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#1 |
Ace of the Deep
![]() Join Date: Mar 2007
Location: Cambridgeshire - UK
Posts: 1,128
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I was just play TM1.4 and I was wondering if the DC's have been toned down? They still seem a tad too powerful, much more than SHIII.
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![]() _______________________________________________ System Spec: Intel Core 2 Duo 2.4Ghz | 4Gb Corsair XMS2 Dominator DDR2 PC-2 6400 RAM | XFX GeForce 8800GTS 640mb PCI-E | Creative X-fi sound card | 250Gb HDD | Rest In Peace Dave, you will be missed. |
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#2 |
Rear Admiral
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They have max radius of 15 (default is 40), and a depth percision of 18 (default is 5). Not too disimilar from Sh3 mods.
So yeah theyve been toned down. I upped explosion range so you'll feel the boat shake more when they're close, but that doesn't increase their damage, only the force/magnitude of the shockwave that rocks the boat. What your probably REALLY seeing, is how much more accurate the DD's are in placing those ashcans in Tmaru. In terms of Evasion, ive sort of taken a NYGM approach. In otherwords, if your creeping along, thinking that klingon cloaking device will save you, and not doing any evasive manuevering, your going to catch one. |
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#3 |
Ace of the Deep
![]() Join Date: Mar 2007
Location: Cambridgeshire - UK
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The annoying thing was I was bellow a thermal layer at 1knt silent running, no active sonar either just BANG "diesels destroyed", "we have heavy flooding sir!" = blow ballast and dead.
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![]() _______________________________________________ System Spec: Intel Core 2 Duo 2.4Ghz | 4Gb Corsair XMS2 Dominator DDR2 PC-2 6400 RAM | XFX GeForce 8800GTS 640mb PCI-E | Creative X-fi sound card | 250Gb HDD | Rest In Peace Dave, you will be missed. |
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#4 |
Rear Admiral
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What year, and what was the weather conditions?
edit: Just FYI, a thermal layer is not like a thermal layer in SH3 via SH3 commander. A thermal layer in SH3 , was really just a sensor modification that cut the maximum depth a sensor could detect anything at a random depth. Sometimes 160, sometimes 230. After that point, the game was blind. A thermal layer in SH4, is a SIGNAL STRENGTH REDUCTION. They can still hear or ping, but the strength of the contact will be lessened. |
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#5 |
Helmsman
![]() Join Date: Jan 2002
Location: Tombstone AZ
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I'm having a different experience with TM 1.4. that I find frustrating...I'm under the thermal layer- they stopped dropping charges....sound man is reporting warship bearing 010..moving away...
They keep moving away...there's no charges dropped-I'm above crush depth..and out of nowhere...pressure hull damamged, periscope destroyed. diesel damamged,etc,etc,etc. Seems like it happens everytime I dive-whether they're finding me or not?
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[SIGPIC][/SIGPIC]"We build them well in Germany....eh Heinie?" |
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#6 |
Ace of the Deep
![]() Join Date: Mar 2007
Location: Cambridgeshire - UK
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41, but the sea state was pretty calm, I'm still getting used to the different measurements. Used to reading metres from my many moons playing SHIII. Was really miffed about getting killed, had a 16000 tonne carrier and two 9k tonne passenger liners sunk!
Going a bit O/T here, but can someone instruct me on the ways of calculating speed/AOB please?
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![]() _______________________________________________ System Spec: Intel Core 2 Duo 2.4Ghz | 4Gb Corsair XMS2 Dominator DDR2 PC-2 6400 RAM | XFX GeForce 8800GTS 640mb PCI-E | Creative X-fi sound card | 250Gb HDD | Rest In Peace Dave, you will be missed. |
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#7 |
Rear Admiral
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Im still fine tuning the AI. (that is to say, its the accuracy of the DD's , and not so much the DC's) The mod isnt meant to be easy, but i dont want it momumentally difficult either. Im aiming for just "hard". Newer players to submarine simulations will be put off by Tmaru, because it really demands alot of knowledge on the part of the player.
As for measurments, yeah it takes some getting used to if your used to JUST metric. If you use a hodgpodge of the two (like we do in the US, and dont ask me why i really dont know why we do it, were just weird that way), its not so bad. I really like depth measured in feet, but prefer visual distances in meters. I wish i could have both at once ![]() edit: speed. You can use the nomograph, or the 3 minute rule. Under the Imperial system, the time mark is 3 minutes instead of 3 mins and 15 seconds in metric. |
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#8 |
Loader
![]() Join Date: Sep 2007
Location: Canada
Posts: 89
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Can someone tell me why at 80m my pressure hull is breached by a single depth charge that is falling at LEAST 50m or more from the sub? Using TM 1.6.2 - 1000 pound charge of something? 8 partols, can't count how many aircraft i'd downed, junks, small ships, and even 4 DDs. Then sunk below the thermal layer after running silent, at 80 meters will one charge! And i saw the dam thing fall and explode from my OB scope. All this = blow tanks, surface, fire deck gun, leave sub, die.
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#9 | |
Navy Seal
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![]() Quote:
Unlike SH3 where you have god-like knowledge of your sub's status, SH4 is more realistic in that you do not know everything that is wrong. There are a couple of "cheater" programs, Damage Analyzer II comes to mind, that will analyse a save-game and reveal this hidden information.
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Sub Skipper's Bag of Tricks, Slightly Subnuclear Mk 14 & Cutie, Slightly Subnuclear Deck Gun, EZPlot 2.0, TMOPlot, TMOKeys, SH4CMS |
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#10 |
Loader
![]() Join Date: Sep 2007
Location: Canada
Posts: 89
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>> I was mad last night so you will have to disregard that last post. It was my 7th partol, just outside of turk. Late 1942. Samlon class. Seen by two subchasers, fired 4 eels, missed by a second. Dive the boat to at depth of 80m. ( I had taken no damage since the patrol had started, no contacts really even, one duel with a zero that i won without a bomb even hitting close ) So damage is out of the question. Subchaser starts a run, i'm well below the TL now, running silent. He starts charging at LEAST 200 m off the bow. I take a quick look in the OB scope to see if i can see anything at all, and i see a charge go off the forward bow, but it had to be at least 100 m away. 2 charges in total, one nothing, second all i can hear is we have heavy flooding. Pressure hull ripped open in at least 2 sections. I try to maintain depth and damage control for about 5 min, its a losing battle so i blow the main tanks and take her up. Seeing as there is no abandon ship option, i fire a few rounds from the deck gun in anger and then thats it...
I was killed by fire on the surface in answer to your question, but, why are the charges so powerful in SH4. I'm a GWX vet. SH4 is eazy vs. GWX, this is the first real time i took damage, and the last one. Also i am using TM 1.6.2. Any ideas so is this just SH4? |
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#11 |
The Old Man
![]() Join Date: Apr 2006
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I agree with rockin responding to the posts why I die with one hit or no hits and not at crush depth. Remember any engagement might produce hull damage you are completely unaware of. A depth excursion of only 1 ft below what your damaged sub can take will do you in. Those of you blowing ballast to save your boat- you know you can do that more than once right? With good crew and damage management, you can often buy yourself enough time to at least hold a shallow depth until it's safe to come up and run for port.
-Pv- |
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#12 |
Navy Seal
![]() Join Date: Mar 2007
Location: New Mexico, USA
Posts: 9,023
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Even stock DCs would do nothing at all at 100m. The range that they will shake your boat is only 50m, so if the boat shook, what you thought was at least 100m was actually under 50m.
I've been testing DCs a lot lately. Allowing, indeed encouraging them to attack me. I take no damage unless the ashcan is very close with TM values. Perhaps the 2d charge shacked you? The DCs in SH4 (presumably 3 s well?) have no collider, so they can actually pass inside your hull and explode (there is no hull to them). Perhaps that was the issue, damage has got to be bad when that happens. tater |
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