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Old 04-01-22, 04:03 PM   #736
Mad Mardigan
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Quote:
Originally Posted by Captain Wreckless View Post
I can't seem to find that AA gun mod.
Should be in 1 of the optional mods folders... should be tagged AAtoDG or something similar... iirc... don't have the files unzipped... after I got them copied over to My SH4 set up, I dumped the unzipped... to save space on the HD I have the zip mod files on... or saved to... (take pick here, on how to pic which way to say that... )



Hope this info helps...




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Old 04-01-22, 04:13 PM   #737
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Originally Posted by Captain Wreckless View Post
I can't seem to find that AA gun mod.
Yes, as MM stated, check optional mods folder. Mod is titled "AAtoDeckguns+Radio" Install via JSGME per the README.
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Old 04-01-22, 04:59 PM   #738
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Quote:
Originally Posted by Mad Mardigan View Post
Should be in 1 of the optional mods folders... should be tagged AAtoDG or something similar... iirc... don't have the files unzipped... after I got them copied over to My SH4 set up, I dumped the unzipped... to save space on the HD I have the zip mod files on... or saved to... (take pick here, on how to pic which way to say that... )



Hope this info helps...




M. M.



I forgot it was there.



I'm finding the night/observation scope absolutely useless at night. Can't see anything. Even the attack scope. Probably realistic but annoying as Hell. Alot of times I can't do a night surface attack, because of the IJN uber DD's and have to resort to submerged instead.
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Old 04-01-22, 07:17 PM   #739
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Originally Posted by Captain Wreckless View Post
I forgot it was there.



I'm finding the night/observation scope absolutely useless at night. Can't see anything. Even the attack scope. Probably realistic but annoying as Hell. A lot of times I can't do a night surface attack, because of the IJN uber DD's and have to resort to submerged instead.


Yes, it is realistic and agree, can be quite annoying lol. I've been in situations were needed a night scope but part of the experience of the mod. US subs until very end of war never had a "night periscope", and most never went on patrol with one. US fleetboats had a Attack Scope(No. 2 periscope) and Observation Scope (No.1 periscope).

Attack scope had a smaller head, allowed less light, had limited up/down movement, but included the built in range finder (stadimeter). Obviously was more difficult for targets to spot, but trade off was that in lower light conditions it was not very useful, if at all, as it is in the mod. Observation Periscope had the larger head, better up down movement, did not have a stadimeter for range finding. If periscope attacks were made when there was sufficient moonlight, it was done with the observation periscope. The lens in TMO "Night Periscope" does pick up light better , present a somewhat better
view in proper light conditions at night. This was done for there to be a difference in the two but not provide some special advantage. Some circumstances, it is best not to attack at night, but to pull ahead and just after dawn when there is enough light for periscope attack.


Original TMO changed the "observation periscope" to "night periscope" and had some glow in dark green crosshairs, bit too gamey/unrealistic but understand why it was used when night surface attacks were not possible. Now, they are possible, basically like real skippers, so things are set up to force player to conduct things as skippers would have had to, only conduct night time periscope attacks when sufficient moonlight is out. In V.20 name of scope has been changed back to "Observation Periscope" as finally found out how to do so.


However, I can in most circumstances see targets at night via the scope well enough to target with radar assistance for range etc., talking with map contacts off. Here are some tips...

1. Adjust the gamma in your graphics settings to the right (raise) it will increase brightness of things and will be easier to see at night.


2. Try the Observation Color Filters mods (link below). In real life color filters were used to provide better picture at night through the scope. They could apparently be removed at will, in the sim we have to enable one via jsgme before patrol. Choices are Red, Yellow, Green. I have found red works the best for me.


3. If these don't work for you, there is a late war scopes mod (I believe included in download, if not, I will send it to you. ) which essentially just restores default TMO "night periscope.'



Far as night surface attacks....


I am confused as to why having trouble pulling these attacks off. Make sure to read the Night Surface Attacks Tactics in the documentation with the mod. Covers a lot of things. Some point I plan to do a youtube video as well. Absolutely doable really changes the experience once learn how, just a exciting method, especially if are inside the convoy attacking.

One of the main keys is judging the visibility conditions and conducting accordingly. Moonlight is the key factor.

For the upcoming version....the New Construction Career Starts in 1943 and 1944/45 will have night surface attack training as part of the third sea trial. I will also add patrol objective where at start of a patrol in mid career in 1943 when tactic became SOP, have to attend "Convoy College" before departing on patrol. "Convoy College" if not aware, is where skippers and attack parties began attending in Fall 1943 at Pearl Harbor during refit/training periods. After classroom and simulated practice (including on the ballroom of the hotel), subs would go out at night, locate the convoy, conduct mock attacks on US convoys underway. Escorts would shine their lights to simulate gunfire. Still working out some particulars but things worked fine in first test.

I also plan to release a stand alone training mission for night surface attacks and perhaps even a youtube video.

Last edited by Bubblehead1980; 04-01-22 at 11:43 PM.
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Old 04-02-22, 12:56 AM   #740
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Quote:
Originally Posted by Bubblehead1980 View Post
Yes, it is realistic and agree, can be quite annoying lol. I've been in situations were needed a night scope but part of the experience of the mod. US subs until very end of war never had a "night periscope", and most never went on patrol with one. US fleetboats had a Attack Scope(No. 2 periscope) and Observation Scope (No.1 periscope).

Attack scope had a smaller head, allowed less light, had limited up/down movement, but included the built in range finder (stadimeter). Obviously was more difficult for targets to spot, but trade off was that in lower light conditions it was not very useful, if at all, as it is in the mod. Observation Periscope had the larger head, better up down movement, did not have a stadimeter for range finding. If periscope attacks were made when there was sufficient moonlight, it was done with the observation periscope. The lens in TMO "Night Periscope" does pick up light better , present a somewhat better
view in proper light conditions at night. This was done for there to be a difference in the two but not provide some special advantage. Some circumstances, it is best not to attack at night, but to pull ahead and just after dawn when there is enough light for periscope attack.


Original TMO changed the "observation periscope" to "night periscope" and had some glow in dark green crosshairs, bit too gamey/unrealistic but understand why it was used when night surface attacks were not possible. Now, they are possible, basically like real skippers, so things are set up to force player to conduct things as skippers would have had to, only conduct night time periscope attacks when sufficient moonlight is out. In V.20 name of scope has been changed back to "Observation Periscope" as finally found out how to do so.


However, I can in most circumstances see targets at night via the scope well enough to target with radar assistance for range etc., talking with map contacts off. Here are some tips...

1. Adjust the gamma in your graphics settings to the right (raise) it will increase brightness of things and will be easier to see at night.


2. Try the Observation Color Filters mods (link below). In real life color filters were used to provide better picture at night through the scope. They could apparently be removed at will, in the sim we have to enable one via jsgme before patrol. Choices are Red, Yellow, Green. I have found red works the best for me.


3. If these don't work for you, there is a late war scopes mod (I believe included in download, if not, I will send it to you. ) which essentially just restores default TMO "night periscope.'



Far as night surface attacks....


I am confused as to why having trouble pulling these attacks off. Make sure to read the Night Surface Attacks Tactics in the documentation with the mod. Covers a lot of things. Some point I plan to do a youtube video as well. Absolutely doable really changes the experience once learn how, just a exciting method, especially if are inside the convoy attacking.

One of the main keys is judging the visibility conditions and conducting accordingly. Moonlight is the key factor.

For the upcoming version....the New Construction Career Starts in 1943 and 1944/45 will have night surface attack training as part of the third sea trial. I will also add patrol objective where at start of a patrol in mid career in 1943 when tactic became SOP, have to attend "Convoy College" before departing on patrol. "Convoy College" if not aware, is where skippers and attack parties began attending in Fall 1943 at Pearl Harbor during refit/training periods. After classroom and simulated practice (including on the ballroom of the hotel), subs would go out at night, locate the convoy, conduct mock attacks on US convoys underway. Escorts would shine their lights to simulate gunfire. Still working out some particulars but things worked fine in first test.

I also plan to release a stand alone training mission for night surface attacks and perhaps even a youtube video.

No link but I have that mod.

I think you may have left out Night Surface Attacks Tactics readme as I'm not finding it. I did a global search of the mod and it found every other text file but not that one or my age is catching up with me.

If the merchie is unescorted, no problem. If it has any escorts, I can't get within 5000 yds before I'm spotted or picked up on radar. Essentially, if I spot them they spot me soon afterwards.
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Old 04-02-22, 03:47 AM   #741
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wolf_howl15

Can confirm, that adjusting the gamma... will leave the mod settings for nighttime, as they need to be... while making things a bit less... like feeling of being in a closed in well or bank vault.

I bumped My settings up to a read of "53" on the "GammaCorrection" setting, just enough to be able to see but still retain a sense of it being night.

Sample of My 'GFXSettings.cfg' file, located in the save folder:

[Current]
DepthBufferEffects=1
Filters=1
Glare=1
UnderwaterDispMap=1
LightShafts=1
3DShipWakes=1
DetailedWaveRipples=1
UnitNormalMaps=1
ShipCausticsEffects=1
Ship3DDamage=1
CharacterDetail=1
ParticlesDetail=8
TerrainObjectsDensity=6
TerrainObjectsLODSize=8
GammaCorrection=53
VolumetricFog=0

Hope this info helps...




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Old 04-02-22, 05:08 AM   #742
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Originally Posted by Captain Wreckless View Post
No link but I have that mod.

I think you may have left out Night Surface Attacks Tactics readme as I'm not finding it. I did a global search of the mod and it found every other text file but not that one or my age is catching up with me.

If the merchie is unescorted, no problem. If it has any escorts, I can't get within 5000 yds before I'm spotted or picked up on radar. Essentially, if I spot them they spot me soon afterwards.


Apparently the doc on night surface tactics was in the original upload in September, , then I had to upload again due to couple file issues and did not realize the tactics file was not in the second upload. I am in process of editing/updating it as have learned some things since I wrote it in September, will post later today.


I don't get how you are being detected, esp at that range. I just tested a new patrol objective earlier, ran into large convoy* four columns five ships each with 7 escorts) October 1944. Slipped inside screen to center columns, sunk two tankers, crippled large merchant, which later went down, came under fire but didnt get hit, evaded. Chased through center of convoy by escort but outran him. Radar equipped DE closed in on me me, fired from guns at me from 4000 yards, I fired a MK 14 "down the throat" from stern tubes, when he saw the wakes, he turned to evade, bought me time to escape, he lost visual and radar contact, I disappeared into the night.

Even with enemy radar, can pull surface attacks off. Hopefully tactics write up will help you.
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Old 04-02-22, 07:47 AM   #743
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Hello everyone, I'm happy to see that Captain Wreckless is having a hard time with the attacks because all of the things described above have been experienced...
I find that the mod draws all its splendor here ...
you have to constantly adapt to the situation, that's what makes the strength of this mod here. We must adopt the attitude of a real submarine commander
I too have experienced difficult night attacks, the destroyers are formidable.
obligations to follow the convoy to wait for dawn for better visibility
I restarted certain attacks several times and things did not look quite the same each time...
As for the periscope, I almost gave in... installing filters... no filtres realism obliges...
then after reading reports from Bubblehead1980 who had approached this theme of periscopes, I prefer to remain realistic..
for me it's all these little things that increase the realism and give the challenge..
to complement what MadMardigan says
Sample of My 'GFXSettings.cfg' file, located in the save folder:
[Current]
DepthBufferEffects=1
Filters=0
Glare=0
UnderwaterDispMap=1
LightShafts=1
3DShipWakes=1
DetailedWaveRipples=1
UnitNormalMaps=1
ShipCausticsEffects=0
Ship3DDamage=1
CharacterDetail=1
ParticlesDetail=8
TerrainObjectsDensity=10
TerrainObjectsLODSize=10
GammaCorrection=49
VolumetricFog=0

Really what is missing this mods is some thing that Fotrs has which interiors vickers... Nippon Maru mod & Nikon Kaigun mod
Come on, I feel that Bubblehead is preparing something heavy for us...
the weather is not terrible the change period is sometimes long I find but hey we all know that it is one of the problem of the game...
this work of reports among other things... what productivity it is really incredible..
Bubblehead thank you

Last edited by Kal_Maximus_U669; 04-02-22 at 08:24 AM.
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Old 04-02-22, 09:15 AM   #744
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Originally Posted by Bubblehead1980 View Post
Apparently the doc on night surface tactics was in the original upload in September, , then I had to upload again due to couple file issues and did not realize the tactics file was not in the second upload. I am in process of editing/updating it as have learned some things since I wrote it in September, will post later today.


I don't get how you are being detected, esp at that range. I just tested a new patrol objective earlier, ran into large convoy* four columns five ships each with 7 escorts) October 1944. Slipped inside screen to center columns, sunk two tankers, crippled large merchant, which later went down, came under fire but didnt get hit, evaded. Chased through center of convoy by escort but outran him. Radar equipped DE closed in on me me, fired from guns at me from 4000 yards, I fired a MK 14 "down the throat" from stern tubes, when he saw the wakes, he turned to evade, bought me time to escape, he lost visual and radar contact, I disappeared into the night.

Even with enemy radar, can pull surface attacks off. Hopefully tactics write up will help you.
I've been got at 9,000 yards on a very dark night on the surface in the last release I played. It was mid-1943 so I presumed at the time that I got RADAR'd, but you seem to think that wouldn't have mattered.
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Old 04-02-22, 02:32 PM   #745
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Default Periscope color filters and late war scope customized for TMO Update.

Periscope color filters and late war scope customized for TMO Update.

These are from the OPCF(Observation Periscope Color Filter) mod originally created by subsim member Arclight, with some changes for compatability with TMO Update BH.


Remember, US subs did not have a "night periscope". (The label of such in TMO has been changed in forthcoming release, as I finally found out how to do this, it will be properly labeled as 'observation periscope') Since night surface attacks are now possible, the observation (night scope) is , as historically accurate, only useful for night attack when there is moonlight light such as a full moon. Attack scope is basically useless at night, as it should be. However, some subs did use red filters. Other colors have been used but only aware of red. I included green and yellow filters in addition to red for those who prefer those colors.

First, I highly suggest that you adjust your gamma settings. Start up a patrol, wait until nigh fall, hit Esc, go to graphics settings, use the gamma slider to adjust, exit back and see how it works for you, change accordingly. Each rig is different so will have to adjust to find what works for you. For me, its just over a quarter of the way from the left. With the dark nights, this enables me to see targets at realistic ranges in the darker nights of TMO. Obviously, a smaller vessels is going to be more difficult to spot than a larger one. The AI's visuals are unaffected gamma changes.

https://www.mediafire.com/file/6z4b2...pdate.zip/file

Last edited by Bubblehead1980; 04-02-22 at 05:43 PM.
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Old 04-02-22, 02:46 PM   #746
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Quote:
Originally Posted by Kal_Maximus_U669 View Post
Hello everyone, I'm happy to see that Captain Wreckless is having a hard time with the attacks because all of the things described above have been experienced...
I find that the mod draws all its splendor here ...
you have to constantly adapt to the situation, that's what makes the strength of this mod here. We must adopt the attitude of a real submarine commander
I too have experienced difficult night attacks, the destroyers are formidable.
obligations to follow the convoy to wait for dawn for better visibility
I restarted certain attacks several times and things did not look quite the same each time...
As for the periscope, I almost gave in... installing filters... no filtres realism obliges...
then after reading reports from Bubblehead1980 who had approached this theme of periscopes, I prefer to remain realistic..
for me it's all these little things that increase the realism and give the challenge..
to complement what MadMardigan says
Sample of My 'GFXSettings.cfg' file, located in the save folder:
[Current]
DepthBufferEffects=1
Filters=0
Glare=0
UnderwaterDispMap=1
LightShafts=1
3DShipWakes=1
DetailedWaveRipples=1
UnitNormalMaps=1
ShipCausticsEffects=0
Ship3DDamage=1
CharacterDetail=1
ParticlesDetail=8
TerrainObjectsDensity=10
TerrainObjectsLODSize=10
GammaCorrection=49
VolumetricFog=0

Really what is missing this mods is some thing that Fotrs has which interiors vickers... Nippon Maru mod & Nikon Kaigun mod
Come on, I feel that Bubblehead is preparing something heavy for us...
the weather is not terrible the change period is sometimes long I find but hey we all know that it is one of the problem of the game...
this work of reports among other things... what productivity it is really incredible..
Bubblehead thank you

You're welcome, thanks for the appreciation. Glad you are enjoying the mod.

Yes, things are set up to force player to conduct themselves in a realistic manner along the lines of what a real submarine skipper would. Sometimes shadowing until dawn for a dawn periscope attack (with the rising sun illuminating the target) is the best bet if can't do a night surface attack for whatever reason and conditions are not right for night periscope attack. In early war, prior to SJ radar being installed, most skippers would if possible wait until dawn for submerged attack. Night surface and night time periscope attacks were a thing of innovation as war went on, driven primarily by the adaption of surface search radar.

Actually, since yesterday I've been looking over Nippon Maru for TMO was sent to me. Still more to work on, but the forthcoming version of TMO Update will have Nippon Maru incorporated into it courtesy of s7rikeback.

Officers Quarters and interiors for TMO are being worked on by vickers03, so TMO will have them before too long.



Weather will always be a problem in this sim but I did slow the weather change intervals for the reason it interfered in operations and made the pacific look like the North Atlantic too often. Now have more stable weather overall. Will notice this more in forthcoming version as discovered few things since last release.
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Old 04-02-22, 05:18 PM   #747
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Default Night Surface and Periscope Attacks TMO Update BH -Revised.

Txt. document (link below) discussing primarily night surface attacks in TMO Update BH
for those having difficulties.

Some tips on night time periscope attacks for those who had difficulties as well

Let me know if have any questions.




https://www.mediafire.com/file/u7le1...vised.zip/file
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Old 04-02-22, 05:41 PM   #748
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Quote:
Originally Posted by HobbitJack View Post
I've been got at 9,000 yards on a very dark night on the surface in the last release I played. It was mid-1943 so I presumed at the time that I got RADAR'd, but you seem to think that wouldn't have mattered.

Last release of TMO played is the TMO Update BH released in September 2021 correct? (First page of this thread)

If you are, make sure you are using the TMO Radar fix patch in the additional mods folder. This corrects the radar, otherwise will have original TMO radar and 9000 yards detected by radar or even visual is likely. In forthcoming version, radar will is incorporated into the mod.

Radar detection in TMO Update, it's complicated. They CAN detect you at that range with radar or in right conditions visually (although not likely visual at night, at that range), just not normal. If it was a fleet type DD or capital ship in mid 1943, very possible had radar. Most capital ships get radar around that time, some of the fleet DD's do as well. Depends on historical date of particular unit, I tried to stay with that.

Your profile to the beam has a lot to do with when are detected, as well as skill of the enemy unit(most are set to Veteran in TMO, a few elites. If Elite, good chance will detect you at longer ranges as this enhances performance of equipment).

Radar beam was modified so it goes "out and up" over distance. At the default height of 0.0, it went straight out to X distance and performed like allied radar against submarines. I adjusted the height of the beam where its default height is just above the periscope shears of a players submarine, so it can still detect most ships as nearly all ships are above that height, at long and short ranges ranges, but unlikely to detect a submarine. I have found it periscopes or SD mast are raised, they are more likely to detect you because these objects extend the height of the sub and is no longer below the default level of the beam. When player range is closer, the beam is more "direct" , not as elevated ,and can detect a player, say within 3500-4000 yards, but then other factors come into player such as your profile to the beam, skill of the escort. Really can vary with each attack as I've been within 3000 yards of radar equipped escort not detected, but also been detected from 8000 yards.
Once the APR-1 Radar Warning Receiver is available, really is a vital piece of equipment.

Type of radar escort has can matter also. Type 21 is first surface search radars IJN has in sim, followed Type22. Type 22 has improved performance. Type 13 was changed to air search only.

I just posted a Night Surface Attack tactics doc below, it discusses IJN radar in the sim.
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Old 04-02-22, 05:47 PM   #749
Kal_Maximus_U669
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Quote:
Originally Posted by Bubblehead1980 View Post
Txt. document (link below) discussing primarily night surface attacks in TMO Update BH
for those having difficulties.

Some tips on night time periscope attacks for those who had difficulties as well

Let me know if have any questions.




https://www.mediafire.com/file/u7le1...vised.zip/file
Bubblehead1980 I could see you writing a book on the subject so much you provide
of information
think about what I'm telling you... maybe do a collection...(when you have the time..!!! I prefer to see you working on your project if I may... )
gather all the information posted here as well as your notes...
personally I learn a lot about the US Navy thanks to your content..
I really enjoy after reading the news you give above...
is thank you once again for this document that you have the kindness to provide us...
Sincerely Kaleun Maximus_U669
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Old 04-03-22, 01:02 AM   #750
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Quote:
Originally Posted by Bubblehead1980 View Post
Apparently the doc on night surface tactics was in the original upload in September, , then I had to upload again due to couple file issues and did not realize the tactics file was not in the second upload. I am in process of editing/updating it as have learned some things since I wrote it in September, will post later today.


I don't get how you are being detected, esp at that range. I just tested a new patrol objective earlier, ran into large convoy* four columns five ships each with 7 escorts) October 1944. Slipped inside screen to center columns, sunk two tankers, crippled large merchant, which later went down, came under fire but didnt get hit, evaded. Chased through center of convoy by escort but outran him. Radar equipped DE closed in on me me, fired from guns at me from 4000 yards, I fired a MK 14 "down the throat" from stern tubes, when he saw the wakes, he turned to evade, bought me time to escape, he lost visual and radar contact, I disappeared into the night.

Even with enemy radar, can pull surface attacks off. Hopefully tactics write up will help you.

Well you're having better luck at night surface attacks than I. I always seem to get noticed no matter what.
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"AD2" Aviation Machinists Mate 2nd Class
VT-23, HS-1, USS Carl Vinson CVN70 (Plank Owner)
NAS Kingsville, TX; NAS Jacksonville, FL; NOB Norfolk, VA
FAA Air Traffic Control Specialist, Fairbanks, AK 2000-2020 (Ret)
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