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Old 08-13-13, 11:02 PM   #1
Mikemike47
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Originally Posted by Armistead View Post
One thing that makes the game funner is to tweak the crew ratings to elite for all major ships.
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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Old 08-14-13, 08:41 AM   #2
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Quote:
Originally Posted by Mikemike47 View Post
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.

Easy to do with notepad, just time consuming.
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Old 08-14-13, 09:17 PM   #3
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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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Old 08-15-13, 03:20 AM   #4
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Quote:
Originally Posted by merc4ulfate View Post
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.
Nice shooting......
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Old 08-15-13, 10:17 AM   #5
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Originally Posted by Mikemike47 View Post
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.
but there is the key, even if TMO changes the settings the RSRDC which must be added after will revert them back to stock.

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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Old 08-15-13, 12:22 PM   #6
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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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Old 08-15-13, 02:31 PM   #7
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Originally Posted by Webster View Post
but there is the key, even if TMO changes the settings the RSRDC which must be added after will revert them back to stock.

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
RSRD uses it's on ratings based on it's campaign layers, so what do you mean it reverts back to stock?
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Old 08-15-13, 04:59 PM   #8
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Quote:
Originally Posted by Armistead View Post
RSRD uses it's on ratings based on it's campaign layers, so what do you mean it reverts back to stock?
That is what I was going to ask. ..
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Old 08-17-13, 09:33 AM   #9
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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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Old 08-17-13, 10:17 AM   #10
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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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Old 08-17-13, 11:25 AM   #11
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Quote:
Originally Posted by joefremont View Post
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.
Stock I would agree that Mark 14 is less effective because the devs had some hair brained gamey idea to make the newer torpedoes have more of a bunch.I remember the Mark 23 having a big difference over the 14 lol.TMO corrected this, Mark 18's have less of a punch since smaller warhead than Mark 14.Mark 23 is the same as Mark 14 in TMO. Shot placement does matter in TMO, esp if run the longer sinking times mod with it but even without, a hit under the stack will usually wreck the engines, cause boilers to explode.With merchants their cargo also matters, if tanker is loaded with fuel or if merchant has ammo crates on deck or internal ammo, this accounts for how many fish it takes as well.Large merchant with internal and external cargo of freight only, usually 3-4 torpedoes required to ensure a kill, of course variables such as skill of the crew, where they hit etc affects this.Skill of the vessel you are attacking also matters.TMO most warships and merchants are set to veteran.Stock, they are set to novice in most cases, few are set to competent and then in later years few are vet and even less are elite.

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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Old 08-17-13, 11:10 AM   #12
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Quote:
Originally Posted by Armistead View Post
RSRD uses it's on ratings based on it's campaign layers, so what do you mean it reverts back to stock?
ok, I guess I should have just said it changes all the TMO difficulty settings


I trying to recall all this just from memory and it has been quite a while
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