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Old 06-21-22, 07:28 PM   #1381
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In my opinion, the dangerous part of the Mark 14 and the Mark 18 was the failure to have vane limiters for the rudders. Cost saving... Spend all that money on a weapon, and especially the 18, the vane could lock full-over, especially if shooting with a higher angle.
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Old 06-21-22, 08:16 PM   #1382
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Originally Posted by propbeanie View Post
In my opinion, the dangerous part of the Mark 14 and the Mark 18 was the failure to have vane limiters for the rudders. Cost saving... Spend all that money on a weapon, and especially the 18, the vane could lock full-over, especially if shooting with a higher angle.
That is what caused the circle runs yes? Rudder locked hard over..


Quite infuriating to think how many lost their lives and the boats lost due to the torpedo issues...especially circle runs. We know of two for sure (Tang, Tullibee) and appears Grunion was lost to a circle run as well. Likely some of those unexplained losses were due to circle runs. Then all the close calls.


One that always sticks out to me is from the book "The Luck of the Draw", USS Pollack in 1943. Night surface attack on a convoy...this was before magnetic features were disabled. They fired MK 14's are convoy, one (unobserved) circled back and exploded directly below Pollack. Knocked her systems offline, she went dead in water. Only thing saved her is torpedo ran deeper than set, so they do not catch the full power of the explosion. However, this explosion alerted a nearby escort, which promptly spotted Pollack and began closing at high speed, while Pollack's engine and maneuvering rooms worked to get things back on line, which they did, barely in time. Two failures, but one actually saved the one (running deep).
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Old 06-22-22, 07:59 AM   #1383
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I almost forgot that there was also mention of the material used on the Mark 18 for vane pivots... or maybe the friction bearing? I cannot remember... but due to the environment on a submarine, submerged in the saltwater and humidity of the ocean over time, the pivot points had a tendency to corrode, contributing to the stuck condition of the vanes, in that the gyro could not "pull" the vane back once it went over, so whereas the Mark 14 would run erratically, the Mark 18 just turned into a circle runner...
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Old 06-22-22, 10:50 AM   #1384
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Originally Posted by Bubblehead1980 View Post
Yep, I learned that today. lol I usually avoid aircraft and dive as do in TMO (once learned hard way with TMO planes). U Boats can dive fast enough but I chose to stay on surface and well paid price.


I altered the airstrike.cfg a bit as was not getting many air contacts and it was frustrating. Seem to have right balance but its still early in the war lol.

Hi Bubblehead1980,


This is interesting to me! I'm currently trying out KSDIIAce, October 1942, leaving Bordeaux through the Bay of Biscay and now postioned west of the Canary Islands, heading toward South America: Not a single enemy A/C in 1 week!


I'm beginning to wonder, if there is something wrong with the airstrike.cfg settings. Don't get me wrong: It's not like that I want to be killed by A/C, but zero airplanes seems a bit "unrealistic" to me. Would you (or anyone else) have any ideas, what could be the issue?


Here are my current "Data/Cfg/AirStrike.cfg" settings (no changes made):

[AirStrikeSettings]
; AirStrike Creation Parameters
; Airstrike Session:
; 1. Compute airbases in range according to their aircraft maximum ranges
; 2. Compute air coverage factors on allies/axis/neutral on the target zone
; 3. Compute airstrike probability from each base
; 3.1 check number of aircraft that can strike at that range and conditions, and compute a coverage factor based on the range of each aircraft type
; and detection area around submarine ( 10 km radius )
; 3.2 multiply coverage factor for the target area with :
; - current airstrike probability againt that side
; - nigft factor ( if necessary )
; - airbase competence
; - close to airbase factor
; 3.3 check probability for airstrike
; 3.4 add more aircraft probabilistically for a large target


Maximum Aircraft Range=1500 ;[>0] in kilometers
Poor Airbase Modifier=0.7 ;[>0] Modifier for poor airbase (carrier) rating
Novice Airbase Modifier=1.3 ;[>0] Modifier for novice airbase (carrier) rating
Competent Airbase Modifier=1.7 ;[>0] Modifier for competent airbase (carrier) rating
Veteran Airbase Modifier=2.2 ;[>0] Modifier for veteran airbase (carrier) rating
Elite Airbase Modifier=2.5 ;[>0] Modifier for elite airbase (carrier) rating
Night Modifier=0.15 ;[>0] Modifier on strike probability at night
Default Air Strike Probability=30 ;[>0] Default probability to send an airstrike from a airbase (carrier)
Enemy Air Strike Probability Increase on Radio Messages Sent=40 ;[>0] Increase over the default probability on a radio message sent
Friendly Air Strike Probability Increase on Contact Report Sent=70 ;[>0] Increase over the default probability on a contact message sent
Enemy Air Strike Probability Increase on Player Detection=50 ;[>0] Increase over the default probability on player detection
Atenuation Factor=10 ;[>0] decrease from an increased probability to default one on each air session
Logic Steps Between Air Sessions=40 ;[>0] steps between air fighting sessions, 10*Logic Interval(90sec)
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Old 06-22-22, 11:48 AM   #1385
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Here are a couple of examples to consider Kapitän:
First, the Stock game:
Maximum Aircraft Range=2000 ;[>0] in kilometers
Poor Airbase Modifier=0.2 ;[>0] Modifier for poor airbase (carrier) rating
Novice Airbase Modifier=0.35 ;[>0] Modifier for novice airbase (carrier) rating
Competent Airbase Modifier=0.5 ;[>0] Modifier for competent airbase (carrier) rating
Veteran Airbase Modifier=0.7 ;[>0] Modifier for veteran airbase (carrier) rating
Elite Airbase Modifier=1 ;[>0] Modifier for elite airbase (carrier) rating
Night Modifier=0.5 ;[>0] Modifier on strike probability at night
Default Air Strike Probability=10 ;[>0] Default probability to send an airstrike from a airbase (carrier)
Enemy Air Strike Probability Increase on Radio Messages Sent=30 ;[>0] Increase over the default probability on a radio message sent
Friendly Air Strike Probability Increase on Contact Report Sent=70 ;[>0] Increase over the default probability on a contact message sent
Enemy Air Strike Probability Increase on Player Detection=40 ;[>0] Increase over the default probability on player detection
Atenuation Factor=10 ;[>0] decrease from an increased probability to default one on each air session
Logic Steps Between Air Sessions=10 ;[>0] steps between air fighting sessions, 10*Logic Interval(90sec)
... and from FotRSU
Maximum Aircraft Range=986 ;[>0] In kilometers[STOCK=2000/FOTRSU=1500]
Poor Airbase Modifier=0.3 ;[>0] Modifier for poor airbase (carrier) rating[STOCK=0.2/FOTRSU=0.25]
Novice Airbase Modifier=0.45 ;[>0] Modifier for novice airbase (carrier) rating[STOCK=0.35/FOTRSU=0.3]
Competent Airbase Modifier=0.65 ;[>0] Modifier for competent airbase (carrier) rating[STOCK=0.5/FOTRSU=0.35]
Veteran Airbase Modifier=0.85 ;[>0] Modifier for veteran airbase (carrier) rating[STOCK=0.7/FOTRSU=0.4]
Elite Airbase Modifier=1.0 ;[>0] Modifier for elite airbase (carrier) rating[STOCK=1/FOTRSU=1]
Night Modifier=0.45 ;[>0] Modifier on strike probability at night[STOCK=0.5/FOTRSU=0.5]
Default Air Strike Probability=8 ;[>0] Default probability to send an airstrike from a airbase (carrier)STOCK=10/FOTRSU=10]
Enemy Air Strike Probability Increase on Radio Messages Sent=35;[>0] Increase over the default probability on a radio message sent[STOCK=30/FOTRSU=38]
Friendly Air Strike Probability Increase on Contact Report Sent=60;[>0] Increase over the default probability on contact message sent[STOCK=70/FOTRSU=65]
Enemy Air Strike Probability Increase on Player Detection=48;[>0] Increase over the default probability on player detection[STOCK=40/FOTRSU=70]
Atenuation Factor=10 ;[>0] Decrease from an increased probability to default on each air session[STOCK=10/FOTRSU=10]
Logic Steps Between Air Sessions=42 ;[>0] Steps between air fighting sessions, 10*Logic Interval (90sec) [STOCK=10/FOTRSU=25]
We set all airplanes and airbases to "Elite" so the planes fly better. We also shortened the range in FotRSU since we were getting small planes way beyond their actual capabilities, and increased the Logic Steps substantially. The math for that is "42 steps times the 90, times 10) which equals 378000 seconds, which comes to about every 10.5 hours, which seems to make sense in most areas, as far as traffic patterns are concerned. A few things to remember about the figures is that ALL the AirBases near where you are respond to your submarine's presence. So if you are detected, you might four or five or more airbases sending everything they have after your submarine. Very unrealistic. That Logic Steps is something to really experiment with.

The AirBase Modifiers are multiplication things that increase (>1) or decrease an AirBases (<1) capability to respond, and how strong that response is. So an Elite AirBase in the mod not only sends a strong airplane, but it sends 2.5 times that response, and that figure divides the Logic Steps, since the AirBase is capable of responding faster, so now in FotRSU, that 2.5 modifier would make our 10.5 hour session into less than 2 and a quarter hours - from each base of that CrewRating level that you are within range of, so you might be blanketed in airplanes if detected in the Bay of Biscay. Most of the other "modifiers" for radio and night, etc., are "percentages", which modify the Logic Steps also, such that if you sent a radio message to BdU, you increase the odds of an air attack in your immediate area by 40%. It can be a real bother to attempt to balance those settings, and as mentioned, the number of available airbases (land or carrier based) comes into play.

One really strange quirk in the game's airplanes, no matter the mod or how high the airplane's CrewRating (Elite flies the best), but if your submarine is detected and an airbase responds and sends airplanes your way, but there is an intervening land mass higher than 500 meters (the default height planes spawn at), the airplanes will crash into said land mass... they cannot fly over or around the land mass. They will beeline on the shortest route to your submarine...
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Old 06-22-22, 12:40 PM   #1386
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Quote:
Originally Posted by propbeanie View Post
Here are a couple of examples to consider Kapitän:
First, the Stock game:
Maximum Aircraft Range=2000 ;[>0] in kilometers
Poor Airbase Modifier=0.2 ;[>0] Modifier for poor airbase (carrier) rating
Novice Airbase Modifier=0.35 ;[>0] Modifier for novice airbase (carrier) rating
Competent Airbase Modifier=0.5 ;[>0] Modifier for competent airbase (carrier) rating
Veteran Airbase Modifier=0.7 ;[>0] Modifier for veteran airbase (carrier) rating
Elite Airbase Modifier=1 ;[>0] Modifier for elite airbase (carrier) rating
Night Modifier=0.5 ;[>0] Modifier on strike probability at night
Default Air Strike Probability=10 ;[>0] Default probability to send an airstrike from a airbase (carrier)
Enemy Air Strike Probability Increase on Radio Messages Sent=30 ;[>0] Increase over the default probability on a radio message sent
Friendly Air Strike Probability Increase on Contact Report Sent=70 ;[>0] Increase over the default probability on a contact message sent
Enemy Air Strike Probability Increase on Player Detection=40 ;[>0] Increase over the default probability on player detection
Atenuation Factor=10 ;[>0] decrease from an increased probability to default one on each air session
Logic Steps Between Air Sessions=10 ;[>0] steps between air fighting sessions, 10*Logic Interval(90sec)
... and from FotRSU
Maximum Aircraft Range=986 ;[>0] In kilometers[STOCK=2000/FOTRSU=1500]
Poor Airbase Modifier=0.3 ;[>0] Modifier for poor airbase (carrier) rating[STOCK=0.2/FOTRSU=0.25]
Novice Airbase Modifier=0.45 ;[>0] Modifier for novice airbase (carrier) rating[STOCK=0.35/FOTRSU=0.3]
Competent Airbase Modifier=0.65 ;[>0] Modifier for competent airbase (carrier) rating[STOCK=0.5/FOTRSU=0.35]
Veteran Airbase Modifier=0.85 ;[>0] Modifier for veteran airbase (carrier) rating[STOCK=0.7/FOTRSU=0.4]
Elite Airbase Modifier=1.0 ;[>0] Modifier for elite airbase (carrier) rating[STOCK=1/FOTRSU=1]
Night Modifier=0.45 ;[>0] Modifier on strike probability at night[STOCK=0.5/FOTRSU=0.5]
Default Air Strike Probability=8 ;[>0] Default probability to send an airstrike from a airbase (carrier)STOCK=10/FOTRSU=10]
Enemy Air Strike Probability Increase on Radio Messages Sent=35;[>0] Increase over the default probability on a radio message sent[STOCK=30/FOTRSU=38]
Friendly Air Strike Probability Increase on Contact Report Sent=60;[>0] Increase over the default probability on contact message sent[STOCK=70/FOTRSU=65]
Enemy Air Strike Probability Increase on Player Detection=48;[>0] Increase over the default probability on player detection[STOCK=40/FOTRSU=70]
Atenuation Factor=10 ;[>0] Decrease from an increased probability to default on each air session[STOCK=10/FOTRSU=10]
Logic Steps Between Air Sessions=42 ;[>0] Steps between air fighting sessions, 10*Logic Interval (90sec) [STOCK=10/FOTRSU=25]
We set all airplanes and airbases to "Elite" so the planes fly better. We also shortened the range in FotRSU since we were getting small planes way beyond their actual capabilities, and increased the Logic Steps substantially. The math for that is "42 steps times the 90, times 10) which equals 378000 seconds, which comes to about every 10.5 hours, which seems to make sense in most areas, as far as traffic patterns are concerned. A few things to remember about the figures is that ALL the AirBases near where you are respond to your submarine's presence. So if you are detected, you might four or five or more airbases sending everything they have after your submarine. Very unrealistic. That Logic Steps is something to really experiment with.

The AirBase Modifiers are multiplication things that increase (>1) or decrease an AirBases (<1) capability to respond, and how strong that response is. So an Elite AirBase in the mod not only sends a strong airplane, but it sends 2.5 times that response, and that figure divides the Logic Steps, since the AirBase is capable of responding faster, so now in FotRSU, that 2.5 modifier would make our 10.5 hour session into less than 2 and a quarter hours - from each base of that CrewRating level that you are within range of, so you might be blanketed in airplanes if detected in the Bay of Biscay. Most of the other "modifiers" for radio and night, etc., are "percentages", which modify the Logic Steps also, such that if you sent a radio message to BdU, you increase the odds of an air attack in your immediate area by 40%. It can be a real bother to attempt to balance those settings, and as mentioned, the number of available airbases (land or carrier based) comes into play.

One really strange quirk in the game's airplanes, no matter the mod or how high the airplane's CrewRating (Elite flies the best), but if your submarine is detected and an airbase responds and sends airplanes your way, but there is an intervening land mass higher than 500 meters (the default height planes spawn at), the airplanes will crash into said land mass... they cannot fly over or around the land mass. They will beeline on the shortest route to your submarine...
Hi propbeanie,

Wow, seems to be a real science and YOU are the professor! Many thanks for your answers!

Quick clarification questions:

- When you say 'Stock Game', you mean Sh4 Pacific Wolves, yes?

- What does 'FotRSU' stand for?

- When you say, 'We set all airplanes and airbases to "Elite', who is meant with 'We'?

- When looking at 'my' (KSDII-Ace) airstrike.cfg settings, is it in your estimation 'normal' that I would not encounter any A/C?

- Which settings should I use to increase the probabilty of A/C attacks?

Thanks again!
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Old 06-22-22, 02:12 PM   #1387
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Quote:
Originally Posted by Kapitän View Post
Hi Bubblehead1980,


This is interesting to me! I'm currently trying out KSDIIAce, October 1942, leaving Bordeaux through the Bay of Biscay and now postioned west of the Canary Islands, heading toward South America: Not a single enemy A/C in 1 week!


I'm beginning to wonder, if there is something wrong with the airstrike.cfg settings. Don't get me wrong: It's not like that I want to be killed by A/C, but zero airplanes seems a bit "unrealistic" to me. Would you (or anyone else) have any ideas, what could be the issue?


Here are my current "Data/Cfg/AirStrike.cfg" settings (no changes made):

[AirStrikeSettings]
; AirStrike Creation Parameters
; Airstrike Session:
; 1. Compute airbases in range according to their aircraft maximum ranges
; 2. Compute air coverage factors on allies/axis/neutral on the target zone
; 3. Compute airstrike probability from each base
; 3.1 check number of aircraft that can strike at that range and conditions, and compute a coverage factor based on the range of each aircraft type
; and detection area around submarine ( 10 km radius )
; 3.2 multiply coverage factor for the target area with :
; - current airstrike probability againt that side
; - nigft factor ( if necessary )
; - airbase competence
; - close to airbase factor
; 3.3 check probability for airstrike
; 3.4 add more aircraft probabilistically for a large target


Maximum Aircraft Range=1500 ;[>0] in kilometers
Poor Airbase Modifier=0.7 ;[>0] Modifier for poor airbase (carrier) rating
Novice Airbase Modifier=1.3 ;[>0] Modifier for novice airbase (carrier) rating
Competent Airbase Modifier=1.7 ;[>0] Modifier for competent airbase (carrier) rating
Veteran Airbase Modifier=2.2 ;[>0] Modifier for veteran airbase (carrier) rating
Elite Airbase Modifier=2.5 ;[>0] Modifier for elite airbase (carrier) rating
Night Modifier=0.15 ;[>0] Modifier on strike probability at night
Default Air Strike Probability=30 ;[>0] Default probability to send an airstrike from a airbase (carrier)
Enemy Air Strike Probability Increase on Radio Messages Sent=40 ;[>0] Increase over the default probability on a radio message sent
Friendly Air Strike Probability Increase on Contact Report Sent=70 ;[>0] Increase over the default probability on a contact message sent
Enemy Air Strike Probability Increase on Player Detection=50 ;[>0] Increase over the default probability on player detection
Atenuation Factor=10 ;[>0] decrease from an increased probability to default one on each air session
Logic Steps Between Air Sessions=40 ;[>0] steps between air fighting sessions, 10*Logic Interval(90sec)




I am still looking into the Dark Waters airplane situation.


I used my airstrike.cfg from TMO Update V.20 mod I made. I'm not at home or would just post the file here.

Thus far I have had more planes but still too few. I am waiting to see how things perform as war goes on. There may be issues with airbase placement (Propbeanie mentioned the land mass issue) as well as the airbase rosters. If numbers are too few to cover their patrol radius defined in the airstrike.cfg, will not see many, if any planes.

I have not had a chance but also possible they are set to competent or worse and not veteran or elite, that can play into things.


The factors below are rather low also.

Default Air Strike Probability=30>>>I increased it to 90 I believe


Enemy Air Strike Probability Increase on Player Detection=50>>>changed this to 95 I believe.
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Old 06-22-22, 02:48 PM   #1388
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I loaded up Dark Waters on my laptop while out of town. Ugh I miss the desktop use exclusively for SH 4 at home lol.


Anyways, left port on Feb 3 1941 in a Type IXB (prefer Type VII but figured would give the big boy a try). I am assigned to U-123 and as such decided to change captain to her real Captain's name, Reinhard Hardegen.

Patrol took me down to Africa, off Cape Verde Islands. I searched and searched for convoys but nothing. Used the maps that came with Dark Wates, nothing.

All found so far was three merchants, armed, making fast runs solo. Two were not even in my assigned grid, the third was.


Now April 1941 and turning for home after 60+ days at sea. Wondering if its just me if anyone else found convoys in this time period? Seems the Africa convoys from Freetown would be booming by this point
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Old 06-22-22, 02:57 PM   #1389
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Quote:
Originally Posted by Kapitän View Post
Hi propbeanie,

Wow, seems to be a real science and YOU are the professor! Many thanks for your answers!

Quick clarification questions:

- When you say 'Stock Game', you mean Sh4 Pacific Wolves, yes?

- What does 'FotRSU' stand for?

- When you say, 'We set all airplanes and airbases to "Elite', who is meant with 'We'?

- When looking at 'my' (KSDII-Ace) airstrike.cfg settings, is it in your estimation 'normal' that I would not encounter any A/C?

- Which settings should I use to increase the probabilty of A/C attacks?

Thanks again!



To answer your "quick clarification questions" :

- When you say 'Stock Game', you mean Sh4 Pacific Wolves, yes?

Silent Hunter IV: Wolves of the Pacific: Uboat Missions v1.5, Yes...

- What does 'FotRSU' stand for?

Fall of the Rising Sun - Ultimate

- When you say, 'We set all airplanes and airbases to "Elite', who is meant with 'We'?

The "we" in this instance, would be propbeanie, s7rikeback & others who work to update & upgrade FotRS-U, which at last check was in v1.7x (x being whatever # in use after the 7 here... ) & from what I've read, the team is looking to release a newer version, what the version #'ing will be, has yet to be fully announced I do believe...


As for... the last 2 points, I shall defer to another to answer on them... who is... better equipped to do so...




Hope this helps... clarify things, for you there... Kapitän









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Old 06-22-22, 03:05 PM   #1390
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Quote:
Originally Posted by Kapitän View Post
Hi propbeanie,

Wow, seems to be a real science and YOU are the professor! Many thanks for your answers!

Quick clarification questions:

- When you say 'Stock Game', you mean Sh4 Pacific Wolves, yes? Yes

- What does 'FotRSU' stand for? Fall of the Rising Sun mod - US Pacific fleet boats

- When you say, 'We set all airplanes and airbases to "Elite', who is meant with 'We'? The FotRSU Mod Team

- When looking at 'my' (KSDII-Ace) airstrike.cfg settings, is it in your estimation 'normal' that I would not encounter any A/C? Eh... as BH says, experiment

- Which settings should I use to increase the probabilty of A/C attacks?

Thanks again!
The AirBase Modifiers up top are rather high, so when you do get a response, it will be quick, it will be often, it might then also be continuous, and most likely deadly. The original Fall of the Rising Sun mod team had airstrikes set more frequently, and especially around the upper Solomon Islands into the Bismarck Sea, around Formosa, and off Kyushu to Honshu, you might encounter so many planes that you could not charge your batteries. Some of that was probably from the fact that the mod was origininally in SH4 v1.4, and we converted it to SH4 v1.5, which might have affected sensors.

Anyway, I would probably start with turning down the AirBase Modifiers a bit, and then increase what Bubblehead1980 mentions, but I don't think I would go very much higher than what the mod already has. You are liable to be blanketed with airplanes once you are sighted. I would probably then decrease the Logic Steps down to maybe 35 for an experiment, and see if that does the trick.

Early in the war, there are not enough airplanes for the Allies, and not many that could do the long haul of an ocean search. Once Lend/Lease kicks in, then the airplane traffic should increase, and once you get to mid to late 1942, you should find it rather difficult to get across the Bay of Biscay without being spotted at least once, and having to deal with "hiding" for a while by direction and speed changes submerged, causing you to take at least twice as long to get out of the air coverage there. When the H/K CVE groups start to roam about the place, and radar improves, you would expect to be Leigh-lighted a time or two at night, and you never having seen any indication of inbound radar beams...

In SH3, the only time I made it past Spring of 1943 was when I started the game then... - I have not played enough KSD or DW or OM to get a handle on how they are when the Happy Times are over and Black May approaches... But "experimentation" and "one setting at a time" are the catch phrases when trying to adjust the AirStrike cfg file. Also, you might open the Mission Editor and then the respective "... AirCover.mis" files to see where the Land AirBases are, and what their CrewRating is set to. The "default" in the game for them is "Competent", and a "Competent" plane cannot do a dive bombing and survive... they'll crash into the ocean, or "stall" when pulling out of the dive. Even at "Elite", they do stupid stuff, like flying into mountains, but at least they can manage to get a couple of strafing runs in on you... usually. But then of course, at Elite, they have a better chance of dropping a 500kg bomb right down the conn hatch...
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Old 06-22-22, 08:54 PM   #1391
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Are there any alternate interiors for Type IXA/B? The interior used i for Type IXC on, with both scopes in conning tower. From what understand, A/B had attack scope in conning tower and observation scope in control room.
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Old 06-24-22, 12:17 AM   #1392
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Default Killed again

Love this mod, but haven not been killed this much since first played TMO way back lol and that was always by depth charge. Now, none were by depth charge, once was pure luck on enemy's part.


1st career Type VIIB Sep 1939-April 1940

Court Martialed for sinking too many neutral vessels (all in convoys with enemy). I was unaware of this, changed it in DW, no longer happens.


So I started another career in a Type VIIB in summer 1940...freak long range lucky shot from corvette while on surface at night after sinking multiple sips in convoy....hit in stern torpedo...of course with the great damage model...hole in pressure hull means flooding. I was then rammed on surface.


Started another career in Type VIIC In Fall 1940. Excellent patrol, really cleaned up. 90 KM from Lorient, killed by aircraft , direct bomb hit. My fault for underestimating planes of the mod and time period, staying up to gun it out. Although, he was on fire and did crash just after we went under to the bottom.



Spring 1941..Type IXB U-123....ran into convoy in North Atlantic...they zigged throwing their columns all out of whack, I got inside on surface...
sunk four ships....three merchants and one 8500 ton tanker...One torpedo each, damaged (unsure if sunk) two more with stern torpedoes...just after last torpedo impact....large freighter came out of nowhere it seems and rammed my boat.Flooding in three aft compartments. Then to top if off, a armed merchant scored a gun hit on my conning tower. Boat sunk quickly.


So, now restarted July 1941 in Type IX U-43. Back in North Atlantic Convoy lanes.


Love this damage mod, may tweak it a little. Would love to get something like this into current TMO model.
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Old 06-24-22, 12:48 AM   #1393
Bubblehead1980
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Default Air Gap

Hmmm just had a aircraft spotted at 11 KM (Clear Sunny day) in Grid AL 58.

That is 1033 KM south of Iceland and 1391 KM West of Ireland. I easily submerged and do not believe he spotted me, so obviously not running ASV yet. However, should have contacts this far out in July 1941? This is the air gap no?
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Old 06-24-22, 10:35 AM   #1394
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Quote:
Originally Posted by Bubblehead1980 View Post
Hmmm just had a aircraft spotted at 11 KM (Clear Sunny day) in Grid AL 58.

That is 1033 KM south of Iceland and 1391 KM West of Ireland. I easily submerged and do not believe he spotted me, so obviously not running ASV yet. However, should have contacts this far out in July 1941? This is the air gap no?
maybe in real life there was an air coverage gap, but clearly there is no gap within the air squadrons and search patterns and Airstrike parms for this submarine simulator.

some of that you may be able to mod but some you will probably be stuck with.

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Old 06-24-22, 11:19 AM   #1395
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I forget how we arrived at our figures in FotRSU - but I do remember is was NOT scientific by any stretch of the imagination... We considerably shortened the "Maximum Aircraft Range" to less than 1000km - Stock is 2000km - made a "world" of difference... sorry for the pun... - Check this out:

https://cimsec.org/close-the-gaps-ai...-and-tomorrow/

There is "historical" info there, along with a little map.
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