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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#226 |
Admiral
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![]() ![]() Am, in shock.. right now. Went to look at wiping the hard drive from the now dead Dell... & was... surprised, when the desktop, hove into view. Last I knew of, Windows.. had it set that once the Op sys was installed into a hard drive, it was collared to the MB that the HD was chained to. If any aspect of the MB, died... it was the bone yard for the HD, as in having to wipe it out before you could use it with a new MB. Can, only assume that Microshaf... erhm ![]() This is, of course, pure speculation... but, given the end results I have... can only think that is the case. Any way... am back in the hunt.... ![]() ![]() M. M.
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Last edited by Mad Mardigan; 11-10-21 at 11:57 PM. |
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#227 | |
Navy Seal
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Yes, the early MK 18 in 1943 had depth control problems as well as issues maintaining proper track on firing due to gyro issues, circular run, and battery problems causing a lot of missed shots. WAHOO famously took a full load of the early MK 18's out on her 6th patrol and did not even sink one ship due to all issues, other boats had similar issues. Fortunately, the MK 18 never had the detonator issues, since it had the MK 8 detonator, not the MK 6 used by MK 14 torpedo. So duds not a issue. MK 18 never had magnetic detonator so not present in the sim, I disabled magnetic features on them, so use contact only. I incorporated the depth control, gyro, and circular run issues into the update for TMO. Unfortunately no way to simulate the battery problems. I recall reading in some cases, torpedo was lauched then once clear of tube, just dropped, motor had no power to propel it. Dangerous was it could potentially "fall" onto the sub or sub could run into it, depending on how far it launched, how fast was sinking. In the sim MK 18 becomes reliable in 1944 but early on but does retain a higher propensity to circle run than other torpedoes. In 1943, will have depth control issues similar to MK 14 in early war so will watch to do as skippers did, set them to minimum depth possible. a small chance of running a few feet deeper than set remains for entire war, as it was in reality. They also have slightly less hitting power than MK 14 or MK 23, since warhead was 575 lbs or torpex vs 643 lbs. Still becomes a reliable torpedo though. Last edited by Bubblehead1980; 11-11-21 at 12:10 AM. |
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#228 |
Navy Seal
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December 16, 1943 in "DUNKERS DERP"
USS Seal SS-183 attacked a convoy at dawn, after sinking two ships that night in night surface attack. Shortly after torpedoing two more ships in dawn submerged attack with stern tubes, ran into a problem. I ordered 250 feet, rigged for silent running and depth charge, with two escorts closing from opposite directions. Suddenly, saw boat was ascending, not descending, before boat could be stopped, SEAL was practically surfaced at a depth of 25 ft and kind of squatted for a moment. SEAL came under heavy gunfire from merchants in convoys just 1500-2500 yards away and escorts 3500-2500 yards away. Fortunately, no rounds hit the SEAL, but the seconds seemed like an hour as finally began descent. Unfortunately, this gave escorts exact position of my boat and just as settled at 265 feet, a close depth charge exploded by control room. Serious damage in control room and conning tower, flooding in both, much of the equipment smashed. Hull damage went to 43. Conning tower flooding easily contained by the control room was heavily flooded. Also discovered trim pump was heavily damaged, this made depth control very difficult. Did not want to descend deeper than 250-300 feet with that kind of hull damage. Could only maintain depth with speed of 6 knots ot great. Of course this gave away position to escorts, which hounded depth charging boat relentlessly. Finally after 45 minutes stopped the leaks in control room, began pumping water. After two long hours, escorts suddenly went quiet, perhaps believing I was dead. One left area at high speed, other remained astern searching, pinging at one point, but never had a fix again. Water pumped out, came to periscope depth at 1700, neither periscope functional. Back to 150 ft and remained submerged until dark. Surfaced at dark to find neither periscopes working, three of four bow torpedoes wrecked (no torpedoes left in stern tubes) , plus a previously repaired fuel oil leak had fuel down from 32 percent when submerged for attack to 26 percent. With six ships sunk and the boat heavily damaged, esp hull damage, turned for Pearl Harbor via Midway. Never had my boat broach like that before than I can recall. Obviously gave them a fix on me and made that first dc run accurate, seriously damaging the boat. Anyone else? |
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#229 |
Navy Seal
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Anyone observed/participated in the big battles in the TMO update? Let me know how it played it.
Leyte Gulf...especially Surigao Strait or Samar Midway Coral Sea Guadalcanal landings Nov 1942 Gaudalcanal Naval Battles 1 and 2 .Solomons actions 1942-late 1943 Eastern Solmons Santa Cruz Philippine Sea 1944 Yamato final action April 1945. |
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#230 |
Navy Seal
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Just a update as have had a few questions. I originally planned to do just a small patch to include a couple things that did not make it into the first release, but there is a lot I wish to add , plus some other modders have offered up some excellent tweaks to improve the mod so a new version of my update is in progress.
Campaign Restored Tambor Class to be available at all stages of the war. I like the Terrible T campaign idea, I want to do one with the USS Drum (Gato) and have players orders to all patrols match history, but that is down the road. Anyways, disliked not being able to start a campaign in 1944 and get the Tambor Class, so it has been restored. Pre-Pearl Harbor Career Player can now start in June 1941 in the Pacific or Asiatic Fleets. Always felt this is when the sim should have started, to give player the feeling of going from peace time operations and restraints to unrestricted submarine warfare. Provides a variety of play and investment in a career. I have added pre war traffic into the campaign so player will see shipping going between USA and Japan...with it dwindling as embargos, such as oil embargo takes effect in August 1941 and tensions mount. The US is not at war yet, so missions include monitoring Japanese shipping and if able to implement, operating with the fleet as a scout or sorts. Fictitious agent insertions and supply runs may be included. S boats out of the P.I. for example for go to China station pre war. To keep things interesting, some IJN units encountered will attack you, some will not, with chance of encountering hostiles going up closer get to Dec 1941. You will never know which one is which, so best to observe and avoid but at times, may find yourself forced to fight. Remember, this is before SD and SJ radar, so much easier to be spotted. Pearl Harbor air strike is now scripted, within the limits of the sim. Two waves hit the harbor at historical place and time, but not in the numbers due to even on a high end rig, can PH activity seems to overwhelm the game and cause lag or even CTD at times. The Kido Butai will be in historic time and place (roughly) so it is possible, a player already at sea could encounter this force. I plan to structure the orders so player is in area to do so before or even after. Still working that part out. In testing, it was pretty neat to run into the Japanese strike force on afternoon of Dec 1941. Managed to slip passed the escorts and torpedo the KAGA. Due to torpedo malfunctions, only two out of six hit, but left her on fire and listing when went deep to avoid the destroyers, heavily damaged. Prior to Pearl Harbor, a lot of historical traffic has been added. Such as Bat Div One departing on Dec 4 for night gunnery practice and returning on Dec 5. The last time these battleships would sortie prior to the attack on Dec 7 Enterprise and Lexington depart on their respective runs to Wake Island and Midway to deliver Marine aviators and aircraft and hunt for the japanese after attacks and then return. Plan to add New Construction 1941, so played will go through sea trials (likely on east coast) with a Tambor or Gar Class, then proceed to the Pacific. Likely will start in January 1941. New Construction 1943 for Balao Class restored. Plan to implement new construction 1944/45 for Tench Class. May add fictional orders where player is based on east coast and scout for Atlantic convoys, hunting U boats within the "defense zone" in 1941, early 1942. Since we have AI torpedo firing subs in TMO now, figured could be interesting. This is still in very preliminary stages. Restoring "SUBRON 50" ETO operations of Gato class submarines in the ETO from Sept 1942 until August 1943. a very basic campaign was in TMO at one point but eliminated from 2.5. This campaign has been restored and is being upgraded for historical accuracy and playability. Addition of German ships, AI u boats which fire torpedoes, and varied assignments. Player will start in New London, CT, have to sailed to Europe for first patrol...supporting landings in North Africa in late 42, then end patrol in Scotland. In August 1942 when all of SUBRON 50 boats are sent to the Pacific, player will sail to New London, then to Pearl Harbor as subron 50 boats did. For playability, player will see more action than the actual SUBRON 50 boats did , but it will be limited compared to Pacific. Additional German ships and aircraft, as well as Italian, Vichy French, and Allies will be added. Player will now started at Cavite in 1941 , not Manila. Ships added to make Cavite look like the busy navy yard it was. Torpedo Issues Revisited MK 14 has proven far too reliable in early to mid war in the previous version. The magnetic detonator malfunctions are fine, but still far too reliable depth control and dud wise. This has been corrected, torpedoes at appropriate time frame will run deep causing misses and correction made to result in more duds especially after magnetic exploder is deactivated. MK 18 adjusted to have early issues they presented in real life such as depth control, gyro, circle run. A typo made the "Cutie" homing torpedo available for submarine use way too early, this has been corrected. Damage Model Tweaked Pretty happy with new damage model but realized a mistake I made, which made the hull far too vulnerable to damage from DC. The hulls on fleet boats were tough, little too delicate when comes to depth charges as is in the mod, this as been corrected. Flooding time for compartments has been increased and some flotation factors adjust. No longer will get such a wild angle due a little bit of flooding in forward or aft compartments, but will still have depth control issues with flooding as should. Type 95 depth charge power increased, were a little too weak. AI max firing range with guns increased, surface vessels will now engage one another at longer ranges, so now get more historically accurate gun battles. Most recent test in 1943 had US and IJN cruisers engaging one another at 13000 yard. A lot of variables play in such as fog, light, profile, if units have radar or not etc. AI sensors Revised. TMO 2.5 has always seemed easy compared to other, escorts just lack the venom, for most part they used to have, especially the destroyers. A comparison to older TMO versions revealed the reason why. The sensors had been decreased in their range, sensitivity , and efficiency, along with changes in the sim.cfg. Hydrophones, Sonar, and visuals have been adjusted and thus far, results look promising. Still a balance of not impossible to evade, but also provides the difficulty required to keep the sim interesting. Lets face it, attacking submerged without getting depth charged in some form or in a lack luster manner, most of time gets boring. Balanced enemy visual sensors as well, found are a little too handicapped at night. Atami and Hira Gunboats now have depth charges and sound gear to function as coastal escorts and patrol craft, thanks to strikeback. New ships Almost all merchants (MARUS) have been renamed and tonnage adjusted for historical accuracy, as the tonnage of ships were too high. Used JANAC names and tonnage as well as other resources with photos to try and match them closely. Ships were cloned to provide additional targets. Added No 13, 28, and 60 class submarine chasers to IJN roster. In progress Defensive Depth Charges for merchants. The IJN began to equip certain merchant vessels with defensive depth charges and some with simple hydrophones in 1942 and into mid 1943. This was to provide some measure of defense against submerged submarines when not escorted, at minimum it forced submarine to go deep and provided chance to escape. I have long wanted to implement this since first read about it, as it will not make lone merchants in first part of war such easy targets. I got the idea for SH 4 when I noticed that when when a merchant nearby detects player with hydrophone, will try to ram the periscope or if on surface in night surface attacks and at close range , observes the sub will try to ram and of course open fire. When equipped with hydrophones, will definitely charge as well, but not hunt, just take an opportunity if there. I figured they will, if equipped drop a depth charge or two. Will be testing this soon. Player Submarine In addition to the damage model tweaks, am working on performance of the sub to be more realistic in handling, dive times, acceleration, deceleration, etc. Using some figures from RFB. Ran into some tech issues but working through them. Player Patrol Assignments Working to revamp the orders for more historical accuracy, variety, and proper placement within the modified traffic of the TMO update. Player will now have chance to be assigned to Sea of Okhotsk, Gulf of Siam, Tonkin, Philippine Sea, and other areas which are generally ignored previously. Goal is variety and to give player chance to experience different types of patrols. Patrolling in the open ocean convoy lanes in Philippine Sea such as area Vestible, is different than patrolling off Tokyo Bay. Sound Working to implement some new sounds, including the sound of depth charge when it bounces off the deck of submarine (from Traveler mod). That is all can think of for now. Any suggestions, contributions to the mod etc, feel free. |
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#231 | |
Admiral
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![]() Can't recall the author of the mod I have in mind.. but, will do what I can, to track down info on it... that is, if some one else, doesn't chime in with that pertinent info ahead of Me... if they do, no big whoop.. right now, My mind is drawing a blank, so any help... greatly appreciated there... ![]() Have to say, am very much looking forward to the next update/upgrade to your work... & knowing that, (in some small way) of playing a part in some of the integration of some aspects of it. Remembering some of the DM's that were sent & discussions of certain things listed, in your info update... ![]() Glad to know that, I was able to assist... ![]() ![]() ![]() M. M.
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#232 |
Gunner
![]() Join Date: Jun 2007
Posts: 92
Downloads: 1209
Uploads: 0
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Your proposed changes sound incredibly fantastic. Can't wait for the update, especially merchants being equipped with depth charges and sonar and the Japanese destroyers being made more lethal.
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#233 | |
Navy Seal
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I would love to work a radio mod into TMO. Problem is every time have ever tried to do so, it caused a CTD and other issues. Perhaps can get it worked out this time. Appreciate your feedback etc as always. |
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#234 |
Navy Seal
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#235 | |
Admiral
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![]() ![]() It works with no issues, at all. Only thing is... can't recall the author of it though... sadly, that info was in the dead ext. HD I had...(that crapped out on Me, before My Dell, bit the dust...) that had all mods (SH3, 4 & 5...) & notes/info I had.. amassed over the years. ![]() M. M.
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#236 |
Navy Seal
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Just fyi ....some allied rafts CAN be rescued as survivors in water, simply place binoculars on the raft, go to orders bar and should see the lifering highlight, then click on the lifering, will rescue the raft. Much renown is earned for rescue of survivors.
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#237 |
Watch
![]() Join Date: Feb 2016
Posts: 24
Downloads: 121
Uploads: 0
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Bubblehead;
I'm going to bed now after spending a few hours reading this post and the read-me files for your mod. Earlier; about the submarine flag; you told how to make the flag show on the sub. Got me thinking about equipment on the sub,,, a periscope is equipment and we can make it go up and down. Would it be possible to have a UP/DOWN command for the flag maybe using a mini mod add in. Might even add the battle flag and broom stick; maybe it's not a mini mod and would be a lot of work.. Gandyrail |
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#238 |
Silent Hunter
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BH,
with the new capability of the AA guns to fire at surface targets, i noticed that during Sub School Artillery Practice that they will focus on a surface target and NOT fire on aircraft targets, to our demise. is there a way in which to direct the AA gunners to concentrate their fire on A/C?
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there are only two things in the world: submarines and targets. Fortis et stabilis et fidelis, semper ![]() ![]() ![]() ------------------------------------------------------------ Silent Hunter 4 1.5 Gold Edition on CDROM LAA enabled Dell XPS with 32 GB Ram running Win10 |
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#239 | |
Silent Hunter
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it is a fact that there are only limited number of SH4 mechanisms that can be programmed to go up and down and each one of them is vital to the operation of the boat: two periscopes and either a snorkel or a radar antenna (late in the war). which would you give up? ![]() PB (and others on the FOTRSU team) put a lot of time into trying to make that flag-thing work, without success. if you want the background on those efforts, send a PM to PB. ![]()
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there are only two things in the world: submarines and targets. Fortis et stabilis et fidelis, semper ![]() ![]() ![]() ------------------------------------------------------------ Silent Hunter 4 1.5 Gold Edition on CDROM LAA enabled Dell XPS with 32 GB Ram running Win10 |
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#240 | |
Navy Seal
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By default the AA guns are set to act as AA guns, if enabled the optional mod "AA to Deckguns+Radio" they will fire at surface targets, but not aircraft. To change back, the optional just needs to be disabled via JSGME to restore AA guns. Unfortunately, the AA guns are not multi purpose with AI gunners as were in real life, since the devs did not bother to give us that capability. Very much a either or situation. I have sought a way to make them multi purposes but have not not yet figured that out. |
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