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Old 01-02-12, 05:36 PM   #1
Mescator
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Quote:
Originally Posted by WernherVonTrapp View Post
Before you make the jump to RFB, just know that you can set the difficulty level in TMO just like you do in the regular game. I always choose "Normal" and have my realism level set to 75%. This way, you can still play TMO and not have to worry about elite crews always manning the ASW ships.
I could be wrong Wernher, but i believe that only relates to realism settings, not escort difficulty.
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Old 01-02-12, 06:41 PM   #2
TorpexXIII
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Default Easier MOD

Id like to try out the easier escort MOD for 2.5. Where can I find it? I did have a look!?
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Old 01-02-12, 09:08 PM   #3
Hylander_1314
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I was looking for it the other night myself, to post here, but couldn't find it either.
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Old 01-02-12, 09:28 PM   #4
TorpX
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TorpexXIII,

I would consider trying RFB. The escorts are not super-capable. At least not early in the war. If you play at high realism, without map contacts, or external cams, it can still be challanging.
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Old 01-02-12, 09:35 PM   #5
Hylander_1314
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Does RFB let you take the boat deeper than the test depth redline? Just curious is all.
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Old 01-02-12, 09:43 PM   #6
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Yes, you can always go at least a little deeper than the test depth. Don't all the mods allow this? How much deeper is the question. I personally am quite reluctant to take an S-boat below 220 to 240 ft. Maybe it is ok to do so, but I don't want to end a career, just to see 'what would happen'.


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Old 01-21-12, 06:58 PM   #7
bandit484
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S Boat Depth

Quote:
Originally Posted by TorpX View Post
Yes, you can always go at least a little deeper than the test depth. Don't all the mods allow this? How much deeper is the question. I personally am quite reluctant to take an S-boat below 220 to 240 ft. Maybe it is ok to do so, but I don't want to end a career, just to see 'what would happen'.


I tested how far down you could go in my s-boat and the deadly area seems to be around 320ft. I hope this information helps with regards to developing some tactics for the s boats.
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Old 01-05-12, 12:04 AM   #8
Stoli151
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Quote:
Originally Posted by TorpX View Post
TorpexXIII,

I would consider trying RFB. The escorts are not super-capable. At least not early in the war. If you play at high realism, without map contacts, or external cams, it can still be challanging.
I really did like RFB also as well as TMO but last time I played RFB you were invisible to the enemy on the surface at night. Did this ever get fixed? I mean you could bump into an escort and it would not notice you unless you opened fire on it. Once I found this out the mod became no fun, it was too easy to just do a night surface attack on anything, unless it was late enough for the escorts or capital ships to have radar. In the daytime things seemed to work as they should. The only workaround was to take the environment folders out of the mod. The odd thing is nobody but me and a few others seemed to notice this. I wonder if it was just some kind of game settings issue? I hoped back then somebody that designed the mod could give me an answer but I think they were burned out on working on it. Too bad really I thought it was an excellent concept for a mod. If you just could fix that issue(if I'm not crazy and am not the only one having it) and take the sinking physics thing out of the mod it would be pretty excellent. I loved the sub damage model in RFB no more trading blows with DD's on the surface one hit from a large caliber round and you weren't making it back to port . Even a lucky shot from a merchant with a large deck gun could finish you if the pressure hull was breached, pretty realistic in my opinion. But when I'm up for a challenge I love TMO I hardly ever make it back to port and it's more of a finished product in my opinion.

Last edited by Stoli151; 01-05-12 at 12:27 AM.
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Old 01-05-12, 12:30 AM   #9
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Quote:
Originally Posted by Stoli151 View Post
I really did like RFB also as well as TMO but last time I played RFB you were invisible to the enemy on the surface at night. Did this ever get fixed? I mean you could bump into an escort and it would not notice you unless you opened fire on it. Once I found this out the mod became no fun, it was too easy to just do a night surface attack on anything.
I have not made that many night surface attacks, but on at least two occasions when I did, I was spotted. Perhaps, what you describe is possible, under certain circumstances, but I don't think it is typical. It may be partly due to design limitations of the game. I have read of similer complaints to yours about SH 3, so maybe it is a problem of the game engine being oversimplified in this regard. Usually, people complain that it is too difficult to get close at night.




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Old 01-05-12, 12:00 PM   #10
Stoli151
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Quote:
Originally Posted by TorpX View Post
I have not made that many night surface attacks, but on at least two occasions when I did, I was spotted. Perhaps, what you describe is possible, under certain circumstances, but I don't think it is typical. It may be partly due to design limitations of the game. I have read of similer complaints to yours about SH 3, so maybe it is a problem of the game engine being oversimplified in this regard. Usually, people complain that it is too difficult to get close at night.




After posting last night I decided to give RFB another go it seems from the few missions I played that the April patch seems to be the culprit. Sometimes I would be within a couple thousand yards of a destroyer during the day on the surface and it would not notice me. I think it may have something to do with fog not being rendered properly. I would see a clear day where the AI was being restricted by "the fog". If I reran the same mission without the patch I could see the fog and not the DD until we got close then he opened fire as he should. One other issue seemed to be the escorts had problems dealing with me if I was at periscope depth. I would agree with you that perhaps it is a stock game limitation but I haven't noticed such issues while playing TMO, plus the fact that I resolved one of the issues by simply not applying the April patch. But like I said I did like a lot of other things about it. I wish somebody would take up the reigns and finish it. If I had the skills I would definitely offer my help. Maybe when more people get updated hardware to properly play SH4 we will see more modders coming over to it. I think SH4 has a lot of things going for it for those that want some upgraded graphics and SH3 style gameplay but it seems all the modders are split between SH3 and 5 right now with a few lone exceptions spending time with 4(I wish whatever happened to put the kabosh on gwx4 never happened I'm sure that would have been excellent if it came to fruition). And Ducimus from what I've gathered from 2.5 is done with spending time with TMO(and I thank him for his excellent work that without I wouldn't even play sh4 anymore) so its starting to look like sh4 is at the end of the road as far as megamods go.

Last edited by Stoli151; 01-05-12 at 12:16 PM.
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Old 01-03-12, 07:50 PM   #11
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I don't know how much they have in common, but the best training I had for TMO was countless hours of GWX for SH3.
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Old 02-13-12, 03:36 PM   #12
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sorry for ressurecting an old thread. I'm a long time RFB+RSRDC player who recently switched to TMO2.5+RSRDC and wanted to offer my 2 cents..

regarding the AI, TMO 2.5 is not substantially different or more or less realistic than RFB, it is just a different interpretation of the same reality. I have done a number of RSRDC single missions to test the AI, sometimes it finds you easier in TMO than RFB, sometimes it does'nt.

It does appear easier to be found in TMO when at periscope depth, but appears easier to avoid detection if below the thermal layer + silent running, so the trick of diving below an escort screen does work.

Looking through the TMO and RFB "sim" files, you see that TMO is not harder than RFB; it is in certain areas, but easier in others. For example, it is easier to be found in TMO than RFB in clear calm waters or during the day, but it is easier to be found in RFB than TMO in choppy waters or at night.

It is also relatively easy to escape if you are found. Going deep below the thermal layer and "silent running" usually does the trick. I have had some close calls, but have always managed to escape so far. Again, looking at the "sim" file shows that the TMO AI will give up quicker if it does not reestablish contact than the RFB AI.

As a final tip, when trying to escape from an escort, it is probably not a good idea to use bursts of "flank speed". Unlike RL, DC blasts will not mask your noise in SH. Using "flank" just makes it easier for the escort to reestablish contact. Staying at "silent running" and just using the rudder to get out of the way is usually a better long term strategy.
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Old 02-13-12, 04:16 PM   #13
Armistead
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If TMO escorts drop charges on me, I'm going flank so I can outrun them, I find going slow even at depth is a good way for a group of cans to land right on you. If you're being pinged they can't listen anyway so they don't hear you.
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Old 02-14-12, 09:30 AM   #14
EricW
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Quote:
Originally Posted by Armistead View Post
If TMO escorts drop charges on me, I'm going flank so I can outrun them, I find going slow even at depth is a good way for a group of cans to land right on you. If you're being pinged they can't listen anyway so they don't hear you.
This.....when they drop right on top of you, I go to flank with 15 degrees rudder to get out of the DC pattern. THEN go back to silent running hoping that they lose me when they come around again. It usually works and after a few runs they turn the wrong way and I'm gone. The operative word here is "usually"
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Old 02-14-12, 01:37 PM   #15
Bilge_Rat
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Quote:
Originally Posted by Armistead View Post
If TMO escorts drop charges on me, I'm going flank so I can outrun them, I find going slow even at depth is a good way for a group of cans to land right on you. If you're being pinged they can't listen anyway so they don't hear you.
Every one has a favorite technique, but there is always a trade off.

Yes, an escort pinging is not listening, but when you are facing 2-3 escorts, there is a good chance at least one is listening.

Running at "Flank" even for 30 seconds will not move the sub very far. At 2 knots "silent running", a sub will move about 100 feet in 30 seconds. At 9 knots "flank", the sub will move about 450 feet in the same time, probably more like 350-400 feet if the boat is accelerating and decelerating from 2 to 9 to 2 knots in 30 seconds. The 300 feet difference is about one boat length. It may get you out of the damage zone of the DCs, it may not.

On the other hand, running at "flank" makes your boat very noisy and easier to pick up by any escort nearby. As soon as one regains contact, their clock gets reset and they will all continue searching for you for a set period of time.
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