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Old 07-24-07, 08:28 AM   #136
chrisp
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Quote:
Originally Posted by TDK1044
Tails on ships? The game gives you the compass heading of the convoy. What more do you need? As for all the contacts being gray...I like that. You should always visually identify a target anyway. TM 1.4 plus the instruments mod and the ocean waves mod makes this a very exciting prospect.
Myself, I don't mind the contacts being gray, but I'd druther the conact lines for warships remain blue. Makes evasion easier. I mean, your sound man can tell the difference, so why not display it on the map. The bearing lines aren't "real" anyway -- they're a game thing.

Just my humble opinion. I'll play TM no matter what!

Chris P.
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Old 07-24-07, 08:34 AM   #137
tater
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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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Old 07-24-07, 08:41 AM   #138
tater
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Quote:
Originally Posted by Palidian
Well that is the first source that I have found that claims that the Japanese has a DC thrower.

The mod, real fleet boat, and actual reality are not synonymous.


If you do not want to discuss the issues with your mod, why do you bother posting?
http://www.combinedfleet.com/asashi_n.htm
Quote:
Though initially inadequately armed against submarines and aircraft, the ASASHIO class was later fitted with four depth charge throwers to help counter the former (36 depth charges then being carried) and from fourteen to twenty-eight 25 mm. machine guns for use against the latter.

http://www.combinedfleet.com/kagero_n.htm
Quote:
As in many other classes, depth charge stowage was increased to 36 and four throwers were added.
http://www.combinedfleet.com/akizuk_n.htm
Quote:
Armament: ; 6 depth charge
throwers
; 72 depth charges
A couple seconds at combinedfleet.com

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Old 07-24-07, 09:03 AM   #139
Palidian
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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:
Originally Posted by tater
Quote:
Originally Posted by Palidian
Well that is the first source that I have found that claims that the Japanese has a DC thrower.

The mod, real fleet boat, and actual reality are not synonymous.


If you do not want to discuss the issues with your mod, why do you bother posting?
http://www.combinedfleet.com/asashi_n.htm
Quote:
Though initially inadequately armed against submarines and aircraft, the ASASHIO class was later fitted with four depth charge throwers to help counter the former (36 depth charges then being carried) and from fourteen to twenty-eight 25 mm. machine guns for use against the latter.
http://www.combinedfleet.com/kagero_n.htm
Quote:
As in many other classes, depth charge stowage was increased to 36 and four throwers were added.
http://www.combinedfleet.com/akizuk_n.htm
Quote:
Armament: ; 6 depth charge
throwers
; 72 depth charges
A couple seconds at combinedfleet.com

tater
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Old 07-24-07, 09:19 AM   #140
tater
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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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Old 07-24-07, 09:24 AM   #141
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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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Old 07-24-07, 05:40 PM   #142
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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?

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Old 07-24-07, 06:06 PM   #143
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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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Old 07-24-07, 06:09 PM   #144
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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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Old 07-24-07, 06:59 PM   #145
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TM 1.4 is truly outstanding! Many thanks.
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Old 07-24-07, 07:03 PM   #146
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Just a big FYI, a part on the first post says this:

Quote:
workaround for radar plane detection has been introduced. SD radar has been alterd so it longer detect anything, (although you can still equip it), SJ radar now detects both planes and ships and is available at the start of the war.
This is incorrect, it is old info that i forgot to remove, it does not reflect radar in TMaru 1.4. Radar is untouched by TMaru in any way, shape or form since patch 1.3.
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Old 07-24-07, 07:58 PM   #147
simonb1612
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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
 
Old 07-24-07, 08:40 PM   #148
WernerSobe
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Quote:
Originally Posted by Ducimus
Just a big FYI, a part on the first post says this:

Quote:
workaround for radar plane detection has been introduced. SD radar has been alterd so it longer detect anything, (although you can still equip it), SJ radar now detects both planes and ships and is available at the start of the war.
This is incorrect, it is old info that i forgot to remove, it does not reflect radar in TMaru 1.4. Radar is untouched by TMaru in any way, shape or form since patch 1.3.
thanks for info
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Old 07-24-07, 10:29 PM   #149
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Default Radar problem in mod Trigger Maru

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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Old 07-24-07, 11:03 PM   #150
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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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