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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#3526 |
Seasoned Skipper
![]() Join Date: Jan 2010
Posts: 713
Downloads: 209
Uploads: 0
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"cough" add OTC "cough"
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#3527 |
A-ganger
![]() Join Date: Apr 2005
Posts: 78
Downloads: 11
Uploads: 0
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Running 1.5 with TMO and RSRD and absolutely loving it. Two questions:
1. Every once in a while on a campaign mission I will see a ship marker show up on the map in my general area, say within 100 nm, far enough away I didn't sight it. But there's no radio message or any indication of where this came from. Where are these sightings coming from 2. This may be a stock issue or modified by TMO, but: A couple of times I've taken some damage, had some flooding, managed to surface and get off with no one in sight. Damage report says flooding is under control. Then, suddenly, I am getting reports of critical flooding, and down we go. This is in the middle of the ocean, no enemy, no airplanes, no mines. Is this as designed? And is there anything I can do to fix the flooding when it goes critical like that? Oh, one more question! Playing with full duds realism on torpedoes - often when I fire them they seem to go a short distance and then explode, long before they get near the enemy ship. Again - is that normal behavior? Thanks |
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#3528 | |
Grey Wolf
![]() Join Date: Oct 2011
Location: Washington State
Posts: 977
Downloads: 126
Uploads: 0
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#3529 |
A-ganger
![]() Join Date: Apr 2005
Posts: 78
Downloads: 11
Uploads: 0
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#3530 |
A-ganger
![]() Join Date: Apr 2005
Posts: 78
Downloads: 11
Uploads: 0
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Also, is there a mod that works well with TMO that provides a HUD (speed, depth, bearing dials) that is a bit larger and easier to read? I'm running at 1920x1200 resolution on my 17" notebook, and it is very difficult for my old eyes to be able to read and use the bearings dial.
Thanks |
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#3531 |
Sea Lord
![]() Join Date: May 2006
Location: 5 Miles Inland West Of Lake Huron
Posts: 1,936
Downloads: 139
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Jeff, on the fish, with MkIV types, don't use the magnetic detonators. The darn things have a nasty habit of prematurely detonating. American torpedoes were so bad until the bugs got worked out of them by 1944, that it was a big problem. Sea conditions also play havoc on them.
Also, the depth keeping quality sucked bigtime. Set your torpedo depth as shallow as the guage allows, as they have a nasty habit of running 10ft too deep. Try to set up your torpedo shots so that you make them with contact detonators, at high speed, and close range, shallowest setting, and at as close to 45 degree angles when they impact the ship. The only trouble with contact detonators is that at close to 90 degree impact, the detonator mechanism would bend or break. And try to make your attcks in calmer seas. I rarely fire a fish when winds are over 8ms. And it sometimes means passing up juicy targets from convoys, single ships, and task forces. But if you take the time to set up properly for an attack, you can have 60 to 90% success rates. I have never had a mysterious sinking. Were you using time compression? Sometimes weird things can happen using it.
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A legislative act contrary to the Constitution is not law. -John Marshall Chief Justice of the Supreme Court --------------------- |
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#3532 | |||
The Old Man
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You can rescue downed Pilots to gather extra Renown Points to purchase new equipment, weapons or build toward promotion. Quote:
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Do Not use Impact Detonator at 90 degree +/- 10 degree impact angle because it will Dud almost every time. Regards! TheBeast |
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#3533 |
Rear Admiral
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The days of raiding virtually unprotected deep water harbors will be about over in version 2.5.
Completely redid JP subhunter campaign layers. I rescripted them all to protect various harbors, and geographic chock points. As the war progresses, these additions get a little tougher, and you'll either love, or hate chock points being patrolled now. edit: I think this is a much more intelligent and historically accurate way to go about it. Where as before the SubHunter layers resembled allied H/K groups. I left them in, primarly because I was lazy and didn't want to mess with it. Well, they're finally changed. I should note, what got me to change them, was attacking a convoy in the Formosa strait. The convoy was 4 ships, 3 escorts. I damaged one merchant, sunk another in a two, 2-fish salvo day light submerged attack.. As it happened one of those HK groups wasn't far off, and came to assist. I had no less then 5 tin cans hunting for me, in 450 feet of water (my boat was at 400 feet), with a 0 knot wind. Amazingly enough, i evaded, and only got pinged once. Either I'm really good, or really lucky. But after that event, I realized I needed to change those subhunter layers to something closer to reality. |
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#3534 |
A-ganger
![]() Join Date: Apr 2005
Posts: 78
Downloads: 11
Uploads: 0
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To the guys who replied with answers to my questions, thanks! Yeah, I figured the pre-detonation was the result of the faulty magnetic detonators, I'll have to go back and read my WWII Sub books in my library - I remember the many stories of the duds, I just don't recall stories of detonations in open water before it reaches the ships.
Thanks would have never even considered that an unknown ship marker might be a down flier. Wish it actually stated downed pilot! Cheers |
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#3535 |
A-ganger
![]() Join Date: Apr 2005
Posts: 78
Downloads: 11
Uploads: 0
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Oh, and lest the question gets forgotten: anyone out there using a TMO compatible mod that makes the HUD dials (especially the bearing dial) larger and more readable?
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#3536 |
Grey Wolf
![]() Join Date: Oct 2011
Location: Washington State
Posts: 977
Downloads: 126
Uploads: 0
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Ducimus I have encountered a problem so I haddestroyers on my radar I could not see them but guess what they shot me the bridge crew couldn't see them so, those things must have radar fire control! So this is unrealistic because a sub should be able to spot them first
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#3537 |
The Old Man
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Looking @ data\Library\AI_Visual_Sensors.dat
- M_Visual -> obj_Sensor -> obj_Sensor -> MaxRange = 7500.00 Meters - F_Visual -> obj_Sensor -> obj_Sensor -> MaxRange = 13500.00 Meters - AirS_Visual -> obj_Sensor -> obj_Sensor -> MaxRange = 32000.00 Meters - AirB_Visual -> obj_Sensor -> obj_Sensor -> MaxRange = 32000.00 Meters - MAD_Visual -> obj_Sensor -> obj_Sensor -> MaxRange = 32000.00 Meters - E_Visual -> obj_Sensor -> obj_Sensor -> MaxRange = 32000.00 Meters data\Library\AI_Sensors.dat also has Many Ranges set in it. What type of boat was shooting at you? If you know the boat type you can look at its <blah>.sns file to find out exactly what sensor may be set wrong or assign to wrong type unit. |
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#3538 | |
Sea Lord
![]() Join Date: May 2006
Location: 5 Miles Inland West Of Lake Huron
Posts: 1,936
Downloads: 139
Uploads: 0
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The only thing that would make the HUD dials better, would be to have voice commands, which I understand is an option if you have the gear. Would be cool to tell the helm, to turn 15 degreess right standard rudder, and come to course 245 degrees! Followed by, increase speed to flank!
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A legislative act contrary to the Constitution is not law. -John Marshall Chief Justice of the Supreme Court --------------------- |
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#3539 | |
Rear Admiral
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I think he was near some kind of land, and a shore battery opened up on him just as he had a tin can on radar.
The only thing that could possibly shoot at a far distance is a battleship or a cruiser. edit: Quote:
Last edited by Ducimus; 12-22-11 at 07:45 AM. |
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#3540 | |
Sea Lord
![]() Join Date: May 2006
Location: 5 Miles Inland West Of Lake Huron
Posts: 1,936
Downloads: 139
Uploads: 0
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Had a tincan on radar, and while on the bridge, I start hearing splashes all around us! ![]() Turns out the shore batteries spotted us, and started trying to wreck our evening. Had to crash dive, and come back up to periscope depth. Torpedoed the tincan down the throat, as he closed. Was only 800yds off when the fish found their mark.
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A legislative act contrary to the Constitution is not law. -John Marshall Chief Justice of the Supreme Court --------------------- |
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