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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#2641 | |
Commodore
![]() Join Date: Jul 2002
Posts: 608
Downloads: 25
Uploads: 1
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#2642 | |
Sailor man
![]() Join Date: Nov 2006
Location: Seehausen/Altmark Germany
Posts: 44
Downloads: 6
Uploads: 0
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Its only one example, but it shows, it could happen. Greets Indy |
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#2643 | |
Engineer
![]() Join Date: Dec 2001
Posts: 214
Downloads: 7
Uploads: 0
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[quote=Indy676]
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![]() If that's the case it's no more of a "quirky incident" than Lusitania. However I agree there should be great variability in both resillience, AND the way ships sink. Honestly in my (albeit limited) RFB experience I saw none of that variability. Plus ships seem altogether "too alive" when heavily damaged (guns manned, ships zigzaging...). |
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#2644 | |
Sailor man
![]() Join Date: Nov 2006
Location: Seehausen/Altmark Germany
Posts: 44
Downloads: 6
Uploads: 0
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On my last patrol, I sunk 18 ships, 15 cargos and 3 tankers, with 26 torpedoes, and 5 or 6 duds. None of them took more than 2 torpedoes and 10 to 20 rounds of the deck gun. One thing that should be tweaked as soon as possible, is, that the guns of the merchants should be destroyable. If I can shut down the guns of a merchant, it would be easier to sink it with the gun. Greets Indy |
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#2645 |
Navy Seal
![]() Join Date: Mar 2007
Location: New Mexico, USA
Posts: 9,023
Downloads: 8
Uploads: 2
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If the ship can still make way, and there is a submarine around, they would run, and evade. If the ship was armed, they'd shoot, too—their lives literally depend on it.
They do not zig-zag, BTW, they "constant helm." I wish we had real zig-zags in SH. Had you read the SDM readme (within the large RFB readme) you would understand that the ships defending themselves to the last minute is a trade-off. The way SH works, is that when a ship reaches a certain level of flooding, it will certainly sink. At that point, the game marks it as sunk, the crew abandons ship, and you get the "she's going down!' message. This is true in stock, even if the ship would not actually sink for hours, days, whatever. In RL, you didn't know a ship was sunk until, duh, it sank. As a result, in RL you might finish off a ship that would certainly have sunk on her own, but how could you know? The only way to delay this "instant success" message means that the crew of the ship (guns in this case) continue to function. It's a trade off. It also results in people thinking that they did not get a 1 hit sinking, or a 2 hit sinking, etc, when in fact they did, they just didn't wait long enough before finishing the target off (which would have sunk anyway). Note that this is indeed "instant." In stock, if the 1 fish is enough, the second the damage is applied, the game tells you she's finished, even with other fish on the way, and the target showing no sings of sinking yet (the splash has not fallen back into the sea). Before the latest version, many people had ships take 4 hits and steam away, this simply does not happen to me in the current version. At this point, if I did see that, it would be a welcome variation since I've not had any merchant survive even 3 hits. tater PS-regarding the very low FR issue. I had FRs that were literally pulsing between 70-80, and TWO with the PE in RFB. I wonder if profoundly low FR can cause the game to skip over some damage? Meaning the game is busy with drawing a frame and the damage doesn't get applied... I have no idea, just throwing that out there. Work on your vid card settings, I really did improve my RFB FR a lot with nhancer (sticky thread top of the general SH4 forum). |
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#2646 | ||||
Admiral
![]() Join Date: Apr 2005
Location: San Diego Calif
Posts: 2,290
Downloads: 187
Uploads: 12
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#2647 | |
Navy Seal
![]() Join Date: Mar 2007
Location: New Mexico, USA
Posts: 9,023
Downloads: 8
Uploads: 2
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The one ship that took the most to sink, Kyuei Maru, a 10k AO, was listed in Alden as 6 hits for a sinking. There is no way to know the way they were fired. The Japanese Wartime Convoy History, OTOH, breaks this attack to 3 separate attacks of 2 hits each, spread out over the day. 2 hits for damage. 2 more hits for damage. A 5th hit for damage, then a 6th to sink her. That adds some "hit with X fish but survived" numbers to the spreadsheet (damage results are more useful than sinkings, really, since it allows us to look at the % hit with X fish that lived). The revised results are: The numbers are the % of ships hit with X torps that actually sank: 1 hit: 00% sank 2 hits: 53.9% sank 3 hits: 66.67% sank 4 hits: 60% sank 5 hits: 85.7% sank 6+ hits: 100% sank No 10k AO in the war sank with one fish. |
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#2648 | |
Engineer
![]() Join Date: Dec 2001
Posts: 214
Downloads: 7
Uploads: 0
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#2649 |
Navy Seal
![]() Join Date: Mar 2007
Location: New Mexico, USA
Posts: 9,023
Downloads: 8
Uploads: 2
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Bunker oil need to be injected as a vapor to burn effectively. It is even heavier than diesel, if you are familiar with how they work. It also floats. Once water floods a hold, the oil floats on TOP, and actually helps keep the ship afloat. Progressive fires can of course happen, but SH4 doesn't have progressive fire, and in any event, tankers were generally quite tough to take down in RL.
Some that blew apart more easily might have been holding refined products (avgas, diesel, etc) I read a japanese report of a ship hit in a hold full of avgas. Fires started in the next hold (#2), which was full of shells, and depth charges. The avgas then caught fire. She was afloat for many hours, burning. You never know, sinking is... variable. A 5k tonner I saw in that doc was hit with 2 and took almost 40 hours to sink. |
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#2650 | |
Silent Hunter
![]() Join Date: Apr 2005
Location: Riverside, California
Posts: 3,610
Downloads: 41
Uploads: 5
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#2651 |
Planesman
![]() Join Date: Dec 2008
Location: Vancouver BC
Posts: 186
Downloads: 11
Uploads: 0
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A question for the RFB team - re: aircraft
It would seem to me that in RL one would encounter many more a/c than you presently do in RFB. Particularly in active theatres of the war (Formosa during the invasion of the Phillipines, Guadalcanal, etc.) Now, granted that most would not be dedicated ASW patrols. Would it not make sense to add more a/c that would sim. CAP's or other enemy a/c that might attack your sub as a target of oppurtunity? I assume that my idea might be complicated from a simulation point of view. Or is this a question better directed to Lurker/RSDC?
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If it's a fair fight, then you didn't plan it properly. ==================================== |
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#2652 | |
Admiral
![]() Join Date: Apr 2005
Location: San Diego Calif
Posts: 2,290
Downloads: 187
Uploads: 12
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#2653 |
Navy Dude
![]() Join Date: Sep 2001
Location: Austrian landlubber
Posts: 178
Downloads: 75
Uploads: 2
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In RFB 1.5, I was playing an American career and encountered a japanese convoy (3 DD's, 6 tankers) west of the Marianas. I hit the 1st tanker with 1 fish, huge explosion, she's going down, and away she was. I hit the 2nd tanker with 1 fish, huge explosion, she's going down, and away she was. I hit the 3rd tanker with 1 fish, huge explosion, she's going down, and away she was. The whole convoy action was a matter of maybe 5 minutes, 1 hit sinks a ship, as sure as if you're hitting a tree with your car - bang you're dead.
Playing the sim remembered me of RN Capt. Walkers famous SSSS radio message (Saw sub, sank same) Now, take RFB 1.52, with all current patches applied; German campaign, Ops Monsun, hit 2 tankers, 1 fish each. One sank after appr. 6 hours, the other survived. Next patrol, encountered a huge convoy north of Ireland. Hit one large tanker with 2 torpedoes, and she survived. Hit 2 freighters with 1 fish each, and they survived. 3rd convoy, hit a large oiler with 2 fish, she sank. Hit a large modern tanker with 3 fish, and she sank appr. 1 hour later as the large oiler, even though 2 hits happened before I hit the large oiler. Hit another tanker with 2 fish, and she sank. Hit 2 freighters (small composites) with 1 fish each, 1 sank, 1 survived. Comparing these 2 examples (RFB 1.5 and RFB 1.52), the second wins hands down for me. Ships don't explode instantly when hit by 1 torpedo filled with a couple hundred kilos of explosives. Ships are NOT stuffed with explosives or flammable stuff in any spot one can possibly hit (ammunition carriers exempted in RL maybe - but they don't explode either when hit in the bow while the ammunition is carried in the aft compartment).
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"E hoa, ka whawhai tonu mātou, Āke! Āke! Āke!" (Friend, we will fight on forever, forever and forever!) Rewi Maniapoto's reply to British calls for surrender, Orakau, 1864 |
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#2654 |
Bosun
![]() Join Date: Aug 2008
Location: Finland
Posts: 61
Downloads: 100
Uploads: 0
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Hi,
i've been lately more in cockpit than in conning tower and somehow during that time my crew has developed a telepatic way to spot the ships (= applied 1.52 patch + hotfix). I get visual reports a way before anything can bee seen (even when the weather is calm and clear or before the radar does the job). The contact are real, but a crew with superman's eyes is a bit realism killer. I remember reading that W_Clear's Environmental mod had this kind of issues in a past? Or is my installation corrupted or something like that? I also see the bearing markers with my binoculars... Did they come along with the latest patch? Otherwise the mod is getting better all the time!
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The sum of the intelligence on the planet is a constant; the population is growing. — Mr. Cole RFB+RSRD+OM @ 100% realism Last edited by IronPerch; 02-10-09 at 02:19 PM. |
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#2655 |
Planesman
![]() Join Date: Dec 2008
Location: Vancouver BC
Posts: 186
Downloads: 11
Uploads: 0
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Surface search Radar not functioning! I have the 'hotfix' applied, but it doesn't work @ all. In fact, as I recall it worked a lot better before the latest patch. It consistently fails to pick up contacts that are clearly visible, and despite having greater range than hydrophones, I have yet to find a ship w/ radar.
Nov '42, Gato Class boat. currently installed mods: (in order) RFB v 1.52_102408 RFB v 1.52 patch_18_Jan_09 RFB v.1.52_RadarHotfix RSRDC_RFBv1.5_V420 RSRDC_V4XX_patch1
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If it's a fair fight, then you didn't plan it properly. ==================================== Last edited by jazzabilly; 02-10-09 at 06:57 PM. |
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