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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1636 |
Admiral
![]() Join Date: Apr 2005
Location: San Diego Calif
Posts: 2,290
Downloads: 187
Uploads: 12
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There are "57" new MFM ships. Which one are you having a problem with. Also why don't you read my responds to Sonicfire1981 ( see above )
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#1637 |
Admiral
![]() Join Date: Apr 2005
Location: San Diego Calif
Posts: 2,290
Downloads: 187
Uploads: 12
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Type XXI damage model is working as designed
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#1638 |
Admiral
![]() Join Date: Apr 2005
Location: San Diego Calif
Posts: 2,290
Downloads: 187
Uploads: 12
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#1639 |
The Old Man
![]() Join Date: Apr 2008
Location: Huntington, Long Island, New York
Posts: 1,426
Downloads: 284
Uploads: 0
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After my next patrol I will post the ones with problems.
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#1640 |
Bosun
![]() Join Date: Nov 2006
Posts: 63
Downloads: 170
Uploads: 0
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#1641 |
Admiral
![]() Join Date: Apr 2005
Location: San Diego Calif
Posts: 2,290
Downloads: 187
Uploads: 12
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#1642 |
Lieutenant
![]() Join Date: May 2007
Location: pireas
Posts: 256
Downloads: 482
Uploads: 0
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I was careful that the XXIII and the XXI they have very erroneous
range Submerged...... the XXIII have the precisely 96 miles with 4 knots other in real life had 190 roughly..... the same problem has also the XXI ![]() ![]() ![]() ![]() ![]() |
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#1643 |
Swabbie
![]() Join Date: Apr 2009
Location: St.Petersburg
Posts: 6
Downloads: 62
Uploads: 0
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XXI 285miles/6k
XXIII 175miles/4k |
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#1644 | |
Admiral
![]() Join Date: Apr 2005
Location: San Diego Calif
Posts: 2,290
Downloads: 187
Uploads: 12
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![]() Quote:
This is a know issue. The problem is within the SH4 game engine itself and is "un-fixable". |
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#1645 |
Eternal Patrol
![]() Join Date: May 2004
Location: Aeoteroa
Posts: 7,382
Downloads: 223
Uploads: 1
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How do i carry on my career, it ended after the 7th patrol there was an option do i want to quit career yes/no (not exact words), i chose no and it ended If i had chosen yes wouldn't it had ended as well or does it mean i will get a new boat - I had the II B for 7 patrols. I done quite well too as the message was about i would go on to one day helping Ubisoft make SH III lol, 2nd patrol i sneaked into scarpa flow and sank a BS and destroyer. All i have to moan about was I so wanted to upgrade to a VIIb or C. 7th patrols in a II B!
Anways Ive started a new career in IXC just how do i avoid it ending after so many patrols. |
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#1646 |
Sparky
![]() Join Date: Mar 2009
Location: Toronto, Canada
Posts: 153
Downloads: 105
Uploads: 0
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I just tried OM+Omegu, the mod really looks great,
a (possible) issue I found was that escorts are really having a hard time once I submerge, I found the same behaviour before with RFB A simple test I did was to play a single mission, a night convoy hunt, 100% accuracy, SH4 1.5 + OM705_715 + OMEGU v210+ hotfix; nothing else added After sighting the convoy, I closed at flank speed, until I was relatively close (less than 5km) and just shot a couple of rounds at the closest escort. Obviously, he soon start shooting back, and I ordered crash dive. So, here comes the problem, I just kept flank speed in the direction to the merchants, no silent running and not particularly deep (150mts maybe). I don't know if they launched depth charges, if so, they were definitively not close enough to do any damage. After a while, I went back to PD, still at flank speed, and saw the escorts behind me. far enough to try a quick attack against the merchants. In reality, I should be in lot of trouble; I mean, by shooting at the escort, I gave them bearing and relatively accurate range to start ASDIC search. Moreover, with flank speed/ no silent running, ASDIC should be capable of detecting me. |
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#1647 |
Mate
![]() Join Date: Jul 2009
Posts: 54
Downloads: 83
Uploads: 0
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I noticed similar behaviour. Escorts are really of no consequence it seems. There is another issue I discovered which is probably related to the 'slow sinking' thing. Some escorts will just sit forever at 0 knots in one spot, usually where a struck ship had sunk. That and those escorts will just circle one spot and completely abandon the convoy so you can just speed ahead and sink the remaining ships, if the convoy is far away the escorts won't make it on time to even see any oil slicks.
It would be great if OM was split into a few parts (not sure if this is possible), one being the campaing changes, one 'realism' stuff etc, so you can select wether you want these sensor changes or not. I, personally, am not a fan of messing with how ships sink and how sensors work, it seems to have an adverse effect on escort AI, their behaviour is hardcoded and those changes really make them behave oddly. |
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#1648 | |
The Old Man
![]() Join Date: Jan 2007
Posts: 1,441
Downloads: 234
Uploads: 0
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I went down to 90 meters and silent and headed east, I then had to entertain 5 dds for about 3 hours, eventually 4 left to rejoin the TF and one stayed an additional hour and then left. As I was testing OM and OMEGU I established multiple save points. I noted the following behaviour. 1. at periscope depth if I did not move or dive the DD did ram me. 2. They consistently shot at my periscope when I popped up to take a peek. This was mid day and the weather was wind 4m/s or so. 3. They actively pinged, they did pretty good DC runs and did give me some damage to fix. For early 1940, they were pretty good. They were not difficult to elude with some patience and they did have to rejoin the TF which is an added advantage. Lets see what Lurker has to add. Happy Hunting!
__________________
Wilcke ![]() For the best in Fleet Boats go to: Submarine Sim Central. http://forum.kickinbak.com/index.php Check out: A Brief Introduction to the Pacific Submarine War by Ducimus http://www.subsim.com/radioroom/showthread.php?t=128185 Operation Monsun plus OMEGU, the #1 ATO Solution for SH4! Signature Art by Gunfighter |
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#1649 | |
The Old Man
![]() Join Date: Jan 2007
Posts: 1,441
Downloads: 234
Uploads: 0
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![]() Quote:
Mods enabled: OpsMonsun_v705 OMv705_to_V715A OMEGU_v210 OMEGU_v210_Hotfix1
__________________
Wilcke ![]() For the best in Fleet Boats go to: Submarine Sim Central. http://forum.kickinbak.com/index.php Check out: A Brief Introduction to the Pacific Submarine War by Ducimus http://www.subsim.com/radioroom/showthread.php?t=128185 Operation Monsun plus OMEGU, the #1 ATO Solution for SH4! Signature Art by Gunfighter |
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#1650 | |
Sparky
![]() Join Date: Mar 2009
Location: Toronto, Canada
Posts: 153
Downloads: 105
Uploads: 0
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![]() Quote:
edit1: I also have seen the lone escort at 0knots more than a couple of times (with RFB+OM), I usually get into position for a stern tube shot, and most of the times I just get duds (altough, at least once I killed it). edit3: I suspect the lone escort issue is due to saving/ re-loading while submerged... edit2: did you try going flank speed submerged? staying at PD for sure will be suicide, but going deep at flank (no silent running) is kind of an easy way to evade, at least in my experience Also, in the single mission game I tested, as soon as I went back to PD (after some time, maybe half an hour game time?). I saw 3 escorts circling at slow speed, 180 bearing, with range aprox 2,000 to 2,000 meters (most probably where I used to be when shooting at them) Last edited by kstanb; 09-22-09 at 01:41 PM. |
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