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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#496 |
Gunner
![]() Join Date: Jul 2007
Posts: 95
Downloads: 31
Uploads: 0
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Data/Cfg, its the file named commands.cfg
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#497 |
Wild Night in Bangkok
![]() Join Date: Mar 2006
Location: San Diego, CA
Posts: 179
Downloads: 0
Uploads: 0
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Once again, thank you good sir!
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#498 | |
Weps
![]() Join Date: Apr 2005
Location: Illinois
Posts: 366
Downloads: 176
Uploads: 5
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neilbyrne, thanks for the input and the professional background information. Your comments reflect what I have learned from reading first hand accounts by sub commanders of the war like O'Kayne. It was quite illuminating the cavalier way that escort vessels were viewed as inconveniences more than threats so long as their position was known and reasonable care exercised. Same for aircraft- they were threats to the careless or unwary but not so much to an alert sub w/ an experienced crew with some water between the keel and the bottom.
![]() Some of the escorts, and certainly some of the planes and even merchants in SH4 appear to have an uncanny ability to detect what they should not. Escorts were much better equipped to handle ASW when doing so as a group, and even then their task was more one to disuade the submarine or prevent the attack by forcing the sub to evade than to actually sink it. Still, the US sub force lost a large number of boats so the IJN did something right and they did have some savvy commanders to press things. Certainly not to speak for him, but I think that Ducimus treads a fine line and realism shares the stage with game play and enjoyment... and that means the threat of detection and the consequences of same. Although I do agree that being detected at ranges and speed / depths that defy logic makes it more difficult to plan and execute an attack at times. Quote:
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![]() My Game starts with GFO - Keepin' it real as it needs to be! Last edited by JoeCorrado; 06-10-08 at 08:56 PM. |
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#499 |
Rear Admiral
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I just wanted to pop in and say thank you all for your input. Any questions im not fielding right now, as i insist that i take a break. If i could hang a sign on "the door", it would read, "On vacation", or "On leave", hell, im *almost* to the point of "FIGMO".
At any rate, i just wanted to say that im not ignoring anyone, its just that i need to take a break. Ive been working on this mod for sometime, and have spent untold amounts of midnight oil on it. Right now is a good stopping point to kick my feet up on the desk and take breather. And that's what i intend to do! (right now i got myself engrossed in another game that is most defiantly taking my mind off of modding) I'll be around later on. Probably in a week or three. edit: Updated orginal post to reflect publish of the latest version while subsim was down. |
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#500 |
Bosun
![]() Join Date: Jul 2007
Location: Germany
Posts: 67
Downloads: 61
Uploads: 0
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Ducimus, i really love the TMO, so take a break and enjoy it. You brought the Narwhal to the game which i know since "Silent Service" (for the young folks: my first subsim on the famous Amiga 500
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#501 |
Watch Officer
![]() Join Date: May 2005
Posts: 335
Downloads: 52
Uploads: 0
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Enjoy your shore leave, Ducimus. And thanks again for all your efforts.
.
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The day publishers figured out that they could sell flashy first person shooters to teenagers in numbers greater than sand on a beach was the day that quality simulations died. --Col. Tibbets UBI SHIV Forums I guess they should have made SH4 an open boat where we run around inside and shoot each other a 1000 times. They seem to handle those games with numerous patches. --Longam UBI SHIV Forums A sad day has dawned... |
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#502 | |
Planesman
![]() Join Date: Apr 2007
Location: Connecticut, USA
Posts: 180
Downloads: 100
Uploads: 0
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A great source for historical information about the Submarine Fire Control Plots (and there was more than one) used by Fleet boats is in chapter five of the Submarine Torpedo Fire Control Manual here: http://hnsa.org/doc/attack/index.htm#platevii It has several examples including the one seen by clicking the link.
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Good ideas are not adopted automatically. They must be driven into practice with courageous patience. Admiral Hyman Rickover (1900 - 1986) ![]() Last edited by Nuc; 06-11-08 at 04:19 PM. |
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#503 |
Torpedoman
![]() Join Date: Aug 2005
Location: San Diego
Posts: 118
Downloads: 31
Uploads: 0
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Joe,
I agree with your post. My intent was to heap praise on Ducimus while offering a few suggestions with supporting background and trying to find out what the sim/cfg values actually meant in the way of detection ranges. I hope he enjoys his time off; he has more than earned it. The IJN’s ASW record was, to me, no better than mediocre. We lost 52 subs in the Pacific war, a couple of those not to IJN ASW efforts, but to bad torpedoes, grounding, etc. The IJN sank about 20% of the USN’s engaged force of submarines and killed one in seven US submariners. This was bad enough to make being a submariner the most dangerous thing an American could do in WWII. Second was being air crew in an 8th AF heavy bomber, one in ten died. In the infantry, the fatality rate was around 1%. Contrast this to the Atlantic theater where the allies sank 785 German U-boats and killed five in six German submariners making that, so far as I know, the most dangerous thing anyone could do in WWII. Of the 785, US forces sank only 129. The British RN and what was the world’s third largest navy on VJ-day, the Royal Canadian Navy sank the rest. Clearly there were many reasons for the allied victory in the Atlantic. My two favorites are Ultra and the enormous allied ship building capability. Just two examples, in March ’42, the navy let a contract to Kaiser Steel to build fifty CASABLANCA Class CVEs and took possession of #50 a year later. We once built a Liberty ship as a war bond stunt in 96 hours from the keel to the whistle. You are absolutely correct about the escort mission. The mission is to get your charges safely across the finish line. If submarines are coincidently sunk, that’s terrific, but the overriding mission is to be a good shepherd, get the sheep home. Once the allies had the escorts to accomplish this reliably, they went on the offensive and formed hunter killer groups (HUK) centered on CVEs. The HUK mission was to come to the aid of beleaguered convoys and when free of that, to hunt down and kill U-boats based on datums received from HF/DF and Ultra. The IJN never had the surplus CVEs or escorts to engage in this tactic. The reason I classed the IJN’s ASW as mediocre was not that they didn’t have effective and well trained folks. They did. The problem was that their inter-war ship building program encumbered them with a force structure that was unsuited to what developed into a massive convoy escort ASW mission. This, by the way, was the exact same mistake that the USN and RN inter-war construction programs made, but the allies’ wartime shipbuilding programs were robust enough to bail them out of their errors. The IJN’s escort shortage became so acute that it was noticeable in USN patrol reports toward the second half of ’44. SUBPAC jumped on this and changed the target priority list for, as I remember, one patrol cycle. Escorts were moved way up the food chain, only subordinate to capital ships (CV/BBs) and tankers. One result, USS HARDER torpedoed and sank three IJN escorts and crippled two others in less than a week in October ’44.
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Cordially, Neil CAPT USN (Ret.) |
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#504 | |
Samurai Navy
![]() Join Date: Oct 2006
Location: Salamis Base
Posts: 567
Downloads: 229
Uploads: 0
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HS TOMPAZIS (D-215) (Gearing-FRAM I) - rest in peace in 1997 in a very good condition, sailing in 9 beaufort seas until the last moment, carrying plus eight HARPOON missiles!
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![]() Last edited by geosub1978; 06-11-08 at 03:09 PM. |
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#505 |
Torpedoman
![]() Join Date: Aug 2005
Location: San Diego
Posts: 118
Downloads: 31
Uploads: 0
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I remember the Hellenic Navy and Athens fondly. I was Ops officer in USS SAMPSON (DDG_10) when she was flagship of Destroyer Squadron 12 home ported in Athens, Greece; in Elefsis actually('73-'75). A bunch of us had "snake ranches" (bachelor apts) in Paleon Faleron.
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Cordially, Neil CAPT USN (Ret.) |
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#506 |
Torpedoman
![]() Join Date: Aug 2005
Location: San Diego
Posts: 118
Downloads: 31
Uploads: 0
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Am I correct that I just put 1.5.2 into JSGME and install over top of 1.5?
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Cordially, Neil CAPT USN (Ret.) |
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#507 |
Grey Wolf
![]() Join Date: Apr 2005
Location: UK
Posts: 908
Downloads: 673
Uploads: 0
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Hiya,
Your best off disabling the TM that's in JSGME don't overwrite the old one Then add new TMO in then enable it Start new campaign ![]() Ciao Def |
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#508 | |
Rear Admiral
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![]() Quote:
![]() Anyway, i do however have a basic understanding of active and passive sonar. Learned by neccessity from tinkering with and playing submarine sim's for a number of years. First i must laydown my intent when i make changes. I do, as some else stated, walk the tightrope between "game" and "simulation". It sum, its just my personal beleif that attacking convoys with near impunity makes very dull after awhile. To me, part of the submarine sim experience is getting depth charged. Without upping the AI detections from stock, more often then not, this is an experience that is very rarely seen, or at the least, very brief. Which in the end, makes things dissappointing to me. When i increased the AI, i had one thing in mind. "Better then stock, but less effective the allies ASW effort in the atlantic". I beleive that passive and active sonar in TM, is *JUST* below "atlantic level difficulty". At the most, its probably equal to allied early war ASW (circa 42, aka 'uboat happy time') Now the thing about the AI in general, is you can only get it to do something, by increasing the stimulius it gets from its sensors. Otherwise it doesnt do much. How detection works, is rather mechanical in nature. For instance, silent running, is a boolean flag. Its either on, or off, no in between. If your within 2000 to 3000 yards (maybe even farther) to a unit equiped with hydrophones, without silent running on, chances are he will detect you. Active sonar detection is also sort of mechanic. Typically the AI won't ping unless your a.) giviing him a large surface area to ping off of (ie broadside to him) b.) In his active sonar cone (ranges vary from 1200 meters for early war and i think 1900 or 2000 meters for late war, all active sonar have a downward angle of 112 degrees modded, stock is 100, by way of comprision allies has a 140 to 150ish downward angle on their active sonar beams) c.) Doing A and B for X amount of time. At any rate the point here is that to get the AI to behave at a desired intelligence level, all a modder can do is increase its sensors, in order to illiciet a response. Its a very hard thing to balance and takes alot of time to get it just right. The biggest problem here is that once you understand how AI detection routiines work, it often doesn't matter how sensitive you make the active or passive sonars for the simple reason that one learns how to work around or exploit their shortcomings. To the new player, the AI seems incredibly hard. To the "experienced" player, not hard enough. |
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#509 |
Captain
![]() Join Date: Jan 2002
Location: Costa Rica
Posts: 527
Downloads: 145
Uploads: 0
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Ducimus, go see the sun, have a beer, watch a game... even just play a game.
we will be here... and waiting for whatever you invent or change.... so now everyone, download 152 and keep still while the man charges his batteries you are welcome in Costa Rica if you feel the need to run south of the border.
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Pacific Thunder Campaing VIII-Retired www.subsowespac.org "Left on their own, engineers can be dangerous" |
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#510 |
Torpedoman
![]() Join Date: Aug 2005
Location: San Diego
Posts: 118
Downloads: 31
Uploads: 0
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Ducimus, thanks; I did not mean to get you off R&R or detract in any way from the great work that you've done on TMO. I'm surprised you were never in the navy given how accurate and immersive an atmosphere you created. A friend of mine, also retired USN, and I have been playing together and we just have a great time going to sea without all the BS. Thanks again. NB
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Cordially, Neil CAPT USN (Ret.) |
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