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Old 10-12-19, 10:39 AM   #8596
merc4ulfate
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Does that also apply to convoys? I have noticed at times I have tried to report a convoy but never seems to know it is a convoy So I can't. By the time I get close enough to get more ships with steady sighting I'm far to close to deck gun range and I submerge.
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Old 10-12-19, 11:08 AM   #8597
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Quote:
Originally Posted by Immelmann View Post
Here is the seven and one half minutes of trying to be allowed to send the report and then being ordered to return to base at the very end.

https://www.twitch.tv/videos/493584646

At night I can spot ships much better than my deck watch. Conversely, they spot shore batteries far better at night than I do.
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Does that also apply to convoys? I have noticed at times I have tried to report a convoy but never seems to know it is a convoy So I can't. By the time I get close enough to get more ships with steady sighting I'm far to close to deck gun range and I submerge.
I usually find shore batteries after my conn has been holed...

but yeah, there is difficulty in sighting ships at night in the game. Having to positively identify three ships in the group, and then NOT lose contact with any until the report is completed, makes it a tough chore. I am usually found out about that time... A couple of things a person can try, is to do one sweep with the radar, and see if that will "point" the watch to look in the right location. Of course, that might "point" the enemy to look your way also. Probably easier to do is to use either the TBT or the periscope, and if you can make out the outline of a ship, go ahead and "Lock" onto it. That will sometimes elicit a response from the crew (or has it just been coincidence??). You can see in Immelmann's vid that it appears he is rather uncomfortably close for my blood, and his crew still can't see the enemy. There really should be a way to have the game sort out a "large group of ships, location, direction, one CA identified, suspect more", or whatever, and not have it fall through all of the possible responses to "disengage target" lines.
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Old 10-18-19, 04:58 PM   #8598
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I usually find shore batteries after my conn has been holed...
When ever I have to move close to hostile shoreline, I draw little 5 mile circles along the shoreline.
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Old 10-20-19, 10:54 AM   #8599
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I've just started an Asiatic Fleet campaign (Dec. 1941) with this mod. I've attacked several groups of warships so far, even managing to get a 32,000 ton battleship with my lowly s-18 and mark 10 torps. Had to hit it with 4 torps, go to 200 ft, reload, and sneak closer and dump 2 more in it. Very satisfying!

My problem is that the destroyers seem to be totally inept. In the rare occasions that they actually ping me, they just go right over top of me without dropping any charges. I'm normally riding at about 200 ft when this happens. Are their sensors just not able to detect that deep?

If it helps, the last time I played this game was with TMO 2.5. I'm not sure if escorts were overpowered in that mod, or underpowered in this one. As it stands now, this just seems a bit too easy.
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Old 10-20-19, 11:04 AM   #8600
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An update for my previous post: I just got done racing around at 100 ft and flank speed all over this group of warships that I just got done attacking. The destroyers overhead seem to have no idea I'm there. I got pinged a couple times, but that just seemed random. Again, no depth charges dropped
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Old 10-20-19, 11:10 AM   #8601
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ImBatman! after a half-decade 'silent run'.
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Old 10-20-19, 11:17 AM   #8602
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I've been quite the lurker, haven't I?
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Old 10-20-19, 11:41 AM   #8603
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I've been quite the lurker, haven't I?
quiet lurker is redundant
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Old 10-20-19, 04:26 PM   #8604
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A Warm Welcome Back To The Subsim Community > ImBatman
SH3 – 4 - 5 Tutorials > Downloads > Other Useful Information > See Links in My Signature Below
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Old 10-20-19, 08:46 PM   #8605
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Quote:
Originally Posted by ImBatman View Post
I've just started an Asiatic Fleet campaign (Dec. 1941) with this mod. I've attacked several groups of warships so far, even managing to get a 32,000 ton battleship with my lowly s-18 and mark 10 torps. Had to hit it with 4 torps, go to 200 ft, reload, and sneak closer and dump 2 more in it. Very satisfying!

My problem is that the destroyers seem to be totally inept. In the rare occasions that they actually ping me, they just go right over top of me without dropping any charges. I'm normally riding at about 200 ft when this happens. Are their sensors just not able to detect that deep?

If it helps, the last time I played this game was with TMO 2.5. I'm not sure if escorts were overpowered in that mod, or underpowered in this one. As it stands now, this just seems a bit too easy.
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An update for my previous post: I just got done racing around at 100 ft and flank speed all over this group of warships that I just got done attacking. The destroyers overhead seem to have no idea I'm there. I got pinged a couple times, but that just seemed random. Again, no depth charges dropped
In version 0.90, there might have been a decimal misplaced in one of the files, which we have corrected for the next release. You will find though, that the DD are just this side of inept early in the war under certain circumstances. The US skippers at the time, were not aware of how weak the IJN ASW actually was. In fact, as they went out on their first patrols, they were warned that the USN had no idea if there were any secret weapons the IJN might have had to counter them. When the magnetic detonators started pre-maturing on the US subs, what some thought was that the IJN did have such a secret ASW weapon...

Anyway, TMO has cranked-up AI behavior, over-and-above "normal" for a reason, being that Ducimus desired the player to play the game "realistically" and not do things that may well have been possible in real life. FotRSU is attempting more realistic behavior from the AI, but be forewarned that you may encounter the occasional fanatically dedicated ASW hunter in a few groups. Some things will be tougher with the next release. We are currently working on a few glaring sore thumbs we recently found (thanks to merc4ulfate), and then we'll have it out.
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Old 10-21-19, 10:05 AM   #8606
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Quote:
Originally Posted by Michael Wood View Post
When ever I have to move close to hostile shoreline, I draw little 5 mile circles along the shoreline.
I have been hit by shore batteries at a range just under 6 miles in good weather, both day and night, so 6 miles is what I now use when scribing a circle around a known battery. Haven't been hit since.
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Old 10-21-19, 08:09 PM   #8607
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Quote:
Originally Posted by ImBatman View Post
An update for my previous post: I just got done racing around at 100 ft and flank speed all over this group of warships that I just got done attacking. The destroyers overhead seem to have no idea I'm there. I got pinged a couple times, but that just seemed random. Again, no depth charges dropped
This is why I have over 1,000,000 tonnes on my latest campaign.
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Old 10-21-19, 08:16 PM   #8608
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Quote:
Originally Posted by propbeanie View Post
In version 0.90, there might have been a decimal misplaced in one of the files, which we have corrected for the next release. You will find though, that the DD are just this side of inept early in the war under certain circumstances. The US skippers at the time, were not aware of how weak the IJN ASW actually was. In fact, as they went out on their first patrols, they were warned that the USN had no idea if there were any secret weapons the IJN might have had to counter them. When the magnetic detonators started pre-maturing on the US subs, what some thought was that the IJN did have such a secret ASW weapon...

Anyway, TMO has cranked-up AI behavior, over-and-above "normal" for a reason, being that Ducimus desired the player to play the game "realistically" and not do things that may well have been possible in real life. FotRSU is attempting more realistic behavior from the AI, but be forewarned that you may encounter the occasional fanatically dedicated ASW hunter in a few groups. Some things will be tougher with the next release. We are currently working on a few glaring sore thumbs we recently found (thanks to merc4ulfate), and then we'll have it out.
Message received and understood.

I guess the TMO destroyers are a bit obnoxious. It sounds like IRL, if the captain did the right things (fire off torpedos, get below thermal layer, and creep off with silent running) he was pretty much safe from the early war destroyers? Or did they not even have to take those precautions?

Could a captain do as I did, and fly around at flank speed while submerged and above the thermocline without getting caught? When I did that little experiment, I gotta say, the benny hill theme was playing in my head.

In their defense, once I popped up the periscope to finish off that battleship, they fired torpedos almost immediately. Fortunately the crippled battleship wasn't moving anymore, making finding the firing solution very quick!
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Old 10-21-19, 09:09 PM   #8609
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No, they could not do as you did... but they most likely would not have had torps shot back at them so quickly either. Those had to be made ready, and that probably took a bit longer than a submarine did in getting theirs launched. Of course, if they heard you, they could be at the ready, but just like guns, the torpedo tubes had to be "aimed" or brought to bear, so you usually have about 30 seconds before they respond in-kind. Get your scope back down, and they go back to the neutral position.

In real life, if you read any of the sub reports from the wwII skippers, available at some of the sites (my link is unavailable on the machine I'm on), then you'll find that a goodly percentage of the attacks where done from the surface at night with minimal moon, generally with at least a bit of chop to the water, just so their sub didn't look like a black hole in the ocean or sky, nor did it "reflect" back at the observer. That way, surface speed was brought to bear with the newer fleetboats for escape. However, that would not be possible in a Task Force attack, since some the IJN DD could do over 35 knots, while the sub was stuck at 20. The periscope could not be used for most attacks in the dark - it was too dark!... - SH4 does not do too well with night surface attacks, or if it does, it has "blind" AI during the daylight hours on the surface...
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Old 10-27-19, 01:00 PM   #8610
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Probeanie I think The Task Force hates me. The following is beginning from a good save.

So I have forgone attacking the force with CTD issue in the Marianas instead I am sitting in the Subuya sea waiting for Karita's center force to come through.

The first try they turned around and left and I couldn't catch up and over take them due to all the planes they kept in the air.

The second try I went to the San Bernadino pass and waited for them and sank a Fuso, two Yamato, three DD and a CA. After that save however it can not be reloaded and the whole game crashes upon loading that save.

The third try I move to the far west side of the sea to try an attack there since it is narrow. I see a lot of large groups of allied planes coming and going moving from east to west then south west. Just when the TF should be showing up on radar CTD which I found weird since I have see this TF twice before but at different locations along the route.

I had no issues with IJN planes around me so I am thinking maybe this is an issue with one of the allied planes? I am going to try to rerun the last one and see if I can get any more information.
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