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Old 02-25-13, 02:15 PM   #1
Armistead
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Default Your mod setup - sub visuals

Based on your mod set up, would you guys give me some idea of what visual ranges your sub is giving during day and night. This is not what you can see, but the max range you're getting when your sub calls
"ship spotted."

I want to find a more correct balance. I know with many mods, you may get shot at before your crew gets a visual.

If interested, please state weather, time of day. Mostly need your ranges for night with and without moon, during the day, both clear and cloudy. Need ranges with no fog.
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Last edited by Armistead; 02-25-13 at 03:21 PM.
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Old 02-25-13, 02:44 PM   #2
max-peck
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Can't do anything at the moment because I'm busy tweaking stuff in my OM install.

But I'm about to start a new career in TMO 2.5, probably by the weekend.

I'll keep notes and get back to you.
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Old 02-25-13, 03:03 PM   #3
Sniper297
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Depending on visibility and size of the target, it can be as much as 10 miles or more. Or as low as 300 yards if the weather is really cruddy at night. One thing helps, when starting a career I go thru the seamen available (doesn't cost any renown to recruit a seaman 3rd) to take the pick of the litter - if someone has 35-40 watchman I grab him and stick him in one of the damage control slots. Then I go thru the deck watch and send all the lubbers with watchman skill less than 30 back to bootcamp, unless they have a high skill in something else I need. Often it's a random assignment, I find a guy on the bridge watch with 20 watchman skill but 50 mechanical and 50 guns, reassign him to one of the empty torpedo room slots instead of making him walk the plank.

Start with a good bridge watch, nobody under 35 watchman skill when starting a career, and there will be fewer surprise parties.
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Old 02-25-13, 04:07 PM   #4
fireftr18
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I'll try to keep you in mind next patrol.
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Old 02-25-13, 05:18 PM   #5
Arlo
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I'll try playing with the torp training mission with different variables from the SH4 mission designer. May be Wed before I get back to ya.
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Old 02-25-13, 06:00 PM   #6
Armistead
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Quote:
Originally Posted by Arlo View Post
I'll try playing with the torp training mission with different variables from the SH4 mission designer. May be Wed before I get back to ya.
That would be good. If weather is clear, Cntl N to reset to cloudy and see if you notice much of a difference
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Old 02-25-13, 06:17 PM   #7
Carrollsue
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Damage control

Quote:
Originally Posted by Sniper297 View Post
Depending on visibility and size of the target, it can be as much as 10 miles or more. Or as low as 300 yards if the weather is really cruddy at night. One thing helps, when starting a career I go thru the seamen available (doesn't cost any renown to recruit a seaman 3rd) to take the pick of the litter - if someone has 35-40 watchman I grab him and stick him in one of the damage control slots. Then I go thru the deck watch and send all the lubbers with watchman skill less than 30 back to bootcamp, unless they have a high skill in something else I need. Often it's a random assignment, I find a guy on the bridge watch with 20 watchman skill but 50 mechanical and 50 guns, reassign him to one of the empty torpedo room slots instead of making him walk the plank.

Start with a good bridge watch, nobody under 35 watchman skill when starting a career, and there will be fewer surprise parties.
Maybe I have play under the wrong impression. I always thought that, those in damage control, where in manned slot on the sub or ship and had “slots” that they when to when the damage control alarm was given? This was not a slot you filled in port, right? If so I have been seriously under man for a lot of years


Oh…to the post, yes sometimes those guys have some “great” eyes that or like “over-the-horizon” radar! But then I found out that if I looked close at where the sightings is I can make out the tops of the mast, funnel or smoke. Now when I was on ship as a USMC, I was told that we could see about 20 miles out on the water…eyes. Was in the Med ( near the bridge) in 1964, near Greece (Crete) and here comes the Russian fleet of the Black Sea, well this Lovely Cruiser pass us Like we not moving (Know that we’ll doing 12 knots). I told this thing was about 1500 yards to the starboard and was told by the Captain he was around three mile. Get the picture, old guy and war stores

Last edited by Carrollsue; 02-25-13 at 06:36 PM. Reason: Gett back to the Post..Old guy and war stores
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Old 02-25-13, 06:35 PM   #8
HertogJan
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Quote:
Originally Posted by Carrollsue View Post
Maybe I have play under the wrong impression. I always thought that, those in damage control, where in manned slot on the sub or ship and had “slots” that they when to when the damage control alarm was given? This was not a slot you filled in port, right? If so I have been seriously under man for a lot of years

I'm with you on this one but for me its only a couple of months.
What about deck gun and AA slots ?
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Old 02-25-13, 06:40 PM   #9
Carrollsue
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Guns slots

[QUOTE=HertogJan;2016082]I'm with you on this one but for me its only a couple of months.
What about deck gun and AA slots ?[/QUOTE

Samething, I look for some top Gunner mates put them on watch or trop rooms with good trop man.
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Old 02-25-13, 07:37 PM   #10
Sniper297
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Ingame you can fill up all the slots, I don't do it because it feels like cheating and all those bodies are useless unless you do have damage. I use the damage control slots at the start of the career as a way to stow the best recruits temporarily, kind of a virtual R&O. There are always a few seaman 1st class that cost only 50 renown and have high skills, along with various seaman 3rd who cost nothing. I pick all the ones available and recruit them into the damage control slots, then look at how many I have in each category. Let's say I have 4 with watch skills at 40+, that means I can look over the deck watch and get rid of the worst four, then move the four new recruits from damage control to the now empty slots in the deck watch. Ideally I want some of them super strikers with 50 skills in watch, mechanical and guns, since damage control is something you nearly always need while submerged you can use those guys on the deck watch then move them to damage control when repairs are underway - you don't need them on the bridge while submerged anyway.

Real life visibility it's hard to say - I did my tour in the North Atlantic and the visibility and weather nearly always sucked, secure all loose gear and set ZEBRA on the weatherdecks, then put in a request for transfer to shore duty. Ingame no matter how highly skilled your deck watch it's difficult to do an end-around with map contact updates off, since they report the wing escort as a "new" contact (stopping time compression) each time they lose him then see him again, but they don't have enough sense to say "Hey, that tin can I reported 10 minutes ago has turned this way and is getting closer". You would think it would be worthwhile to mention he's coming this way with a bone in his teeth, but as soon as they report him they forget all about him until the first shell hits. Scurvy dogs.
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