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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#136 | |
Watch
![]() Join Date: Sep 2002
Posts: 16
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Just my humble opinion. I'll play TM no matter what! Chris P. |
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#137 |
Navy Seal
![]() Join Date: Mar 2007
Location: New Mexico, USA
Posts: 9,023
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The tails aren't quite as important with zig-zagging since tany contact report is the instantaneous heading not the base course.
I considered working out possible contact report timings so that the ship would always be on a base heading when a contact report happened, but that turned out to be a nightmare given I like alternate paths for many. I have some other ideas, however. tater |
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#138 | ||||
Navy Seal
![]() Join Date: Mar 2007
Location: New Mexico, USA
Posts: 9,023
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Quote:
http://www.combinedfleet.com/kagero_n.htm Quote:
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tater |
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#139 | |||||
Gunner
![]() Join Date: May 2007
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Well ok, when were they refitted with these weapons?
I found this, apparently the only ship that was launched with DC throwers, was http://www.avalanchepress.com/Shimakaze.php It only carried 18 DCs however. I am inclined to believe that these weapons were non existent at the start of the war, and rare towards the end, as you found only 3 classes that had throwers. Quote:
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#140 |
Navy Seal
![]() Join Date: Mar 2007
Location: New Mexico, USA
Posts: 9,023
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They became standard in refits, more likely.
The IJN DDs were almost identical in many classes. Kagero (the largest class) was an improved asashio, and so forth, they were evolutionary improvements on the nearly identical DD that came before them. The fact that combined fleet only has detailed information on some of the DDs explains limited data here. People often mistake problems in ASW doctrine with the ASW capability of individual platforms. The IJN had capable platforms, even if their doctrine for their strategic use was poor. tater |
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#141 |
Navy Seal
![]() Join Date: Mar 2007
Location: New Mexico, USA
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http://www.combinedfleet.com/CH-13_c.htm
subchasers from 1940 had throwers. In 1943 Kaiboukans got 6xthrowers. Here is a 3d of their Y thrower: http://www.ijn.dreamhost.com/Anti-su...hrower%20a.htm ![]() When it's mentioned at all, it looks like 1943 was a big year for ASW refits. So I'd tend to think that starting in 43 you'd see Y racks added to escorts. Have to look at the eqp files and see (course I have found the eqps suggest stuff the ships can't actually carry :/ tater |
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#142 |
Weps
![]() Join Date: Jul 2007
Location: Bentonville, AR
Posts: 367
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I know this is a "change".
- No more empty planesman positions. Didn't you think it odd that only one planesman was at station all the time unless battlestaions was sounded? but I am still getting only one planesman on station. Bug maybe? USS Spearfish
__________________
TM2(SS) USS Asheville - Plankowner, Shellback, "Order of the Ditch" http://ths-i.com/ |
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#143 |
Commodore
![]() Join Date: Jul 2006
Posts: 625
Downloads: 5
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to be honest i havent read all of it.
Just one think that i dont like about tm and would like to point out and maybe i have a solution. Well i dont want to be offensive but the tm radar is quite unrealistic. Historicaly SJ was capable to catch just planes and SD just ships (you couldnt see planes on PPI) and SD was available from august 42 ( not from the start ). Im not sure maybe its your way to get around the radar contact spam nearby friendly bases and the inability to turn SD off decimus? I fix it for myself by just removing the men from the conning tower when i get spammed to much. When the radar is not manned there is no contact reports. That gives me the ability to pass nearby ports without being dropped out of time compression. One shouldnt forget to put them back of course. When crews efficitivity dropps to 0 they also dont report contacts so maybe thats an idea... |
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#144 |
Rear Admiral
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WernerSobe, a bit behind the times?
![]() yes my radar "fix" was unrealistic, it was a workaround to an annoying problem, and i havent touched the radar since patch 1.3, with no intention too. Its working as intended with no "fixes" or workarounds required. edit: Ahh i see your point of contention, i have out of date info on my orginal post. Ill change it when i get home from work. Last edited by Ducimus; 07-24-07 at 06:33 PM. |
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#145 |
Ocean Warrior
![]() Join Date: Mar 2005
Location: Georgia, USA
Posts: 2,674
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TM 1.4 is truly outstanding! Many thanks.
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#146 | |
Rear Admiral
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Just a big FYI, a part on the first post says this:
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#147 |
Stowaway
Posts: n/a
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file format
How do I unpack the files? This is my first mode download, I have downloaded JSGME, but i do not recognise the file format.
Many thanks |
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#148 | ||
Commodore
![]() Join Date: Jul 2006
Posts: 625
Downloads: 5
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#149 |
Nub
![]() Join Date: May 2007
Posts: 2
Downloads: 6
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Hallo be in a tight spot from mode Trigger_Maru_1 4 malfunction radars. Played am school firing torpedo, strain am on radar start him and radar only blink and nothing it is possible it somehow repair thanks.
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#150 |
Rear Admiral
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Radar does not always work in submarine school. Works fine everywhere else. Don't ask me, why, thats just how it behaves.
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