing craft(turned US LC into IJN LC as a stop gap until have an actual japanese LC) a tug, some sampans and their escort(small subchaser and IJN PT boat) it was pretty intense.I see a campaign where player orders may be to depart, patrol, return, rearm etc, then after few nights in a row, barring damage etc, return and end patrol. Going to do some reading on PT operations esp in solomons because lets face it, that is where majority of the action will be.

One Issue is going to have to adjust the range/fuel load to work in campaign, esp in Solomons since due to air traffic(friendly and enemy, remember friendly fire incident near Kolombangara mentioned in Bruce Gambles book about VMF-214. Young 2nd Lt on dawn CAP strafed a PT returning from night action, killed and injured several. They opened fire on him, hitting him, plane crashed into Kolombangara. Later found his body and buried him there, brought over on a PT boat) so can depart in evening, make it to action area, battle and return to base as the boats typically did. Requires some high speed runs and burns fuel quickly. Playing with unlimited fuel kind of hampers gameplay I feel.

Overall boat is great but I agree, need to fine tune some things on the boat to work for TMO RSRD campaign.Set it up so gun load outs is appropriate for time periods, upgrades etc as subs do in campaign. Surface radar, get some crew topside when not at GQ, two gunners slots for the 40 MM. Perhaps have deck watch and gunners in helmets and kapoks(if there is a model for kapok) when at GQ. The searchlight could be replaced since we cant use it.

Since Pt's usually operated in pairs and groups in some cases, having AI torpedoes work on them is needed. I already changed up the .eqp file on the AI elco to have twin 20 MM guns and later 40 mm.


I was thinking I would include this in my upgrade but decided it'll be best do it seperately since to make a decent PT mod, will have to change some things moving away from sub warfare. I'm in final stages of first release now. Going to fix a few things, then take a break, do some work on PT mod and actually play some patrols.

Huge part of the PT mod, the traffic is there, ill add some more small traffic, esp once the daihatsu LC is available.

PT mod is going to be a lot of fun.

Here is a mod for surface vessels torpedoes for PT's, DD etc. http://www.subsim.com/radioroom/show...19#post2504619



Update: Found myself awake early and morning run ruined by rain so fooled around with PT mod a bit. Testing to see which sensors settings etc work best for the mod. Also edited the .zon file, its armor level was set to 100, it was not vulnerable to enemy fire I found. I am going to need to edit the file for enemy guns, esp the autos like 25 MM, been wanting to anyways, they are way too effective.

Something is up with the damage system on PT. While testing I was hit by my own Mark 9 torpedo(set shallow and ran over it, stopped it slammed into my stern lol) and while it caused fire and damage and PT to sink soon after, the damage control system showed minor hull damage but no equipment damage etc.

I'm still getting a CTD when I try to start a career at Brisbane, not sure what am doing wrong. lol but it does work out of Manila in Dec 1941. I have updated the roster to include all Motor Torpedo Boat Squadron 3's boats that defended Luzon in 1941/42 with proper DOD dates. Also included PT-103-110 which join in mid 42, the 109 is removed from roster on Aug 2 1943 per history.. Will add others are campaign comes together.

Last edited by Bubblehead1980; 08-04-17 at 06:26 AM.
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