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Old 03-23-24, 12:12 PM   #5896
propbeanie
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Quote:
Originally Posted by J0313 View Post
Ah, no something else wasn't pinging me so then there is something funky going on. OH BOY.
Well... Looking in my v1.8, there are TWO entries for the N01 node on the midget (the "N" stands for "soNar", and "H" for "Hydrophone")... sigh - one does indeed have a "LinkName=Type93-1A" sonar associated with it... Both of the sns calls show dating of "StartDate=19380101" and "EndDate=19451231", which should have been "flagged" in our error checks, but is somehow missed by all our little "checker" apps for that... sigh - Thanks for finding that and giving the report! We do want them to have hydrophone, so that they can "follow" you somewhat, but NOT sonar. Also, be warned that when they go Ahead Full when chasing or running away, they will submerge somehow, and possibly manage to get off a shot at you. I had one spiral down to about 100 foot before it "died" - it is, after all, a surface ship in the mod... Also, they are "hardy" little buggers still, in spite of us lowering the armor values on them. They usually do not do the pool cue ball trick anymore, like in Stock, but they sometimes do not "die" right away with a torpedo hit either. Also, you might have to hit them more than once with a deck gun... Go too far with edits though, and they sink in storms.
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Old 03-23-24, 01:07 PM   #5897
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Default Other Subs too

I also had a sub running around like crazy "Pinging" me with sonar. It was NOT a mini sub. Sorry it's been a while since I encountered it so I don't remember the class. This post just "kicked" the old mind to remember, so I wanted to put it out there.
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Old 03-23-24, 09:25 PM   #5898
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I'm just glad I could help. It was quite a surprising to hear those pings. With that being said if that little sucker had been a typeD midget than it might have had a sonar. That one was a different design to the A, B, and C versions. It had a 5 man crew vs 2.
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Old 03-23-24, 10:04 PM   #5899
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Quote:
Originally Posted by propbeanie View Post
Well... Looking in my v1.8, there are TWO entries for the N01 node on the midget (the "N" stands for "soNar", and "H" for "Hydrophone")... sigh - one does indeed have a "LinkName=Type93-1A" sonar associated with it... Both of the sns calls show dating of "StartDate=19380101" and "EndDate=19451231", which should have been "flagged" in our error checks, but is somehow missed by all our little "checker" apps for that... sigh - Thanks for finding that and giving the report! We do want them to have hydrophone, so that they can "follow" you somewhat, but NOT sonar. Also, be warned that when they go Ahead Full when chasing or running away, they will submerge somehow, and possibly manage to get off a shot at you. I had one spiral down to about 100 foot before it "died" - it is, after all, a surface ship in the mod... Also, they are "hardy" little buggers still, in spite of us lowering the armor values on them. They usually do not do the pool cue ball trick anymore, like in Stock, but they sometimes do not "die" right away with a torpedo hit either. Also, you might have to hit them more than once with a deck gun... Go too far with edits though, and they sink in storms.
what's the date-time stamp on your V1.8 NS_Ko_Hyoteki .sns file?
the one that is in my installation of V1.8 was created on 8/9/2020 0421 am, is part of V1.8 and is not modified by any other mod in the modset.
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Old 03-24-24, 01:31 AM   #5900
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Wow, I hit a Fleet Carrier with 4 torpedoes and the beast still didn’t sink. I had to get out of there as 5 destroyers were looking for me.
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Old 03-24-24, 08:35 AM   #5901
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Quote:
Originally Posted by Capt RAP View Post
I also had a sub running around like crazy "Pinging" me with sonar. It was NOT a mini sub. Sorry it's been a while since I encountered it so I don't remember the class. This post just "kicked" the old mind to remember, so I wanted to put it out there.
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Again, thanks for your hard work in this great Mod.!!
Thanks for that, but that is to be expected. We do not have any coastal boats the IJN used, so anything larger than a Kaidai would have sonar. We add that a bit early in the mod, which is to instill the fear of the Type 95 torpedo...


Quote:
Originally Posted by J0313 View Post
I'm just glad I could help. It was quite a surprising to hear those pings. With that being said if that little sucker had been a typeD midget than it might have had a sonar. That one was a different design to the A, B, and C versions. It had a 5 man crew vs 2.


Quote:
Originally Posted by KaleunMarco View Post
what's the date-time stamp on your V1.8 NS_Ko_Hyoteki .sns file?
the one that is in my installation of V1.8 was created on 8/9/2020 0421 am, is part of V1.8 and is not modified by any other mod in the modset.
Therein lies the rub... the submarine folder Ko Hyoteki in the game is only parked in harbors. The Sea folder NSS_Ko is the one that drives around barely on the surface, and is the one encountered by J0313. That's the one with the doubled entry.

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Wow, I hit a Fleet Carrier with 4 torpedoes and the beast still didn’t sink. I had to get out of there as 5 destroyers were looking for me.
That can happen. There is more than one "critical hit" location on most ships, including carriers, though they can be difficult to hit well enough to do severe damage to a ship - except the cruisers . Plus, there is always the chance of a torpedo not imparting the full force of its detonation, which would be like a low-level detonation. It's like the Yamato class, which can easily absorb 10-12 torpedo hits before succumbing, if you don't have at least one that hits a "critical" location. Did the CV at least slow down for you after you hit it? Maybe after the DD lose interest in you, you can give chase... ??
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Old 03-24-24, 11:37 AM   #5902
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Originally Posted by propbeanie View Post

Therein lies the rub... the submarine folder Ko Hyoteki in the game is only parked in harbors. The Sea folder NSS_Ko is the one that drives around barely on the surface, and is the one encountered by J0313. That's the one with the doubled entry.
ah. Sea vs Submarine.
seems to me i remember someone posting that the Ko was a surface vessel etc,etc,etc.
that fact did not click until i read your post and dug back into the Sea folder to find...
[Sensor 2]
NodeName=H01
LinkName=Type93-1P
StartDate=19380101
EndDate=19451231

[Sensor 3]
NodeName=N01
LinkName=Type93-1A
StartDate=19380101
EndDate=19451231

ok. well, then, there has been further word on this subject and i stand corrected.
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Old 03-24-24, 05:40 PM   #5903
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That Sensor 2 is OK, since otherwise they wouldn't know where to go to find you to shoot at, once you submerge. Nothing quite like hearing the whirr of a torpedo you know you didn't shoot. It sure would be nice to have a "Incoming torpedo! Bear XXX, high speed!", but alas... Anyway, the problem lies with Sensor 3 and Sensor 4 there, which are the doubled entry, both of the same dates... flying fickle fingers of frustration...
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Old 03-24-24, 09:59 PM   #5904
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Quote:
Originally Posted by propbeanie View Post
That Sensor 2 is OK, since otherwise they wouldn't know where to go to find you to shoot at, once you submerge. Nothing quite like hearing the whirr of a torpedo you know you didn't shoot. It sure would be nice to have a "Incoming torpedo! Bear XXX, high speed!", but alas... Anyway, the problem lies with Sensor 3 and Sensor 4 there, which are the doubled entry, both of the same dates... flying fickle fingers of frustration...
in my installation, Sensor 4 through 9 are NULL.
#1 is visual, #2 is hydrophone and #3 is sonar. i do not see any dupes, unless you mean the overlapping dates for the same Nodename.

[Sensor 3]
NodeName=N01
LinkName=Type93-1A
StartDate=19380101
EndDate=19451231


[Sensor 4]
NodeName=N01
LinkName=NULL
StartDate=19380101
EndDate=19451231
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Old 03-25-24, 01:41 PM   #5905
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Yes, those two are for the single N01 found node on the boat, which is what "tells" the game what equipment is called for on the LinkName line to be mounted. Both should not have the same date, else the first encountered (Sensor 3) will lord over the 2nd, and reign supreme, not allowing the "NULL" to ever be used... Sensor 3 will be eliminated in the next version, and the remainder renumbered down...

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Old 03-26-24, 12:53 AM   #5906
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Hello. During all my campaigns, I did not come across a single defective torpedo, although in the period 1942-1943 the United States had big problems with this. Why isn't this in the game?
In the realism settings I turned on defective torpedoes
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Old 03-26-24, 10:31 AM   #5907
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Default Defective Torpedos

Quote:
Originally Posted by LuckyCapitan View Post
Hello. During all my campaigns, I did not come across a single defective torpedo, although in the period 1942-1943 the United States had big problems with this. Why isn't this in the game?
In the realism settings I turned on defective torpedoes
You were lucky,Lucky Captain! It does happen, especially when you have a big, juicely target in your cross hairs and the fish run true and hot. Then nothing happens or there is a detonation just before it reaches the target. Then all of his friends come to gives little presents that go boom!
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Old 03-26-24, 12:59 PM   #5908
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Quote:
Originally Posted by LuckyCapitan View Post
Hello. During all my campaigns, I did not come across a single defective torpedo, although in the period 1942-1943 the United States had big problems with this. Why isn't this in the game?
In the realism settings I turned on defective torpedoes
As Larrywb57 mentions, it might all boil down to "luck". The game does have a tendency to not be very "random" when it rolls the dice. If the time frame you are in has a 50-50 chance of a dud, then you might get 12 of 24 good detonations in a row, then 12 duds in a row. However, there is also another aspect of this...

There is the "dud" setting when accessing the main menu Options choice and then the Gameplay Settings:





Now, that is not an illustration for "Dud Torpedoes" directly, but you can see the choice there under the dialog box. This menu item affects the War Patrol, Single Missions, Sub School, and Multi-Player choices. If, however, you are going into a career, you need to set the same choices for that specific career, by accessing the Options menu again, which is done from the Captain's Office in-port prior to going on patrol, as below:



Notice that the cursor is over the wooden radio console. That is where the Options menu is found, and again use the Gameplay Settings to set the "Dud Torpedoes"



Each career can have a different setting for most aspects, and they do not disturb what you set on the Main Menu, which has to be set for each separate section (or "mode") of the game you play. Also, mentioning "modes", if you are playing a Single Mission, and then want to go play a career, you really should exit the game, re-start it, then go into the career. This is due to the fact that the game does not like changing "modes", and has a tendency to keep parts of the previously used "mode" in the computer's memory... Main Menu, that really isn't... sigh - Anyway, check your settings for which "mode" of the game you are playing
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Old 04-12-24, 04:13 PM   #5909
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Default End patrol

What about the issue where there's no "End patrol" option after returning to home base? Is there any date after which the option will become available?
I'm at the end of August '43, on Balao boat and the home base is on an island between Santa Isabel and Malaita (Solomon Islands). Do I have to wait or start again?
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Old 04-12-24, 06:56 PM   #5910
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The Balao is an odd beast if you accept the assignment to one too early. It will make it impossible to dock the boat, and as far as we can tell, in perpetuity... If you can, post your JSGME activated mod list, what boat you had, where you sailed from and the date. Then, what base did you return to with that boat, when your were given the Balao, and the date of that. Did you make any Saves during the patrol? Any prior to docking back at your home port prior to the Balao assignment? I haven't had much time to attempt tests to get an early Balao lately, but I was looking at possibly trying to figure-out a way to correct the files - if the game allows that...
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