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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Grey Wolf
![]() Join Date: Sep 2006
Location: NY
Posts: 995
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If I remember correctly, Ducimus added a post somewhere to change crew rating settings. Could be in TMO thread, or he may have been talking about RSRD. I played both of them together alot.
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#2 | |
Rear Admiral
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Easy to do with notepad, just time consuming.
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#3 |
DILLIGAF
Join Date: Feb 2007
Location: florida
Posts: 2,058
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Least number to sink the Yamato for me was 6 while it was heading south from the narrow point in the Bungo.
Best sinking was North West or Truk. I was in a typoon and picked up radar contacts. I did not expect U.S. ships to be in the area so I was assuming it was it was a IJN Task Force heading to Truk. I fire on radar bearings only at 800 yards. I had two cuties and four steam. I got one hit with the steam and one with a cutie. The other cutie detonated in another area and I got credit for a DD. All others missed. I watched the contact on radar and followed it around while she made a large port side loop I shot all the stern tubes and got three hits. Once she straightened out her course I got close again and firing on radar bearings alone scored another four hits. The Yamato sank soon after. |
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#4 | |
XO
![]() Join Date: Jul 2009
Location: Preston, Lancs, UK
Posts: 418
Downloads: 137
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Forget death - I'll take dishonour! [SIGPIC][/SIGPIC] TMO 2.5 1.5 Optical Targeting Correction 031312 for TMO 2.5 1.5 OTC Realistic Scopes for TMO TheDarkWraith_DC_Water_Disturbance_v2_0_SH4 Improved Stock environment v3_TMO&RFB TMO_Alt_engine-sounds TMO_Alternate_JS_Radar_performance TMO17_19_different_smoke |
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#5 | |
Stowaway
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I think the best result would come from making a mod to add on top of RSRDC to reset all the crew ratings since such a mod would also work with the stock game too. I never liked any sub crews being less then veterans because they are supposed to be hand picked and selected with certain skill sets to even be assigned to subs. that said I never reset the rankings because the game often makes up for other things by things like setting crews to be weak |
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#6 |
Navy Seal
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Of course, with my Slightly Subnuclear Mark 14 and Cutie mod..............one should do the trick. Interestingly I've never tried it.
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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 |
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#7 | |
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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#8 |
Navy Seal
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#9 |
Medic
![]() Join Date: Jun 2009
Posts: 169
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Yamato was tough. I have read ~13 torpedoes and 3 bomb hits; this is probably the definitive source:
http://www.history.navy.mil/photos/s...z/yamato-n.htm 10 torpedoes, "several" bombs
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"Na Männer...alles klar?" |
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#10 |
Loader
![]() Join Date: Apr 2013
Location: Near San Francisco
Posts: 82
Downloads: 47
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In the stock game and in TMO the Mk14 does less damage than the mk18 and mk23, but in the game settings there is min and max range for damage so there is a bit of luck involved. Also I have noticed that placement does make a difference. I recently sank a Yamato with 9 mk18's spread along hull.
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#11 | |
Navy Seal
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Yamato took a lot of punishment in real life and can in the game but again factors matter.I have it set to "veteran" skill level and running the longer sinking times which sinks ships based on flooding and bulkhead damage not hitpoints.Also run the fire damage mod, so fires actually damage ships internally and externally.I think this accounts for differences. Surprised 9 Mark 18's did the job on the Yamato. I hit a Ise (Late War) version with 6 in november 1944 and it made her go dead in water and bad list, but didnt sink.Unfortunately, in the counter attack my sub was nearly destroyed, all torpedo tubes destroyed, stuck on the bottom for about 8 hours so never got to give the coup de grace. |
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#12 |
Stowaway
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