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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#16 |
Navy Seal
![]() Join Date: Mar 2007
Location: New Mexico, USA
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The Kate (B6N was used in that role sometimes. The Val (D3A) should not be seen very often.
Bottom line is that you can have all kinds of p-lanes, the trick is to adjust the airgroups and bases to be UN-realistic. In RL, far away, you'd see patrol planes (in this case G3M (Nell), G4M (Betty), H6K (Mavis) and H8K (Emily). We don't have a Nell, but it is land-based like Betty. Closer in on patrol you'd possibly see a Kate, etc. Other planes would only be seen en-route to a real target, they'd not be looking for a sub (probably high alt, too). Close to shore, near island groups, etc, THEN you might see a Zero. They'd not be looking for you, but as a Combat Air Patrol. I never got around to it, but the best way to do air within SH4 limits would be to place them all on the map by hand, then use the airgroups only for REPEAT attacks. Set the airstrike to near zero, but have a contact report on your sub up the chances to near 100%. Then patrols get put on the map as waypoints---as singletons (patrol planes should NEVER be pairs, dunno what the heck the devs were thinking (even in the ATO)). If they spot you, then followup attacks might happen as they do now. I'd shorten the range of some assets (Vals, etc) so that they'd only be seen inshore as followup attackers. CV airgroups are impossible to fix short of dropping them to near zero aircraft since they'd only every have a CAP aloft, maybe a snooper or ASW asset as well---and Zeros would only ever be what they were FIGHTERS. Bumped the thread to another page, here is a RSRDC Zero fix link: http://www.filefront.com/17355517/Fi...Load_RSRDC.rar |
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#17 |
Rear Admiral
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Getting confused here. I think Wernher told me Duc added machine guns to the A6M. I was shocked when machine gun fire from these planes wounded AA gunners every pass, never happend in 1.9. So the new machine guns answered that. Exactly what planes have the added machine guns. I'm not using the beta patch, but if you do will they still show up on carriers. Figured RSRD
would change things, but the guns are there, plus they carry 5 bombs. Still, RSRD nerfs or changes many TMO plane settings. Wish we had a small mod to add them back over RSRD. This SS may be the added guns, I don't recall seeing them before. They seem to rotate, seems they even shoot you going away. ![]() Which plane is it that has the red tail wing? Last edited by Armistead; 10-05-10 at 08:04 PM. |
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#18 |
Navy Seal
![]() Join Date: Mar 2007
Location: New Mexico, USA
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RSRDC has planes with 20mm guns.
What settings do you think it "nerfs?" |
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#19 |
Admiral
![]() Join Date: Jul 2009
Location: Now, alot farther from NYC.
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Sorry about that Wolfe. I didn't mean to give you the impression that those guns were one of the updates Ducimus was referring to. To be honest, I don't know either way however, I did think there was a possibility that those were one of the upgrades he was referring to. Still, it was not my intention to lead you to believe that. Tater is right. Zeroes shouldn't carry bombs. That's what the Kates and Vals are for, w/carriers anyway. The army fighter was the Oscar. Looks similar to a zero so, the simple addition of some camouflage skins should suffice for any modders.
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#20 |
Navy Seal
![]() Join Date: Mar 2007
Location: New Mexico, USA
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While Oscars were more likely to carry bombs, it would have been on a strike mission, not ASW patrol (or maritime patrol, period). In fact, the pathological inter-service rivalry between the IJN(AF) and IJA(AF) would not have allowed it, frankly. ASW was the IJN's bailiwick.
Bottom line is that single pilot planes would not be patrolling for surface contacts. Frankly, they so often had no radios that them sending contact reports is somewhat dubious ![]() |
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#21 |
Navy Seal
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Since adding the Beta Patch for TMO 2.0, no zeros(thankfully) have been encountered.Also running RSRD , pairs of Pete (white ones) are spawned but carry only machine guns.Another single engine floatplane(green) also spawns and carries two small bombs but usually misses. Thanks Ducimus.Cant wait to see how the pseudo MAD works once I make it to Oct 44.Did you make it where they can actually reach you with their weapons if they detect you?
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#22 | |
Rear Admiral
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What I've noticed since loading TMO is plane gun fire will often take out my AA gunner. That never happened with 1.9. RSRD is the same, so no changes there. Not sure what settings are doing this, but I assumed it was TMO2, as that's the only change. In one battle I had two gunners wounded, one killed by those 20mms however they got there. Again, the other change was planes were making many fake passes, carrying bombs but wouldn't drop. I thought these might be the fake bombs, but after several dry runs,...bam, they would finally do a full dive and drop...That never happened before. Course I seldom stay up, but was trying to catch this TF, so I have lil experience with planes and plan to keep it that way. |
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#23 |
Navy Seal
![]() Join Date: Mar 2007
Location: New Mexico, USA
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Few planes should have depth charges. A DC loadout implied a plane specifically designated for ASW ONLY. Most maritime patrol aircraft would be looking for surface contacts. I've never tested the order in which planes drop their bombs, wonder if they could have B1-B2 dropping bombs, then B3 a shallow DC, then B4 a deep DC... interesting.
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