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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#466 |
Navy Seal
![]() Join Date: Mar 2007
Location: New Mexico, USA
Posts: 9,023
Downloads: 8
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The jap traffic within air cover of the (soon to fall) NEI, and British Malaya was all "TFs." Invasion forces.
The dutch had a total of what, 140 planes? They had more than the Brits, too. It was a mess the first few months, really. |
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#467 |
Navy Seal
![]() Join Date: Mar 2007
Location: New Mexico, USA
Posts: 9,023
Downloads: 8
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I'm not trying to stop the conversation, I'm totally open to changes, I'd just like them to have some anchor in reality is all. I can see where very low contact reports for merchant traffic makes sense, but I'm open to being corrected!
I'm thick-skinned, too ![]() tater |
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#468 | |
Medic
![]() Join Date: Apr 2007
Location: Rockford, IL
Posts: 166
Downloads: 5
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Chuck |
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#469 |
Rear Admiral
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Just FYI, im reducing long range planes andairbase max range to 1000KM from the stock 2,000 to 2,500 KM. Ive also reduced long range patrol craft to 2 to 3 squadrons (as opposed to 6 to 9 squadrons) . Conversely im increasing airstrike on detection probabilites from 10 to 70%.
Might want to steer clear of the sampans in the future ![]() |
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#470 |
Navy Seal
![]() Join Date: Mar 2007
Location: New Mexico, USA
Posts: 9,023
Downloads: 8
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Are they really squadrons, and not planes?
Cause a large airbase should MAYBE have 3 squadrons of a type. All the others maybe ONE squadron. This is particularly true if they were western (eiuropean/american) sized squadrons, not 9 plane Sentai. As for the reports, they were ordered to report first, but once they realized (almost immediately) that this blew any chance of the spotting sub making an attack, they changed to shoot first, report second (except under specific orders, which even then sometimes got countermanded). Least that's what I recall from Blair. tater |
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#471 |
Navy Seal
![]() Join Date: Mar 2007
Location: New Mexico, USA
Posts: 9,023
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BTW, you might want to think about reducing the range on the CV planes, then leaving the flying boats as long range. Then change the large airbase to just have H6K and H8K.
Actually, what I did for my planes was to add a flying boat base, and dump them from all other bases. I also reduced ranges. If the numbers are squadrons and not planes, CVs should have ONE of each type of plane for CVs, and 1 A6M 1 B5N for CVEs (small jap carriers never had vals). The akitsu should have no planes, it wasn;t a carrier, it was a ferry. |
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#472 |
Rear Admiral
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I have no idea how many aircraft the game considers a squadron, i wish i did. I can tell you 2 or elements makes a flight, Two or more flights makes a squadron. Multiple squadrons makes a group. Multiple groups makes a wing, multiple wings makes a numbered air force, and after that your dealing with aa major command, or something like that.
meh.. |
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#473 |
Navy Seal
![]() Join Date: Mar 2007
Location: New Mexico, USA
Posts: 9,023
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Wish there was a good way to test that, or simply a dev answer.
The difference is HUGE. |
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#474 |
Eternal Patrol
![]() Join Date: Apr 2007
Location: Waterbury, CT. USA
Posts: 2,336
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like the convoys you can not get the game to use squadrons. For example I had flights set up before patch 1.3 in Java and other area's in my own game where there was a bomber with a fighter escort like you can do with DD's for convoys. But the airbases and CV's send each plane out on it's own path and work alone in attacks unless of course 2 plane's are in the same place at the same time but they still do their own thing individualy.
I think though in the sim file for the CV's and Airbases you can change how they send planes out either individualy or in pairs I was messing with that a little for my own game a while back but havn't taken a look at it since the 1.3 patch to see if that was changed as well as some of the ship one's were. But one new problem has croped up since the new patch planes that do a bombing attack on a sub if they fly far enough out after the attack they have a new bomb load and come back at you again before heading to base. But the problem with scripting planes into the layers is when you set them up with a bomb load out if you change the load out definitions in their individual files for the planes at a lator date you end up with errors and game crashes unless the planes are scripted with a default load out instead of a specific one. Last edited by leovampire; 08-17-07 at 05:13 PM. |
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#475 |
Nub
![]() Join Date: Aug 2007
Posts: 3
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A bit lost
Hello,
I have not played a submarine simulation in years, but do enjoy them. My father worked for 40 years for the Department of the Navy designing submarines, so I've always had an interest. Having picked up SH4, I played a bit, but felt it was kind of 'arcade-like' in some ways, and seemed to be lacking a few options (or I could not find them!). So... I looked at and downloaded TMaru 1.5. Not knowing what else to do, I dutifully unpacked the files in both packs therein into my Silent Hunter directory and started the game, which appears to be unchanged in any way. (I am playing from 1941 in an S-Boat). Clearly, I did not do something properly. I don't know, basically, how to install or enable it. I am new to the game and new to mods in general, so I am missing a lot of the terminology (browsing the forums has thus far left me confused). Are there instructions on how to enable the enhancements contained in this mod pack somewhere? (Beyond 'Enable via JGSME per normal' ... I don't know what JGSME is! Jiggy... Game... Submarine Mission... Editor? Help! Ensign Clueless USS Dopefish (SSN-13.13) |
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#476 |
Rear Admiral
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Welcome to subsim JohnBisMe
First, you'll need 7zip or winrar to unpack the mod if you havent already done so. Then you'll need to get this FREE program developed by a subsim member called "JSGME", you'll find that Here: http://www.users.on.net/~jscones/software/products.html After installing this program, unpack the TM mod into the sh4/MODS/ directory, (NOT sh4/data/). Run JSGME, and you should see an option to enable or disable the mod. Do either at your liesure. @leo & Tater I just thought of a way to find out how many planes consist of a squadron. Default chance to airstrike on detection is 10% (IE never happends), increase that to 100%, and then go get yourself detected near a normal airbase and see how many planes come for you. May not be "the whole base" but it should be enoguh to instill a "oh crap!" type of response. |
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#477 |
Navy Seal
![]() Join Date: Mar 2007
Location: New Mexico, USA
Posts: 9,023
Downloads: 8
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I've had a "100% airstrike mod" for a while that I used to test bomb loadouts, and I didn;t see that it had much effect, lol.
I suppose the ting to do is to get at the outside of the range circle for an airbase with one plane type. Set it at 100%, and see how many planes per day fly over. Maybe from PD depth. Tweak it for that number (or at 1/2 range, and forget about how many planes/squadrons it is. tater |
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#478 |
Nub
![]() Join Date: Aug 2007
Posts: 3
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Thank you for your help, Ducimus, TM 1.5 is running fine now, and things do feel a lot more 'real' than they used to
![]() Except for... um... one thing... I was very lucky and got in a great position and sank a heavy cruiser my first time out (Joy!) Three destroyers pounce on me (Uh-oh! Could this be the end?) Two of the three then... um... well, it looks like they proceeded to sink themselves with their own depth charges... after a run on me, they caught fire near the stern, then quickly settled, bobbed comically for a moment, then sank. Does anyone know if I am merely the tremendously lucky beneficiary of two fluke accidents, or is there something odd and known going on here that I can fix somehow? Thanks again! Ensign Not-Quite-as-Clueless USS S-31 (SS-136) - still evading that last DD |
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#479 |
Rear Admiral
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Happends once in a blue moon, not a regular occurance.
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#480 |
Ace of the Deep
![]() Join Date: Nov 2002
Location: No-good Missouri scum
Posts: 1,223
Downloads: 43
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Yep, it's the AI programming. They're usually pretty good at avoiding each other but it does happen on occasion.
My last experience was 2 Destroyers and a Sub Chaser after me. After evading them for quite some time and taking some damage myself, they finally left. Nothing nearby on sonar, but I could see a speck on the horizon aft of me. I surfaced and manned guns. No fire coming from it. I checked the external camera to see if something was jacked up and it turned out that the little Sub Chaser had taken a DC hit that knocked it's prop off and it was down by the stern a bit. Dead in the water. There was still crew on it's deck but it did nothing. So I shot him to hell.
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