![]() |
SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
![]() |
#31 | |
Sea Lord
![]() Join Date: Jun 2006
Location: Somewhere else now
Posts: 1,740
Downloads: 825
Uploads: 4
|
![]() Quote:
![]() |
|
![]() |
![]() |
![]() |
#32 |
Captain
![]() Join Date: Jul 2006
Location: Washington State south of Tacoma
Posts: 495
Downloads: 26
Uploads: 0
|
![]()
LukeFF: I appreciate the information for the RFB boat - most helpful for those using that mod. For those inmersed in the TMO/RSRD mods there still remain questions regarding range. We'll have to see how it works out as people try to complete assigned patrols, using a speed setting of 9 to 10 knts, as time moves along.
Webster: to some extent I agree with you and I need to explore my references to see what I can find, but I do suspect that while COMSUBPAC tried to set SOP for subs, the commander on site had to modify those as he wanted/needed to. That ability - to individually alter SOP - is what was so clearly an advantage for the US in the Pacific theater. Well, indivudual initiative was/is the same powerful advantage for the US military even as we speak. |
![]() |
![]() |
![]() |
#33 | ||
Ocean Warrior
![]() Join Date: Jan 2008
Posts: 2,909
Downloads: 77
Uploads: 11
|
![]() Quote:
__________________
-------------------------------- This space left intentionally blank. |
||
![]() |
![]() |
![]() |
#34 |
Silent Hunter
![]() Join Date: Feb 2008
Location: Milan Italy
Posts: 4,999
Downloads: 114
Uploads: 18
|
![]()
a pity... Japanese boats had modifications late in the war changing the engines for less powerfull ones but with increased range... thus reflecting a change in tactics..
keltos |
![]() |
![]() |
![]() |
#35 | ||
Navy Seal
![]() |
![]() Quote:
If you were correct, sinkings would have been more uniformly distributed among boats. In fact, a few boats with bolder search strategies dominated the fleet in the last year of the war, especially including Barb with Admiral Fluckey. Search as I've laid out was almost alone responsible for producing the most decorated boat and crew of the war. Fluckey's promotion to Admiral Lockwood's job afterwards tends to lend credence to my conclusions. The code breakers didn't know anything about submarine strategy. They were just experts in interception and interpretation of enemy communications. Their information was often sketchy, imprecise or wrong. When they were right the typical run to the required position had to be on the surface WFO to a location not quite possible to reach in time. If they DID arrive on time, they would, of course, slow down. But submerging would be a terrible strategy if you're expecting a convoy headed your way. Your first means of detection would be your radar. To use that you would at least have to be at radar depth. Then you have to be ready for extended evasion after the attack. This demands full batteries that you would not have if you lurk submerged waiting for them to appear. In the game you can hover at zero speed. A real sub couldn't do that under normal circumstances. In any event, waiting submerged any longer than absolutely necessary would severely handicap your chances of success in attack and/or surviving the encounter.
__________________
Sub Skipper's Bag of Tricks, Slightly Subnuclear Mk 14 & Cutie, Slightly Subnuclear Deck Gun, EZPlot 2.0, TMOPlot, TMOKeys, SH4CMS |
||
![]() |
![]() |
![]() |
#36 |
Sea Lord
![]() Join Date: Jun 2006
Location: Somewhere else now
Posts: 1,740
Downloads: 825
Uploads: 4
|
![]()
Agreed there are different ways to drive a boat, car, aeroplane..
An interesting book - The Emperors Codes.. tells a different story. In the Pacific, this sketchy info, was privvy only to certain people, cos the rest were a bunch of prudes, having the 'abilty without much effort to give the game away'. In fact there was so much of this info available, mostly ignored by some brass, cos they were still enstoned in WW1 tactics. It seems only a few brass had the forsight to use this info, while the rest 'played political games', to the detriment of countless ordinary soldiers. ![]() |
![]() |
![]() |
![]() |
#37 |
Seasoned Skipper
![]() Join Date: Apr 2008
Posts: 732
Downloads: 89
Uploads: 0
|
![]()
is it not true that on all sides, they were reluctant to use intelligence to direct their operational boats because they feared it would make the enemy aware of the fact that the codes had indeed been broken?
i remember reading something about the British Admiralty deliberately NOT rerouting some convoys to make the germans think that enigma was still secure. (not that they were happy to sacrifice their merchants but they only rerouted convoys based on information which could have also been acquired through other means than enigma code breaking. something like that, anyway)
__________________
And when an 800-ton Uboat has you by the tits... you listen! |
![]() |
![]() |
![]() |
#38 | |
Rear Admiral
![]() Join Date: Mar 2005
Posts: 13,224
Downloads: 5
Uploads: 0
|
![]() Quote:
My drop dead 'bingo' fuel to return of course varies on where I am and what year of the war (tenders nearby) but typically hovers somewhere around 33%. |
|
![]() |
![]() |
![]() |
#39 | |
Silent Hunter
![]() Join Date: Apr 2005
Location: Riverside, California
Posts: 3,610
Downloads: 41
Uploads: 5
|
Quote:
__________________
![]() ROW Sound Effects Contributor RFB Team Leader |
|
![]() |
![]() |
![]() |
#40 | |
Weps
![]() Join Date: May 2005
Posts: 369
Downloads: 16
Uploads: 0
|
Quote:
Start Here: http://www.amazon.com/United-States-...ef=pd_sim_b_13 http://www.amazon.com/Silent-Victory.../dp/155750217X
__________________
![]() ![]() |
|
![]() |
![]() |
![]() |
#41 | |
Sea Lord
![]() Join Date: Jun 2006
Location: Somewhere else now
Posts: 1,740
Downloads: 825
Uploads: 4
|
![]() Quote:
The purpose of this rec plane - to be spotted by the enemy task force or convoy - transmit like crazy on their radio, then hi-tail it home... Thus making the enemy think that they were spotted by these means. MEANWHILE there was a 'hit-squad waiting down the road' already. Further still the US Navy knew the destinations of the convoy/forces, so could arrange pre-recons backed up by the 'hit squad'. Essentially the IJN was doomed to failure, as all their codes were cracked. The IJN25 code proved to be the most difficult and changed every 6 months or so. BUT it was cracked via the weaker codes as there was a heirarchy of code transmissions, as the message which started with IJN25 filtered their way down to the weaker codes, and so the code breakers built up a code base. - A very interesting book it is - based on recently unclassified info. The book gives and example of the code and the mathmatical method of cracking it - A lot of maths (mainly statistics ![]() Wiki has a good starting point with all this info... ![]() |
|
![]() |
![]() |
![]() |
#42 |
Captain
![]() Join Date: Jul 2006
Location: Washington State south of Tacoma
Posts: 495
Downloads: 26
Uploads: 0
|
![]()
May I bring this thread back to the other half of the original issues I brought up since this is related to sub ranges...and in this case to ones ability to modify those built in ranges?
"I can open the *.val and *.sim etc files but I cannot edit anything on the opened screen. Used to do so with GWX in SH3 without any problem, to adjust draft, wakes etc, but cannot figure out what I'm doing wrong here. Probably me, not the program. Maybe have to query the developer (name escapes me at present). Has anyone put together any tweak files for each sub so miniTweaker can be used? I think that question was asked a long time ago by someone, but I don't recall the answer." I still cannot open and modify the *.val, etc files using S3D as I could in SH3. Anybody have an answer? |
![]() |
![]() |
![]() |
#43 | |
Stowaway
Posts: n/a
Downloads:
Uploads:
|
![]() Quote:
post there and you get all the info and instruction you need, if that dont do it then PM the creator of it "skwasjer" he will personally help you for sure but hes a busy man so it may be a day or so. |
|
![]() |
![]() |
#44 | |
Sea Lord
![]() Join Date: Jun 2006
Location: Somewhere else now
Posts: 1,740
Downloads: 825
Uploads: 4
|
![]() Quote:
An alternative is to open S3D and Drag-n-Drop a file from the game folder onto S3D window, and see what happens ! ![]() |
|
![]() |
![]() |
![]() |
#45 | ||
Commodore
![]() Join Date: Nov 2004
Location: Right behind you!
Posts: 643
Downloads: 39
Uploads: 0
|
![]() Quote:
|
||
![]() |
![]() |
![]() |
|
|