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Old 12-23-14, 02:42 PM   #1
suitednate
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Default Deadly accurate enemy aircraft attacks.........

In transit from the Samar area to the Luzon straights in late December '41. Broad daylight. Aircraft spotted dead ahead about 10,000 yards. See on map he is coming right toward me. His course was slightly off of "coming right towards me" but i knew he would see me if I didn't dive. I hit crash dive immediately. I took a quick look through the Binocs while diving and saw that it was either a Mavis or Emily flying boat. When i am at about 100 ft and going flank, I turn to port 45 degrees just in case he makes a guesstimate shot for my previous course.........another minute goes by and I am at about 150-170 ft running straight. All of a sudden BOOM BOOM and my aft torpedo room and engine room compartments are totally destroyed. flooding quickly.....try to blow ballast but it doesn't stop the sinking.....dead.

I have to ask, how in the world does this plane make an accurate depth charge run on me? This is not the first time a scenario like this has played out either. It's getting really frustrating and doesn't seem realistic. I know they can spot you at periscope depth but I had gone down twice that depth.

Input anyone?


Mod loadout:

RFB_2.0 (Real Fleet Boat)
RFB_2.0_Patch_23April2010
RSRDC_RFB_V575 (Run Silent Run Deep Campaign)
RSRDC_V5xx_Patch1
Improved Ship Physics 2.15

Last edited by suitednate; 12-23-14 at 02:53 PM.
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Old 12-23-14, 05:24 PM   #2
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luck.

Most of them miss. They also normally will turn to starboard or port before releasing the depth charge. This one got lucky and turned so that the depth charge went right at your bumm. It happens.

I do not stop diving until the needle is past the red or I'm 10 feet off the bottom.
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Old 12-23-14, 10:15 PM   #3
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All of a sudden BOOM BOOM and my aft torpedo room and engine room compartments are totally destroyed. flooding quickly.....try to blow ballast but it doesn't stop the sinking.....dead.

I have to ask, how in the world does this plane make an accurate depth charge run on me? This is not the first time a scenario like this has played out either. It's getting really frustrating and doesn't seem realistic. I know they can spot you at periscope depth but I had gone down twice that depth.

Input anyone?


I've had two careers terminated in this way; so you are not alone.

After the second time, and other close calls, I made alterations to the files in my game (via a mini-mod), and have used it.



CapnScurvy showed how to fix the issue in this post:

http://www.subsim.com/radioroom/showthread.php?t=183764

I haven't played very much since, but last time I had aircraft fly by, I was able to stay at p/d without being attacked. It took some time to get to this point, as I was strongly inclined to crash dive at the mere mention of aircraft.


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Old 12-24-14, 05:33 AM   #4
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I've had two careers terminated in this way; so you are not alone.

After the second time, and other close calls, I made alterations to the files in my game (via a mini-mod), and have used it.



CapnScurvy showed how to fix the issue in this post:

http://www.subsim.com/radioroom/showthread.php?t=183764

I haven't played very much since, but last time I had aircraft fly by, I was able to stay at p/d without being attacked. It took some time to get to this point, as I was strongly inclined to crash dive at the mere mention of aircraft.


Thank you very much!! I will check it out!!
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Old 12-24-14, 07:34 AM   #5
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Thank you very much!! I will check it out!!
Submarines at PD are often pretty easy to spot from the air in the clear waters of the Pacific. There's a pic soemwhere online of an LA class at PD - not hard to see at all. So if you are playing historically, PD shouldn't be considered safe under good visibility in the PTO. Doing so is a gamble.

Merry Christmas.
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Old 12-24-14, 05:19 PM   #6
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Submarines at PD are often pretty easy to spot from the air in the clear waters of the Pacific. There's a pic soemwhere online of an LA class at PD - not hard to see at all. So if you are playing historically, PD shouldn't be considered safe under good visibility in the PTO. Doing so is a gamble.

Merry Christmas.
Agreed, I knew that about PD but I was at 150 ft or so.
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Old 12-24-14, 05:41 PM   #7
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If you were spotted from a distance before you dove it will not make a difference ... they will strafe and depth charge you where they feel you may be.
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Old 12-25-14, 01:03 AM   #8
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Originally Posted by BigWalleye View Post
Submarines at PD are often pretty easy to spot from the air in the clear waters of the Pacific. There's a pic soemwhere online of an LA class at PD - not hard to see at all.
While it was certainly possible to spot a submerged submarine from the air, under favorable conditions, I don't think it was particularly likely. I remember Fluckey had a situation, where he was at p/d near a port/base, and a small aircraft flew over them at low altitude, and they were not spotted. I believe most skippers considered themselves reasonably safe at 90 ft.


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Old 12-29-14, 03:22 AM   #9
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Originally Posted by TorpX View Post
While it was certainly possible to spot a submerged submarine from the air, under favorable conditions, I don't think it was particularly likely. I remember Fluckey had a situation, where he was at p/d near a port/base, and a small aircraft flew over them at low altitude, and they were not spotted. I believe most skippers considered themselves reasonably safe at 90 ft.


I checked out that thread u mentioned and made the modifications but the same scenario still played out again. Dove and he wasn't even coming for me this time but then after a little while at 150 ft at 32x TC all of a sudden I get damage all over from a DC attack and sunk. Heavier seas too.
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Old 12-29-14, 11:04 AM   #10
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I checked out that thread u mentioned and made the modifications but the same scenario still played out again. Dove and he wasn't even coming for me this time but then after a little while at 150 ft at 32x TC all of a sudden I get damage all over from a DC attack and sunk. Heavier seas too.
TC=32 means that one minute of game time takes less than 2 seconds of real time. And in 10 seconds of real time, more than 5 minutes of game time have elapsed. How many passes could the plane make in 5 minutes? And how many depth charges could he drop? IMO, TC=32 is dangerously high in that situation. YMMV.
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Old 12-29-14, 01:31 PM   #11
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I had a hunch that RFB 2.0 had done some "tweaking" with the planes visuals and I'm right. LukeFF let the issue of planes "seeing" through water really get out of hand with this one. For my curiosity I followed up on what, if anything, RFB 2.0 may have done. Here's what I found.



This entry sets the "size" of an object seen by the sensor its linked to. In this case the Air2_Visual is what the RFB planes use. This -75.0 wouldn't mean anything unless you have a base number to compare it to. The stock parameter for this entry is 0.0. So, RFB 2.0 decided to make the size of an object seen really small. Which means it will see objects much easier than an 0.0 set entry.

Let's look at TMO 2.0 which has a known effect of having it's sub "seen" under water.




TMO 2.0 has this parameter set at only -2.2. Quite a difference from the -75.0 RFB entry. I suspect because of the chatter from TMO players this issue was changed with the TMO 2.1 patch. Here's the entry for it.




The entry is set back to stock again. So it looks like Duci heard some of your thoughts about having the sub seen through the water and did something about it. Good for him!

Now if he would only do something about the Hiryu having a 20 meter mast height?!

It seems as though there are more "air sensor" parameters for RFB than in stock or TMO. Do I switch all of them? Or just one? There's AirB, AirS, and Air2. Anyone know what the difference is?
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Old 12-30-14, 07:32 PM   #12
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Interesting about the change in the spotting code.
I lost 3 of my boats to "lucky" DC runs from planes. First one was in an S-Boat. I blame my watch crew for that SNAFU. Didn't spot the plane until he was about 8,000 ft away. Needless to say that I was hit with two charges before my conning tower was under.
The other two boats I lost were Porpoise class, and I could have sworn that there was an issue with my mod soup since I had been nailed with both of the charges at approx. 170ft.
The S-Boat incident was a sobering lesson to a skipper just out of submarine school!
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Old 12-31-14, 04:55 PM   #13
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It seems as though there are more "air sensor" parameters for RFB than in stock or TMO. Do I switch all of them? Or just one? There's AirB, AirS, and Air2. Anyone know what the difference is?
I couldn't remember what values I changed for my game, so checking the file, I saw I only changed the one shown. Thinking about it, I decided to change all the Air sensors as to 0. I assume that they are associated with different models of aircraft, but don't really know. Maybe someone around here can say for sure.


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Old 12-31-14, 07:06 PM   #14
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Originally Posted by TorpX View Post
I couldn't remember what values I changed for my game, so checking the file, I saw I only changed the one shown. Thinking about it, I decided to change all the Air sensors as to 0. I assume that they are associated with different models of aircraft, but don't really know. Maybe someone around here can say for sure.


I just went ahead and changed all of them to 0 as well. We'll see how it goes. I was thinking about doing a "-1" value or something because I think it should be at least possible for them to spot you while submerged shallow.
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Old 01-01-15, 11:58 AM   #15
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It seems as though there are more "air sensor" parameters for RFB than in stock or TMO. Do I switch all of them? Or just one? There's AirB, AirS, and Air2. Anyone know what the difference is?
Yes.

You'll find the difference's are in which aircraft uses the specific type of visual parameters (Air2, AirB, AirS). Look in the specific aircraft .sns (sensor) file found in the Data/Air folders for each plane. The file is open able with Notepad. Specific aircraft use the different types of visual types. The RFB Kate and Val planes use Air2. The Betty, and the H6K/H8K search planes use AirB. The Zero uses AirS. These are specific to RFB, where TMO calls them something else (I don't remember for sure, but I think TMO has even more types than RFB). The stock game uses just one generic set of visual parameters for everything.....AI planes, ships, the whole kit-and-caboodle.

Why would one set of eye's be different for one type of plane over another?! Beat's me......sometimes modder's get carried away with their playing around with the game!

You guys found posts from me that I've long forgotten about!
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