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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#526 | |
Admiral
![]() Join Date: Nov 2004
Location: Silver Spring, MD, USA (but still a Yorkshireman at heart - tha can allus tell a Yorkshireman...)
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"More mysterious. Yeah. I'll just try to think, 'Where the hell's the whiskey?'" - Bob Harris, Lost in Translation. "Anyrooad up, ah'll si thi" - Missen. |
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#527 |
The Old Man
![]() Join Date: Apr 2005
Posts: 1,336
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@Beery - thanks for your lengthy and thoughtful reply - I don't have any real issue with your research or your implementation of the concepts of ROF or not being able to sink a 7,000 ton freighter outright with the deck gun - as I said, I didn't really expect to sink her, but I still have to wonder how a ship like that could absorb so many hits and not have her engines disabled. I just wouldn't have thought those engines would be quite that indestructible.
Is there any way to play around with the damage model of the ships so they don't sink too easily but they do suffer some systems/engine damage? I wasn't worried so much about the lack of "visible" damage textures, but rather the absence of any apparent effects of having been damaged (e.g., speed and/or maneuverability/control loss). Given the trouble I was having hitting it with my torpedoes, I was just hoping/expecting to be able to slow or stop her with the gun and allow myself a better chance to finish her off with a torp or two. But instead she just kept sailing on completely unscathed. Still seems weird. I could even live with missing with all 20 torps, since they were early war Type 14s and even that total a failure rate wasn't unheard of at the time. I assume that sort of thing would even out over time and I would eventually hit something, and I don't mind coming back from patrol with little or no tonnage if the experience of the journey has been realistic and immersive. But, as I said, it's just a little hard to take the realistic frustrations of the (modded) game in stride when after you do finally find a target it turns out to be some goofy stalled out convoy or industructible uber-freighter, especially when that starts to happen a lot. Just venting - it's not like it's gonna stop me from loading up RFB 1.27 and trying again - keep up the great work ![]() PS - I appreciate your putting the less essential functions on the buttons that get cut off at 1024x768, 'cause my game just runs and looks better at that resolution than it does on the higher ones and all my custom interface tweaks are designed to work at that resolution, so I'd hate to lose any essential function buttons by having them cut off like that.
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#528 | ||
Grey Wolf
![]() Join Date: Mar 2005
Location: St. Louis, MO, USA
Posts: 772
Downloads: 13
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#529 |
Samurai Navy
![]() Join Date: Dec 2006
Location: Munich
Posts: 562
Downloads: 71
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PPI radar: Surface only
SD radar: Air only In addition, the early SD radar was undirectional and could only indicate range to a contact, not bearing. Aside from fixing the "southern hemisphere" bug, is it that what Redwine was able to achieve with his mod? |
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#530 | |
Grey Wolf
![]() Join Date: Mar 2005
Location: St. Louis, MO, USA
Posts: 772
Downloads: 13
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![]() Just had one of those patrols you go over in your mind as you are trying to go to sleep (I can't be the only one ![]() I get a new assignment to patrol the Carolines. I head there and run into more planes, not a single sniff of a ship anywhere. Everyone must be in the Solomons. At least Jack Benny on the radio is keeping me company ![]() I absolutely nail the TDC solution. The PK and his acutal position are exact matches. Now it's time to fire some fish and try and restrain myself from cursing at the results. I launch 5 bow tubes from roughly 800 yards. First one veers off (I know it veered off because it also exploded prematurely way off target), 2nd one I'm told is a dud, 3rd hits under the funnel ![]() Target slows to 1 knot or less. I swing around and launch 2 stern tubes. 1st one I set for 28 feet hoping for a magnetic detonation (yeah, fat chance), 2nd one is set for contact at 10 foot depth. Torpedo number one actually works ![]() After another couple of visits from the jap air force and a damaged deck and AA gun, I decide riding at 150 feet during the day on the trip back won't hurt my pride. I make it back to Pearl on fumes. I had a blast even though I only saw one enemy ship the whole patrol. |
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#531 | |
Ensign
![]() Join Date: Apr 2005
Location: Poland
Posts: 226
Downloads: 138
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[Cmd484] Name=Hydrophone_normal_sweep Ctxt=1 MnID=0x3F270002 Str=2885 Key0=0x48,s,"Shift+H" I use a Shift+H |
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#532 | |
Admiral
![]() Join Date: Nov 2004
Location: Silver Spring, MD, USA (but still a Yorkshireman at heart - tha can allus tell a Yorkshireman...)
Posts: 2,497
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One of the examples I gave above - I think it was Topp's 10,000 ton freighter - returned to port after having 120 shells pumped into her and she reported 'minor' damage. Basically, with larger ships gunfire is usually only a minor inconvenience. Having said that, it should be possible, on occasion, to hit those vital points. But I can't be sure if RFB permits that. All I can do is approximate the general effectiveness of shells and hope the details of shell damage stay within realistic bounds. When I reduced the guns' effectiveness they stopped making the holes in the hulls that they made before, so it's possible that critical damage was also affected, but testing for it is virtually impossible (as it's so rare to hit those points anyway). It may also be possible that in SH4 gunfire was never able to critically damage a ship. I'm not sure. Thanks for the appreciative comments. I don't mind people bringing up these subjects at all. I only mind when people call my figures BS or use similarly dismissive language, especially when they have no other argument but name-calling, but you haven't done that. Criticism is a good thing and people should be questioning and finding out more - apart from anything else there's a lot of Hollywood gobbledegook floating around that has to be combatted and the more we critically examine these subjects the more we learn. I'm learning too - sometimes I'll plug in a figure or remove a feature based on what I think I've learned and the next day I find out that what I learned was wrong - that happened yesterday with the 'deploy decoys' issue. For over a month I saw people saying that decoys weren't used on WWII US subs, so I removed the button that deployed them. The day after I did that I found out that at least some US subs DID use decoys, LOL.
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"More mysterious. Yeah. I'll just try to think, 'Where the hell's the whiskey?'" - Bob Harris, Lost in Translation. "Anyrooad up, ah'll si thi" - Missen. |
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#533 | |
Admiral
![]() Join Date: Nov 2004
Location: Silver Spring, MD, USA (but still a Yorkshireman at heart - tha can allus tell a Yorkshireman...)
Posts: 2,497
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Great story. Stories like these are what let me know that the changes I'm making are on the right track. That patrol could have come from a history book. I doubt the same could be said of a patrol in vanilla SH4.
__________________
"More mysterious. Yeah. I'll just try to think, 'Where the hell's the whiskey?'" - Bob Harris, Lost in Translation. "Anyrooad up, ah'll si thi" - Missen. |
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#534 | |
Admiral
![]() Join Date: Nov 2004
Location: Silver Spring, MD, USA (but still a Yorkshireman at heart - tha can allus tell a Yorkshireman...)
Posts: 2,497
Downloads: 0
Uploads: 0
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__________________
"More mysterious. Yeah. I'll just try to think, 'Where the hell's the whiskey?'" - Bob Harris, Lost in Translation. "Anyrooad up, ah'll si thi" - Missen. |
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#535 | |
A-ganger
![]() Join Date: Apr 2007
Location: Charlotte
Posts: 76
Downloads: 1
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#536 | |
Grey Wolf
![]() Join Date: Mar 2005
Location: St. Louis, MO, USA
Posts: 772
Downloads: 13
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#537 | ||
A-ganger
![]() Join Date: Apr 2007
Location: Charlotte
Posts: 76
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The amphibious task forces like to anchor about 6 miles offshore - much closer to land than I think most people would patrol - of the Phillippines. You don't rack up much tonnage (Small Passenger Carriers are only worth about 1700 tons), but they are all lined up in nice neat rows poking along at 1 knot. Good secondary explosions. And in case everybody hasn't heard, patch 1.3 is confirmed. http://www.subsim.com/radioroom/showthread.php?t=115305 |
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#538 | |
Grey Wolf
![]() Join Date: Mar 2005
Location: St. Louis, MO, USA
Posts: 772
Downloads: 13
Uploads: 0
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#539 | ||
A-ganger
![]() Join Date: Apr 2007
Location: Charlotte
Posts: 76
Downloads: 1
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#540 | |
Admiral
![]() Join Date: Nov 2004
Location: Silver Spring, MD, USA (but still a Yorkshireman at heart - tha can allus tell a Yorkshireman...)
Posts: 2,497
Downloads: 0
Uploads: 0
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__________________
"More mysterious. Yeah. I'll just try to think, 'Where the hell's the whiskey?'" - Bob Harris, Lost in Translation. "Anyrooad up, ah'll si thi" - Missen. |
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