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Old 10-10-10, 04:52 PM   #1
Bubblehead1980
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Originally Posted by Armistead View Post
More or less, late 44-45, large jp convoys run right off the coast in about 70ft of water in Formosa....Decided to have some fun with them and maybe.....live.

Thats why IJN radar effective range should be lowered, so can pull off surface torpedo attacks in later war if diving isnt an option as they could in RL.Now the IJN radar didnt have the best range but also did not have a PPI scope so often couldnt tell if the contact which was a sub was actually an intruder or one of the other ships.Also, subs were not easy to pick up on radar.Lowering their effective range to say 4,000 or 3500-3800 yards would be a fair trade off, you could get withing torpedo range but not too close,

To me its very ahistorical to not be able to pull off a night surface attack in later war because escorts have radar, they did it plenty in RL.
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Old 10-11-10, 10:27 AM   #2
tater
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Originally Posted by Bubblehead1980 View Post
Thats why IJN radar effective range should be lowered, so can pull off surface torpedo attacks in later war if diving isnt an option as they could in RL.Now the IJN radar didnt have the best range but also did not have a PPI scope so often couldnt tell if the contact which was a sub was actually an intruder or one of the other ships.Also, subs were not easy to pick up on radar.Lowering their effective range to say 4,000 or 3500-3800 yards would be a fair trade off, you could get withing torpedo range but not too close,

To me its very ahistorical to not be able to pull off a night surface attack in later war because escorts have radar, they did it plenty in RL.
The surface search radar is the Type 22.

Make a modlet with just the AI_sensors in it, and mess with the surface factor, perhaps. Not hard with s3d, and then YOU can be part of the solution. What is the major PITA is all the TESTING. Making the changes is trivial.
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Old 10-11-10, 01:58 PM   #3
Armistead
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Quote:
Originally Posted by Bubblehead1980 View Post
Thats why IJN radar effective range should be lowered, so can pull off surface torpedo attacks in later war if diving isnt an option as they could in RL.Now the IJN radar didnt have the best range but also did not have a PPI scope so often couldnt tell if the contact which was a sub was actually an intruder or one of the other ships.Also, subs were not easy to pick up on radar.Lowering their effective range to say 4,000 or 3500-3800 yards would be a fair trade off, you could get withing torpedo range but not too close,

To me its very ahistorical to not be able to pull off a night surface attack in later war because escorts have radar, they did it plenty in RL.
No one replied to my thread on radar, but I wonder if their radar can pick you up decks awash. With a Gato in calm waters at 28 ft engines will engage, not as fast, but least your faster than dived and charging. I also wonder if like sonar if angle matters with radar. I also wonder how good and what distance they pick up your radar. Sometimes it's hard to know if they're chasing your radar transmissions or have you on radar. Do you know if picking up your transmission is directional. Either way they come right at you. I know they got me early 42 from 7nms, night with light fog.
Get's a little old seeing them come to your position from that far like you have a light on.
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Old 10-11-10, 02:13 PM   #4
tater
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The type 22 in TMO has a range of 8000, and a min surface of 1.5m^2.'

Aha.

In TMO, ALL the radars have a minheight of zero. By far the most common IJN radar is the Type 13, and it is longer ranged than the 22. The thing is that the Type 13 is ONLY air search radar. The 21 is DP.

RFB properly sets the min height on the type 13 at 500 (or any height greater than a ship). The 21 should probably be set lower in RFB, but higher than the 0 in TMO. Maybe 5-7m so that there is a chance at detecting a surfaced sub (area will still be small, so detection hopefully unlikely).

Set this on the type 13 and 21 and things will improve a great deal.
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Old 10-11-10, 02:40 PM   #5
tater
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BTW, I have no idea about stock (and don't particularly care, so I won't be waiting for TMO to unload and reload to tell you). I'll leave fixing stock as an exercise for the reader. It was broken in 1.4, though (type 13 working vs ships/subs), so it is likely broken in 1.5, too.
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