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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#976 | |
Grey Wolf
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#977 | ||||||
Grey Wolf
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Location: St. Louis, MO, USA
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I see the fish that veer off very rarely, my biggest failures are prematures and mk14's hitting at 90 degrees for a contact pin failure. Quote:
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#978 |
Navy Seal
![]() Join Date: Mar 2007
Location: New Mexico, USA
Posts: 9,023
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Actually, Mk 10 torpedos did run deep in RL. ~4 feet according to BuOrd.
http://www.geocities.com/Pentagon/1592/ustorp2.htm They didn't run as deep as the Mk 14s, and it wasn't as much of an issue since they were aimed for contact vs already aimed under the ship like the Mk14s. The hardcore torpedo mod does model the deep running of the Mk10. As for the 1 knot transports, that's in the mission, actually. The have them mill about at 1 knot, presumably to represent the invasion. A better version of the invasion forces will have them stopped closer to shore (you can set 0.001 knot waypoints, they'll look virtually stationary). tater |
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#979 | |||||||
Gunner
![]() Join Date: May 2007
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When I played the stock game, 1.2 I nave had the magnetic/impact, or the speed change back unless I restarted the game, or loaded a new torp. I was standard procedure to start the game, and flip all the switched. I am using the latest mod, 1.28, torps should be armed by 300 yards, 500 yards should be a good range. What is the arm range in the mod? I may of worded it wrong, I got a lot of misses from the torps, I was within 500 yards with the deck gun when I was firing. The deck gun seems very week, in the mod. Torp damage seem ok aside from the DD I hit 5 times with mark 14s then 150 deck gun rounds. 200+ 4” rounds to sink a small transport, seems like a lot, and DDs should not stay afloat after 2 torps hits. This makes me think that the DD damage model is bad, and the deck gun damage output is bad, I have only hit one DD however, 5 hits could have been a fluke, but there still is the issue that it was dead in the water after one hit, and after two hits I surfaced and it never shot back. After my test with the S boat, maybe the mod counts mk10s in a Sboat as mk10, but since the mk10s were reserved for them your not really loading mk10s in other boats.
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#980 | ||
Gunner
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It was an invastion fleet off the coast of Luzon.
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#981 |
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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In response to Palidian:
RFB is realistic. The criticisms you've made are real issues, BUT they're either caused by standard SH4 bugs or they're realistic features: Battery power on Gato - realistic. This has been tested and it conforms to real world data. Contact only torpedoes - unchanged from stock SH4. Torpedoes not going down proper heading - historically accurate. Mk.10 torpedo performing as Mk.14 - a bug with stock SH4. Cannot be fixed by RFB. Ship damage model - unchanged from stock SH4. Deck gun accuracy - unchanged from stock SH4. Deck gun shell effectiveness - historically accurate. Conforms to real world data. Torpedoes running too deep - historically accurate.
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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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#982 | |||||
Admiral
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Location: Silver Spring, MD, USA (but still a Yorkshireman at heart - tha can allus tell a Yorkshireman...)
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As for USS Tang, the fact that she was the only sub to be torpedoed by a circle runner in no way proves that circle runners were rare - it only proves that getting sunk by one was rare. Quote:
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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. Last edited by Beery; 06-24-07 at 11:47 AM. |
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#983 |
Navy Seal
![]() Join Date: Mar 2007
Location: New Mexico, USA
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I thought CCIP said that he set the mk10 to run 4 feet deep (which is what it did in RL). The RL "fix" for the mk10 was to set it shallow by 4 feet.
BTW, the torpedo arming distance in the torpedo mod is 450 yards, which is historical. The game default was 220m, which was short. The Mk10 might have had a shorter distance*, not sure what CCIP did about that. *the long arming distance on the mk14 was a function of the mk6 magnetic exploder. They needed to make sure it was sufficiently far from the submarine before it armed. tater |
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#984 | ||||||||
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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Torpedo effectiveness for torpedoes that hit a ship is unchanged from stock SH4. If the torpedoes are exploding with too little effect that's a problem that the developers need to be told about. As for deck guns vs. DDs I've never tested such a thing because using a deck gun against a destroyer is suicide - it shouldn't have to be tested because a destroyer should annihilate a sub in a gunnery duel - and in RFB it does. I'm not sure how you outshot a DD while using RFB - it shouldn't be possible unless the ships guns can't be brought to bear, and if that was the case 150 deck gun rounds is by no means unusual given the data I've seen from real deck gun engagements. Quote:
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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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#985 |
Navy Seal
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Location: New Mexico, USA
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If anything the DDs are too easy to sink IMO. At least to guns and ramming.
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#986 |
A-ganger
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I found some more info on the use of decoys. This is from the USS Barb (SS-220) patrol reports:
29 June 1945 1333-34 Ten or more depth charges to starboard and astern, above and below. Released 5 NAC beacons set on 3 minutes delay at about one minute intervals. Threw a couple of full speed knuckles then slowed to 70 RPM and withdrew tactically and tacitly from the coast. Several escorts made sweeps around us occasionally but never picked us up again. In a footnote it states: During this action, Barb also released a large number of "pillenwurfer" decoys, essentially a giant bicarbonate tablet, which makes a lot of noise and sends up a cloud of bubbles that reflect active sonar. This is also confirmed by Gene Fluckey's book "Thunder Below": 29 June 1945 Time 1334. "There go the sidethrowers again. Stand by." WHAM! WHAM! WHAM! WHAM! "All ahead one-third. Max, I can't hit him! How many evasion devices do we have on board? Bubblers, swim-out beacons. everything." "Seventy-six." "FIRE THEM ALL!" "All?' "I said all. I need them now, before he attacks again. We have no other weapons for these depths. Barb's going to leave here alive and kicking. Get cracking!" "Aye!" Max and Chuck sped off. "Jim, to delay the next attack until we get some evasion devices in the water, let's throw her a couple of full-speed knuckles. These will give her something to ping on until the beacons simulating a sub swim away from the tubes and make their submarine noises. We're only 5500 yards off the beach, so don't let us run aground." "All ahead flank for 40 seconds, right full rudder." Time 1338. "Sonar reports several other escorts joining the Terutsuki." "All stop. Left full rudder. One minute." Time 1339. "All ahead flank. Right full rudder." Time 1340. Max returned breathlessly. "Captain, all five beacons are on their way and will be sounding off momentarily, as are the Pillenwurfer bubblers and gassers." "Sonar reports there is so much noise in the water it has blanked out all targets. Sonar is useless." Gus |
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#987 |
A-ganger
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I was doing some research into the US sub loses for the war and came up with the following:
Of the 52 subs that were lost: 10 were lost from unknown causes with some from possible mines 2 were lost from friendly fire (one bombed and one depth charged) 2 were lost from operational errors during training excercises 1 was rammed by a friendly escort 2 were sunk by their own circular-run torpedoes 4 ended up grounding and were scuttled 31 were lost from enemy action Of the 31 that were lost due to enemy action: 17 were depth charged by escorts 5 were bombed by aircraft 2 were shelled by escorts 1 was shelled by shore batteries 1 was sunk by enemy submarine 1 was rammed by enemy merchant 3 were lost by mines 1 was shelled by shore batteries, bombed by aircraft, and depth charged by escorts. The following was taken from the book "The Last Patrol" by Harry Holmes. Gus |
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#988 |
Admiral
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Location: Silver Spring, MD, USA (but still a Yorkshireman at heart - tha can allus tell a Yorkshireman...)
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I think I'm going to put the decoys back into RFB. The only thing that's making me a bit reticent about doing so is the fact that I've not seen any evidence from early war subs. If someone could find some evidence of decoy use in 1942-43 that would be great.
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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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#989 |
Eternal Patrol
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We've all seen the movies of US subs ejecting all kinds of debris through the torpedo tubes. SH1 included it.
I'm pretty certain that the Americans never had any kind of actual decoys such as the German 'Bold', but on the other hand there's no provision for throwing out junk either. True or not, I say go for it!
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#990 |
Commodore
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Is it possible to make them active from 01/45?
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