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Old 03-12-21, 07:40 AM   #1
mikesn9
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Default 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
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Old 03-12-21, 09:28 AM   #2
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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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Old 03-12-21, 10:52 AM   #3
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Originally Posted by Moonlight View Post
Semicolon key, ";" the one to the right of the "L" key, if that doesn't work there's something wrong with your game.

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?
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Old 03-12-21, 11:23 AM   #4
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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... 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...
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Old 03-12-21, 12:07 PM   #5
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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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Old 03-12-21, 12:29 PM   #6
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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... - they do seem to assist in getting me sunk sooner...
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Old 03-12-21, 12:30 PM   #7
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Quote:
Originally Posted by Moonlight View Post
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?.
THAT is a very good question because there are a few different generations of decoys defined.

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.


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Old 03-12-21, 03:16 PM   #8
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Quote:
Originally Posted by propbeanie View Post
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... - they do seem to assist in getting me sunk sooner...
If I recall correctly, objectively.. after launching, you want to radically change course & depth... if at all possible, go deeper... & of course quickly & quietly as is possible... I'd say go balls out emergency ahead, to get the ball rolling on course change & once you got signs of that happening then go all quiet & start the dive... of course, that is supposition on My part.. haven't had to try & use them... YET.. being the operative word.

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.

Just please... don't shoot the messenger (namely Me )

M. M.

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Old 03-13-21, 07:44 AM   #9
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Quote:
Originally Posted by Mad Mardigan View Post
If I recall correctly, objectively.. after launching, you want to radically change course & depth... if at all possible, go deeper... & of course quickly & quietly as is possible... I'd say go balls out emergency ahead, to get the ball rolling on course change & once you got signs of that happening then go all quiet & start the dive... of course, that is supposition on My part.. haven't had to try & use them... YET.. being the operative word.

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.

Just please... don't shoot the messenger (namely Me )

M. M.


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.
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Old 03-13-21, 01:03 PM   #10
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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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Old 03-13-21, 04:12 PM   #11
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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.
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Old 03-13-21, 05:29 PM   #12
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Quote:
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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.
i thought Decoys was in the Library\USSubparts but now it is not there.
i have to find it now.
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Last edited by KaleunMarco; 03-13-21 at 06:06 PM.
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Old 05-03-21, 11:42 AM   #13
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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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Old 05-03-21, 12:16 PM   #14
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Quote:
Originally Posted by Arlo View Post
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.
US submarines did have later in war. Germans called them "BOLD", Allies called them SBT(Submarine Bubble Target). I'll have to search my plethora of saved sites, books etc for sources but from what I recall, US began implementing them into the newer Balao boats in mid late 44, Tench class of course. Retrofitted to some of the older Balao/Gato classes. Would not describe them as standard equipment at the time, but would become so, war ended first.

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.
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Old 05-03-21, 12:56 PM   #15
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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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