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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 | |
Sailor man
![]() Join Date: Jun 2008
Location: Dresden, Germany
Posts: 46
Downloads: 24
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Just some questions: 1. I read some old books (anno 1951-1956) from my grandpa. There is a story, where english DD's got a really good strategy to sink boats: 1 was listening and directing another one to above the submarine. So there was no asdic blackout for the dd which throwed the dc's. Was this also a tactic japanese did? If so, is this simulated within a supermod? 2. Can you explain or giving some links on how to counter the both operations? How do I escape if they listening? How to escape while pinging? Are they switching between these 2 modes? Leave charges bubbles in the water? (I know, that after an attack you can not hear anymore the submarine for about up to 30 seconds even if it was running full flank) And does anyone has a plain explanation for FOTRS which aspects are adressed and maybe are better in this mod? Thanks in advanced. Learned much here. ![]() |
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#2 | |
Sea Lord
![]() Join Date: May 2006
Location: 5 Miles Inland West Of Lake Huron
Posts: 1,936
Downloads: 139
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In the early part of the war, they thought US submarines couldn't dive any deeper than 150ft so they dropped their DCs to shallow most of the time out in deep open waters. That is until an American politician opened his fat mouth to the papers and of course, guess who picked up on the statement? As the war progresses however, the escorts get better, as experience is the greatest teacher. The Japanese get better at finding you, and when they do work together they will employ similar tactics that the Royal Navy employed in the Atlantic. What TMO has though working for you, is that you can take your boat way passed "test depth", the red line on the diving dial, as many did just that to avoid the DCs the escorts dropped. One thing though, and I'm not positive on this, but SH4 never employed the water disturbance the DCs caused from exploding, so for a long time, it was rather frustrating. If you want it, I would recommend 2 mods, DC_Water_Disturbance, and Ship_Plane_Fire_Damage. The first one is obvious as it does just that. It disrupts the Japanese sonar and listening devices for a short time. The second one, makes it so that if you damage a plane or ship, and the fires continue to burn, they will cause a structural failure. As for evading the DC attacks, do what you did in SH3. The deeper you can go, the better. Even if they have one boat listening while another makes an attack, you can still go to flank speed and make a turn to avoid the DCs. And if you're in Balao boat, I have taken them down passed 600ft and even at Ahead Standard, can outrun the depth charges, and save battery power. But Ducimus shows in the TMO Manual how the ASW works with the IJN DDs, and how you can counter it. And it all boils down to making your signature as small as possible. Also, in the Pacific, the thermal layers if present would throw off the enemy as the thermal layer would bend the sound wave and give a false location to the receiver. Not that it throws it off that much, but the deeper you are under it, the more deviation it gives your sound or pinged signature. And depending on how much of a change there is, in water temperature under the thermal layer, I have watched destroyers drop their DCs far enough away from the boat, that it didn't even require a need to change speed. But that all depends on the skill level of the DD(s) that are looking for you. If there is only one, it is easy enough to lose them. If there are 2, it's a bit tougher, but you can still lose them if you employ the right tactics. 3+ DDs, now you will have some fun. For even with the knowledge of how to combat the IJN ASW efforts, the AI has been tweaked in TMO to be a bit more tenacious at looking for you. And once they do find you, they don't give up or lose you that quickly. The worst one I have had so far, was after attacking a IJN TF in late 1944, that had 11 or more DD escorts, and even though I damaged and slowed a couple capital ships, I had 6 or 7 of the escorts on me for 9 hours of game time. They didn't get me, but once they did let up, I tried to follow them back to the TF, but they were making 30+ knots so I couldn't keep up. So even though I damaged a couple big ships, the escorts did their job. They kept me penned up long enough to let the TF escape further destruction. As for FOTRS, check out their page for info. This is their forum link, and it's a German location, so you should be able to get all the info there on the mod. http://www.aotd-flottille.de/wbb2/bo...34c4c87091d1ac I do like it, as it is based on TMO, but they've added more ship types, and planes.
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#3 |
Navy Dude
![]() Join Date: Mar 2008
Posts: 176
Downloads: 52
Uploads: 0
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So in other words the trick is to find the supermod that changes the gameplay in the way you'd like, and then install the various skin, graphics mods etc over the top?
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#4 | |
Captain
![]() Join Date: Aug 2009
Posts: 481
Downloads: 74
Uploads: 3
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Yeah, do that. Though FYI, last I checked, the megamods (except operation monsoon) really screw up the u-boat campaigns and are not made to work with that aspect of the game. If you're dead set on u-boats, keep that in mind. |
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#5 | |
Navy Dude
![]() Join Date: Mar 2008
Posts: 176
Downloads: 52
Uploads: 0
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Can Operation Monsoon be loaded over the top of TMO or RFB? Thanks,
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#6 |
Mate
![]() Join Date: Mar 2012
Location: Buenos Aires, ARG
Posts: 51
Downloads: 20
Uploads: 0
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I have one question, terrabyte. I have SHIII, but stock. I want to install GWX but i dont know what it is nor what it does... Its for gameplay or graphics?.
Also, there is a mod for the SHIII that the water come out of the ballast tanks just like in SH IV? when i first saw it, i loved it (i know its just a detail, but its great, really visual reallistic, i think). In SHIII there isnt this feature. I dont know if in U-Boats Missions there is, but i just want to know if there is for III |
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#7 |
Eternal Patrol
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Yes there is, and has been for years. I'll be glad to tell you all about it if you ask in the SH3 forum, here:
http://www.subsim.com/radioroom/forumdisplay.php?f=182
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“Never do anything you can't take back.” —Rocky Russo |
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#8 | |
Captain
![]() Join Date: Aug 2009
Posts: 481
Downloads: 74
Uploads: 3
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#9 | |
Navy Seal
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Das Boot depicts German submariners as sniveling cowardly and very sloppy seamen who didn't even bother to conduct a sonar sweep before they surfaced and were nearly run down by a very loud and obvious charging destroyer. I certainly PRAY that a submarine simulation is better than that. Even the justifiably despised SH5 exceeds that poor standard. It would be more appropriate to measure a sub sim by comparison to the Beatles' Yellow Submarine. At least Admiral Halsey is in that one! lol! As far as the mods go, just about all of them require and were written for U-boat Missions, patch 1.5. There is much more to v1.5 than just the addition of the German craft. Memory is handled much better, the game loads faster, is more stable and that's just what I remember right now. Playing with 1.4 is playing an obsolete version. With the give-away price of 1.5 Gold, there's no excuse not to have the latest.
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Sub Skipper's Bag of Tricks, Slightly Subnuclear Mk 14 & Cutie, Slightly Subnuclear Deck Gun, EZPlot 2.0, TMOPlot, TMOKeys, SH4CMS Last edited by Rockin Robbins; 06-05-12 at 01:47 PM. |
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#10 | |||
Eternal Patrol
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