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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Stowaway
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Was this added to the mods or standard ?
Around Truk and Palau there are Submarine Nets and you don't find them until you hit them and then it is too late. Were these added into TM1.6.5 as a mod or were they there in the original release ?
Some interesting information on Minesweepers and Subchasers. To take these out, surface and use the deck gun. Increase speed to Flank and circle the ship you what to destroy. I manually fire the gun myself. I guess I am more accurate than the AI. You will get hit but repairs will take care of that depending on how good a crew you have. Regards Jib01/02 |
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#2 |
Navy Seal
![]() Join Date: Mar 2007
Location: New Mexico, USA
Posts: 9,023
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They were added by me since the stock game has no reefs.
As for the MS and SC, sure you can fight them, but it's unrealistic. Your hull damage doesn't really get repaired though. Every hit reduces the max depth you can safely dive. I'd head home with ANY hull damage that showed a hole on the ship (even if it's "repaired" later. All that said, the subs are too tough vs surface guns IMO. tater |
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#3 |
Stowaway
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I forgot to mention that you need to proceed bow first at the MS and SC and keep firing. Pass as close as you can and keep firing at the waterline and you will sink them. The farther away you get the better their guns are at getting you.
Thanks for the reefs and sub nets. but how can you search for them. Usually you can get something from sonar. Found another net going to Kwajelin. Regards Jib01/02 |
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#4 |
Eternal Patrol
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I agree with tater: something is very wrong if you can shoot it out with any warship, no matter how small. One shell hole in a submarine means that it is no longer a submarine, period.
If it works in the game then it's a cheat.
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#5 |
Rear Admiral
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I should probably up the shell damage on warships. Maybe.... whatever they are now, X 2. (buahhahahahah! )
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#6 |
Navy Seal
![]() Join Date: Mar 2007
Location: New Mexico, USA
Posts: 9,023
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Then we need the AAA to kill your deck crew. Short of that, maybe up them a bit, too. Or up their AP values rather a lot.
Winning a fight vs anything of the size of a subchaser should be RARE, but perhaps possible. If you can do it every time, heck, even most of the time or a lot of the time it's a cheat IMO. One simple choice is to NEVER fire the deck gun yourself. It is a gyro-stabilized laser right now since it doesn't move with the deck. tater |
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#7 | |
The Old Man
![]() Join Date: Apr 2005
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![]() Quote:
![]() However, I'd hate to have to give up firing the deck gun - it's too fun :p But, I only use subs that I can outfit with a 4"/50 deck gun, because kv29 did manage to get that one type of gun destabilized so it doesn't work like some laser cannon on the Millenium Falcon or something - anybody interested in firing a more realistic deck gun should check out this thread: http://www.subsim.com/radioroom/show...322#post605322 Adds a whole new dimension to finishing off small targets or cripples ![]()
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#8 |
Navy Seal
![]() Join Date: Mar 2007
Location: New Mexico, USA
Posts: 9,023
Downloads: 8
Uploads: 2
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Oh, I know about RDG
![]() I was hoping it would be patched in, frankly (for all the guns). tater |
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#9 |
Rear Admiral
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Theres another file ive been sitting on, (along with a more robust torpedo failure sim file) assuming i havent deleted it yet. I have a gun file where the deck guns (all of em i think) is destabalized. Only reason i havent used it, is cause i like to use the deck gun myself. Takes all the fun out of it... BUT........it may be a neccessary evil. Not sure yet. Id still prefer another approach. However, NSM, is actually the best way to approach that if you want a stablized deck gun. Meh, ill have to chew on that awhile longer.
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#10 |
Navy Seal
![]() Join Date: Mar 2007
Location: New Mexico, USA
Posts: 9,023
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I had one (a deck gun file) I thought worked, but it didn't. Destabilizing the DGs is critical to being able to use them and not feel like I have powerups, lol.
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#11 |
Stowaway
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Hey, don't make changes yet because it works reasonably well under the right circumstances. I was just lucky to find this out and basically it works. Now if the crew gets better on the MS and SC as the game continues then that is fine and I'll find out later. Early in the campaign I had a SC chasing me out of one bay and he got me because I could not out run him and my gun is up front not back. But head on you have a chance if you don't give him a broadside until you have shot him up enough. Works for me....
Regards Jib01/02 ![]() ![]() ![]() |
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#12 |
Grey Wolf
![]() Join Date: Sep 2007
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You can install RFB and try going toe to toe with the longer load times, then see what happens. Give you 3 guesses and the first 2 don't count.
![]() ![]() Didn't know about the RDG mod- It had fallen off the radar by the time I joined here. BTW, the link to RDG at filefront doesn't work. Can someone post/send me a copy please?
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"There are only two types of ships- submarines...... and targets" Unknown "you wouldn't catch me on a ship that deliberately sinks itself"- comment to me from a surface sailor. ![]() System: AMD 6300 3.5 GHz | 32GB DDR3 | SATA 300 320GB HD, SATA III 1TB HD, SATA III 1.TB HD | ASUS Sonar DS sound card NVIDIA 1660 Super OC | Windows 10 |
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#13 | |
Silent Hunter
![]() Join Date: Apr 2005
Location: Riverside, California
Posts: 3,610
Downloads: 41
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#14 | ||
Rear Admiral
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http://www.ducimus.net/sh4/release/Torpedoes_US.sim Not my work. Was given to me on the condition its author isn't mentioned directly or indirectly. |
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#15 |
Eternal Patrol
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Well, thanks to you and the anonymous author both.
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“Never do anything you can't take back.” —Rocky Russo |
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