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Old 01-24-11, 01:52 PM   #1
Pitts2112
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Join Date: Dec 2010
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Default TMO2 Crew Management and guage interference

First, my question. On the crew management screen, the gauges are so large that they cover the manning positions for the lower corner, usually one of the flak guns. How can I gain access to those positions while on patrol?

Now, having asked the question, on to the admiration part of our program. I've just started running TMO2 and, man, does it change the game. What an excellent mod. Thanks very much Ducimus and the other contributers for making the game so awesome.

I somehow got sunk in my first patrol off the coast of Japan but have no idea why. I had TC up too high and by the time whatever damaged me had finished the job, my periscopes were toast and I couldn't see what had done the job. Oh, well.

On my second patrol (Gato class, June '43), I turned "map updates" off, not quite realising what that would do. While I think it offers less SA than a skipper would have had with a trained crew manning the sensors, it provided a great challenge to approach and attack a two-freighter convoy. it was the most manual one I've ever done. Plotting positions by range and bearing to get course and predict an approach was very satisfying.

For some reason, the radar range was rubbish, giving readings that were twice the actual range. I learned from that not to count on radar and just to use my own judgement (unless there's a trick to reading the radar plot I haven't figured out?). Real range information didn't come until I could use the stadimeter, and then the approach worked perfectly. I had to be very flexible and maneuver quite a bit near the end due to the range issue, but it was a great setup. Mind you, I couldn't have done it that way if there'd been escorts around. Too much pressure and too risky.

Throughly enjoying the game even more now!
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