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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Captain
![]() Join Date: Feb 2011
Posts: 513
Downloads: 89
Uploads: 0
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Sorry for the delay.
![]() V2.04 is uploaded. Unfortunately I couldn't get the groups of patrolling aircraft to work correctly for this version. But... I added a few extra goodies that weren't originally included. ![]() Here's the feature list: v2.04 - All Japanese bases now have surface radar, radar warning, and DF sensors. Range depends on early or late war versions. Early war versions start from early 1942 until early 1943, and the sensors have a range of up to 185 miles. Late war versions start start from early 1943 until the end of the war, and the sensors have a range of up to 275 miles. I based these range numbers and dates on some of the Japanese WW2 land-based surface radar/DF info I came across. - Over 525 strategically-placed enemy coastal visual observation posts added. There are now enemy observation posts along coastal regions. They will be able to spot your sub and report your position. You will not see them or know your position was reported. The Japanese home islands are especially well-guarded. No more waltzing into Tokyo harbor on the surface. Important bases such as Wake and Truk are also very well-covered. These posts are manned by Japanese military personnel, and also by well-trained local sympathizers. All posts are equipped with high-powered binoculars, spotting scopes, and communication radios. They will be able to spot a surfaced sub during daylight in clear weather at a distance of up to 20 miles. They may even be able to spot your scope while submerged if close enough. - Over 50 strategically-placed enemy radar posts added. These custom units also have the same surface radar, radar warning, and DF sensor capabilities as Japanese bases. The Japanese military has their islands well-covered with this radar detection network. Important Japanese naval harbors are especially well-protected. Use extreme caution when cruising on the surface near the Japanese islands. - Wake Island will now have a small Japanese seaplane base starting from December 27 until the end of the war. - Tweaked Japanese air base aircraft types and amounts. Japanese air bases will now deploy Kyushu Q1W1 anti-submarine bombers from January 1945. Also added Zero fighters and B5N2 Kate level bombers to most Japanese air bases. Plus all Japanese air bases now have some type of patrol aircraft. You should now encounter more variety of enemy aircraft in your patrols. - US sub hydrophone sensors will no longer work while surfaced, due to wave noise interference. They will now only work at approximately periscope depth or deeper. - Adjusted enemy aircraft visual capabilities. They were a bit blind in version 2.03. - Reduced aircraft spotting capabilities when detecting a submerged sub. Enemy aircraft will now most likely not be able to spot your sub when below periscope depth. - Reduced number of enemy aircaft patrols and instances. If you are encountering large numbers of enemy aircraft, you are probably being detected by land-based radar or observation posts! - Decreased wave size. - Added a Traveller Mod 2.04 compatibility patch for OTC 1.5 users (optional) ![]() Download here: http://www.mediafire.com/download.php?sct5qu965k9xv4g Last edited by Traveller; 04-09-13 at 04:14 AM. |
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#2 | |
Navy Seal
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Ok for decreased detection distance due to rough sea, but not completely deaf. To me it's not historical imo.
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#3 | |
Captain
![]() Join Date: Feb 2011
Posts: 513
Downloads: 89
Uploads: 0
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The reason I changed this was to force the player to play more historically and realistically. Having the ability to run around on the surface at speed, detecting ships with hydrohone miles away gives the player a huge ahistorical advantage. Plus using hydrophones on the surface at any speed apparently was not common practice. Please see here: http://www.subsim.com/radioroom/show...ace+hydrophone Last edited by Traveller; 04-09-13 at 07:27 AM. |
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#4 | |
Rear Admiral
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![]() You see my dog don't like people laughing. He gets the crazy idea you're laughing at him. Now if you apologize like I know you're going to, I might convince him that you really didn't mean it. |
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#5 |
Captain
![]() Join Date: Feb 2011
Posts: 513
Downloads: 89
Uploads: 0
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#6 |
Rear Admiral
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![]() If you play, you notice if a group enters the "zone" your PC will lag out some and you know something is near, even though you can't see it, nor can the crew pick it up with any sensors. I believe it's the range of your best sonar, as you can go to sonar yourself and find the group. The S-boat was the only sub before yours that you had to dive for sonar, but the game would still lag out when a group was near on the surface with it, so you dive and you can pick it up on sonar. Obvious, the sub AI works with the equipment it has, doen't pick it up, but you can. My guess or assumption, that this lag zone reflects the distance of your best sonar and it exist the entire war, but only you can cheat with it. It's the cheat everyone uses, game lags out, go to sonar. One thing I've hated about the game, you personally have max use of the best sonar the entire war.
__________________
![]() You see my dog don't like people laughing. He gets the crazy idea you're laughing at him. Now if you apologize like I know you're going to, I might convince him that you really didn't mean it. |
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#7 | |
Captain
![]() Join Date: Feb 2011
Posts: 513
Downloads: 89
Uploads: 0
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