![]() |
SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
![]() |
#436 |
Navy Seal
![]() Join Date: Mar 2007
Location: New Mexico, USA
Posts: 9,023
Downloads: 8
Uploads: 2
|
![]()
Too bad the 20mm doesn't hurt your sub crew. Course it DOES remove hit points, which changes the crush depth...
At some point I need to make the harbors nastier. The stock AI, regardless of skill, is a little weak. Course all I really need to do is add some mines to areas near harbors. The odd sub net, too (some as reefs or sand bars, etc, others as actual sub nets). tater |
![]() |
![]() |
![]() |
#437 |
Navy Seal
![]() Join Date: Mar 2007
Location: New Mexico, USA
Posts: 9,023
Downloads: 8
Uploads: 2
|
![]()
What do you guys think a good patrol duration and radius should be?
I am going to go through the patrols at some point, and when I do I will likely (where appropriate): 1. Increase the patrol radius for many patrols. 2. Mention the patrol radius in the orders for the patrol. 3. Increase the patrol duration from 2 days, to maybe a week or more. 4. Mention the specific time on station from #3 in the orders. 5. Decrease the tonnage required for success. 6. Dump all requirements to only sink merchants, didn't happen. RL US subs sank warships wherever possible. On number 5, I'm not one who thinks patrols should always be "successful" in that regard. I see meeting the tonnage level as "extra" sucess. So being on station, is basic success, then sinking SOMETHING gets you additional success. I'm open to anyone's take on this, frankly. I ignore renown entirely. I don't even promote my crew at this point (maybe when/if someone makes it so 25-33% of my crew gets randomly transferred I'll bother). the whole renown thing is a can of worms. Ideally, i want to make even the mk14 fish have a cost. Of course I also want to mod in a mine so we can have mining missions. |
![]() |
![]() |
![]() |
#438 |
Commodore
![]() Join Date: May 2007
Location: Where you don't see me
Posts: 607
Downloads: 23
Uploads: 0
|
![]()
Since Ducimus deleted MK10 for all fleetsubs, how accurate is the Mk10 in a Balao for example. Did they sail with these torpedoes at all?
How moddable is this for simulation purposes. Meaning the MK 10 should only be fired without angle, so straight forward from any sub, making this a reliable, but difficult to employ weapon. I tried tweaking this, but apparently it's beyond my abilities. If this could be done as it should, the Mk 10 could become availible again to the fleet boats. Just a thought......:hmm:
__________________
Regards, Bando |
![]() |
![]() |
![]() |
#439 | ||||||
Silent Hunter
![]() Join Date: Apr 2005
Location: Riverside, California
Posts: 3,610
Downloads: 41
Uploads: 5
|
![]() Quote:
Quote:
Quote:
Quote:
![]() Quote:
Quote:
|
||||||
![]() |
![]() |
![]() |
#440 |
Navy Seal
![]() Join Date: Mar 2007
Location: New Mexico, USA
Posts: 9,023
Downloads: 8
Uploads: 2
|
![]()
On#6 I suppose there is one exception.
"Success" doesn't mean you MUST succeed. The patrol is successful, for example, but the sinking might not be. no big deal. Sometimes they tried for tankers, for example. In that case, a "sink tankers" mission might be in order, and of you don't sink them, it's not like you failed, you just failed to sink any tankers. The whole renown scheme needs some reevaluation, IMO. I don;t have a problem with it in general, but it'd be nice if it meant more. tater |
![]() |
![]() |
![]() |
#441 | |
Lieutenant
![]() Join Date: Apr 2005
Location: Finland
Posts: 267
Downloads: 80
Uploads: 0
|
![]() Quote:
Oh, and this is when I've started my career in Manilla |
|
![]() |
![]() |
![]() |
#442 |
Navy Seal
![]() Join Date: Mar 2007
Location: New Mexico, USA
Posts: 9,023
Downloads: 8
Uploads: 2
|
![]()
Ah, I used Beery's campaign starts and I've honestly never started a patrol before the war. I left it there partly for ear of breaking something, and partly because it might be useful for testing. It will need a generic patrol mission or two to be realistic. That or a version of Ducimus's "sea trials" with a training mission.
tater |
![]() |
![]() |
![]() |
#443 | |
Navy Dude
![]() Join Date: Mar 2005
Posts: 177
Downloads: 4
Uploads: 0
|
![]() Quote:
![]()
__________________
![]() ![]() |
|
![]() |
![]() |
![]() |
#444 |
Navy Seal
![]() Join Date: Mar 2007
Location: New Mexico, USA
Posts: 9,023
Downloads: 8
Uploads: 2
|
![]()
The sea trials were all ducimus. Brilliant.
tater |
![]() |
![]() |
![]() |
#445 |
Medic
![]() Join Date: Apr 2007
Location: Rockford, IL
Posts: 166
Downloads: 5
Uploads: 0
|
![]()
@Tater, I wanted to post an anomoly I witnessed last night. I also posted on WernerSobe's thread so he is aware of it, too.
I'm using TM1.5, RSM 3.0, and your latest campaign (.76 I believe) I ran across a single tanker @ 129Deg E X 27Deg N on Dec. 26, 1942 heading North at around 5 kts. Shortly after I spotted him, he started slowing down and came to a stop. When I got closer and looked at him, he was sitting so low in the water that waves were splashing over the deck. I know that people are reporting tankers spontaneous combustion with RSM 3.0 but I wanted to let you know so you could make sure one of the ZZs wasn't left out. I've said it before, I'll say it again. Your mod ROCKS!! I absolutely love the ZZs and the difficulty setting up a shot with them. Fantastic work, Sir. If you're ever in my corner of the world, drinks are on me!! Chuck |
![]() |
![]() |
![]() |
#446 |
Navy Seal
![]() Join Date: Mar 2007
Location: New Mexico, USA
Posts: 9,023
Downloads: 8
Uploads: 2
|
![]()
Sometimes ships don't ZZ, actually. I have them make choices every so often to make a straight line dash. Early in the war, I have them do this more than later, too.
In RL, I have read that early in the war many merchants would only ZZ in the daytime, and would run straight at night. I can add that at some point, but it's complicated (I have to "mark" the waypoints so that the mcoca editor can only ZZ between the chosen pairs). Once done like that, I have to make a copy with a scripted ship since the "estimated time to waypoints" button doesn't work with random groups. |
![]() |
![]() |
![]() |
#447 |
Captain
![]() Join Date: May 2007
Location: Romania
Posts: 492
Downloads: 0
Uploads: 0
|
![]()
I usually get the odd half-sunk tanker using TM 1.4a (0.72 of this mod). Particularly in the solmons in aug 42. The bug might not appear with Werener''s modified ships mod (NSM 3.0)
|
![]() |
![]() |
![]() |
#448 |
Navy Seal
![]() Join Date: Mar 2007
Location: New Mexico, USA
Posts: 9,023
Downloads: 8
Uploads: 2
|
![]()
It might be a fundametal flaw in the tanker then. I actually put fuel in them, the stock game NEVER puts fuel in tankers.
Maybe they were broken and that was their fix (instead of really fixing them). tater |
![]() |
![]() |
![]() |
#449 | |
Commander
![]() Join Date: Dec 2001
Location: Großbritannien
Posts: 452
Downloads: 48
Uploads: 0
|
![]()
Really intrigued by this mod as it sounds like you've done some amazing stuff but will it do bad things to RFB if I install over the top? Or is it GTG?
![]() Either way, nice job so far!
__________________
Quote:
![]() |
|
![]() |
![]() |
![]() |
#450 | |
Machinist's Mate
![]() Join Date: Apr 2005
Location: Toronto, Canada
Posts: 127
Downloads: 46
Uploads: 0
|
![]() Quote:
I see in the mission editor that times can be "Non-Continuous"; I think having this in the objectives might be a decent idea just in case you have to leave the area for whatever reason. Have to chase that convoy that takes you beyond the invisible boundary at hour 47? No problem: sink 'em and come back to finish off the remaining hour instead of starting the clock all over again ![]() __________ And an aside: ComSubPac sent me to patrol west just off Truk this time; not seeing much of marus yet but the seaborne patrols are abundant. I know you had been working around with minefields and subnets, but a few weeks ago I was penetrating the Sea of Japan through the Tsugaru Strait between Honshu and Hokkaido, and was wondering if they were actually being applied to my campaign or not. I was actually looking for them and waiting to hear that loud screeching sound from SH3 that indicates they're in the vicinity, but wasn't hearing or seeing anything. Checked out the layer in the mission editor, and the little guys were supposed to be all over the place, so I took a look again at the Strait, but still came up dry. Well today just off the shoals at Truk, that sound I had been looking for almost blew my eardrums out... lol Looking forward to the '44 and '45 layers being worked over ![]() |
|
![]() |
![]() |
![]() |
|
|