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Old 05-04-21, 05:38 PM   #1
Bubblehead1980
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Just curious what other subsimmers favorite things in SH 4 are. Favorite time period of the war to patrol, patrol areas, class of boat, target, base to operate out of, torpedo etc. and reasons why ? Of course different mods affect things but in general, curious.
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Old 05-04-21, 07:34 PM   #2
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Favorite period is 1944 - 1945 because I honestly don't like torpedo problems. Favorite type of sub is Gato/Balao. I have a soft spot for the big boats like "Argonaut" & "Nautilus" but I have not had a chance to play the mod that has that type. Favorite torpedo? Anything other than the MK14.
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Old 05-06-21, 02:35 AM   #3
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Favorite period is 1944 - 1945 because I honestly don't like torpedo problems. Favorite type of sub is Gato/Balao. I have a soft spot for the big boats like "Argonaut" & "Nautilus" but I have not had a chance to play the mod that has that type. Favorite torpedo? Anything other than the MK14.


Nice. While 1944 has always been my favorite, with my my changes in TMO Spring of 42 is a close second, or it is a tie. 1944 is the peak of the Pacific submarine war in the sim (as in real life), especially in my customized install. Plenty of large(by IJN standards) convoys running, plenty of opportunities to encounter them, chances for night surface attacks, along with prize warships. ASW is tough and grows tougher over time, convoys start running the shallows by year's end and plenty of action.

Yes, after starting in December 1941 in Tambor and making it through to end of 1943 (game retired my boat, error have to track down and correct, Tambor should not be retired until early 45, not 44!) I am burned out on torpedo problems , but it was a challenge and a lot of fun, esp since improved the performance of early war escorts, they are no longer pushovers. Not 1944 or 45 level (minus the rare "Elite" escort)


The pseudo Narwhal in TMO is okay, ran a few patrols with it but was not really enjoyable. I played with the donation Narwhal Class one time, it was fun but to really enjoy it outside early years, really needs a whole group of special missions and variety of them. Dropping off the raids for example for would a great mission and the supply missions to the Philippines etc. Not going to just go patrol around in one of of those old boats after early 43. (Argonaut's loss in early 43 for example)


lol Anything but Mark 14, about how I felt. Thing is Mark 18 when first introduced had its own issues...deep running mostly, circle runs. Mark 14 turns into a great torpedo once issues caused. Actually my favorite post September 1943. Mark 18 is great and all after late 43, but the short range and low speed compared to others becomes an issue later in war when longer range shots become inevetiable, plus nasty habit of circle runs, but are great to be in the stern tubes when need to shoot an escort "down the throat", especially when running away on surface after night surface attack.How I feel about it anyways lol
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Old 05-06-21, 09:12 AM   #4
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Mark 18 ..... but are great to be in the stern tubes when need to shoot an escort "down the throat", especially when running away on surface after night surface attack.How I feel about it anyways lol
unfortunately, the simulation that we play does not simulate human reaction to being shot at. by that i mean that a skimmer-skipper is likely to have second thoughts about chasing a submarine once he realizes that he is being shot at by a 3000 lb explosive device. we have learned from ships logs that pursuit was slowed or broken off once the skimmer-skipper was fired upon or...one of his fellow skimmers was fired upon (or sunk).

there is something sobering about facing-down a projectile and not all captains react the same as a coldly programmed, computer simulator. in the SH4 situation, we must sink the skimmer to end the chase.
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Old 05-06-21, 11:59 AM   #5
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unfortunately, the simulation that we play does not simulate human reaction to being shot at. by that i mean that a skimmer-skipper is likely to have second thoughts about chasing a submarine once he realizes that he is being shot at by a 3000 lb explosive device. we have learned from ships logs that pursuit was slowed or broken off once the skimmer-skipper was fired upon or...one of his fellow skimmers was fired upon (or sunk).

there is something sobering about facing-down a projectile and not all captains react the same as a coldly programmed, computer simulator. in the SH4 situation, we must sink the skimmer to end the chase.

True, can't really replicate the human factor yet and not in SH 4. However, they do not know they have a torpedo coming with Mark 18 due to lack of wake Firing a bow shot esp against escorts which usually have shallow drafts is a risk, desperation move typically. Most escorts I can outrun, save it for the DD and DE which can't and if can't dive. . Mark 14 they usually avoid them successfully when fired from long distances, esp the down the throat shots and even then. In TMO at least, they do not set themselves up for a down the throat shot so easily as they begin to zig back and forth. Depends on the skill level, if set below "Veteran" they will charge in without disregard and are somewhat easy to get with that shot, but since in TMO most are set to Veteran and a number set to Elite, they usually start the zig when within reasonable expected range for a bow shot.
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Old 05-06-21, 05:40 PM   #6
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I got that fed up with torps I disabled duds. I like the long range 'green machines' but there is precious little target coming my way that warrant long range. You know, something small like a Jap battle fleet or something. So I think I have to go for 44-45.
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Old 05-06-21, 05:48 PM   #7
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. by that i mean that a skimmer-skipper is likely to have second thoughts about chasing a submarine once he realizes that he is being shot at by a 3000 lb explosive device. we have learned from ships logs that pursuit was slowed or broken off once the skimmer-skipper was fired upon or...one of his fellow skimmers was fired upon (or sunk).
Huh, that must explain some things I have encountered. Is it modeled in FOTRSU and TMO? Or is it also in stock SH4 too?

One time in maybe mid-1942 (while playing either FORTSU or TMO), I was attacking a task force and sank one of their BBs and damaged a cruiser with a shot that missed the original BB I targeted. I came under heavy fire from Jap DDs and I got sick of being hounded by Jap destroyers who wouldn't leave and so I brought the boat up to periscope depth and fired a snapshot when the closest DD that had just finished its depth charge showed its flank. The resulting torpedo impact sank the DD and the destroyers left.
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Old 05-06-21, 06:53 PM   #8
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Huh, that must explain some things I have encountered. Is it modeled in FOTRSU and TMO? Or is it also in stock SH4 too?

One time in maybe mid-1942 (while playing either FORTSU or TMO), I was attacking a task force and sank one of their BBs and damaged a cruiser with a shot that missed the original BB I targeted. I came under heavy fire from Jap DDs and I got sick of being hounded by Jap destroyers who wouldn't leave and so I brought the boat up to periscope depth and fired a snapshot when the closest DD that had just finished its depth charge showed its flank. The resulting torpedo impact sank the DD and the destroyers left.
excellent news...for you and your valiant crew.
how long after the DD sank did the remainder stay in the area?
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Old 05-06-21, 07:58 PM   #9
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I got that fed up with torps I disabled duds. I like the long range 'green machines' but there is precious little target coming my way that warrant long range. You know, something small like a Jap battle fleet or something. So I think I have to go for 44-45.


ah yea, the duds can be a pain, I just wrapped up a career in a Tambor where started Dec 41 and ran until end of 1943, so sans one full patrol, was dealing with some kind of torpedo issue. but it kept things interesting and tonnage to a more realistic level. Sadly the boat was retired early (supposed to be early 45 not early 44, working to correct it) I changed them in TMO to where, if you can pull off a impacting angle of 45 or less, good chance fish will go off. Of course this was found to be true during war and was used. Thing is, it's a tough shot to pull off with a weapon designed to impact at 70-90 angles, where get most duds.

Prematures are something no way around. In the game they had it based on wave height which did not like and far as can tell was not the issue with the prematures. So I changed the height to 0.0 - 40.0 meters, prematures now detonate more in line with history. Worst is where they get near the target and blow up, it looks like a hit through periscope, gives some idea why skippers reported hits at times. lol had one go off so close to a freighter, it actually damaged it, but the game did not register it as a impact.

One example comes to mine is ran across the Tonan Maru No 2 (19000 ton tanker) in August or September 1942 in a convoy. Perfect set up, 1000 yards away, fired four Mark 14's. One hit, One dud amidships, one miss forward (target slowed and turned starboard to avoid) and the last one was about to impact right at the aft stack on staboard side, which likely would have crippled it if not sunk her (northbound so was not loaded with fuel guessing, since did not go up in flames) then BOOM, maybe 30-50 yards from target, premature explosion. Looked like a hit but crew did not report torpedo impact and saw no additional damage to tanker, just fire amidships. Was shooting from stern (convoy zigged at last minute, forcing a stern setup in lieu of bow tubes) and had to go deep to avoid escort and depth charges. Heart breaking lol but keeps early war interesting.

The "green" torpedo, referring to Mark 16? Yes, they are fun, would be nice to have during war when run across the bigger targets. One spot where they are useful is later war when convoys hug the coast and have to fire from longer ranges, gives more flexibility. I am working on making them essentially wakeless like the Mark 18, the had a small wake and were difficult to observe. When use them in sim, they are easily spotted and which ends up not being worth it. I typically do not use them since were never used in war but sometimes it is fun to have them in a Tench in late war.
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Old 05-07-21, 01:26 PM   #10
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The whole war is fine as long as we are based in Pearl and survive the patrol so we can sneak working girls into the Royal Hawaiian. Then there was the time that Chief Miller threw a luau complete with poi, pig and dancers. Good times. We won't go into misappropriated government property or defending honor. But that was fun, too. Never let Gallo ... or Harris sing in public.
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Old 05-07-21, 08:50 PM   #11
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I guess playing RSRD 42 with all the invasion forces and the Solomons Islands campaign.
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Old 05-08-21, 07:53 AM   #12
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The whole war is fine as long as we are based in Pearl and survive the patrol so we can sneak working girls into the Royal Hawaiian. Then there was the time that Chief Miller threw a luau complete with poi, pig and dancers. Good times. We won't go into misappropriated government property or defending honor. But that was fun, too. Never let Gallo ... or Harris sing in public.

I like to start in Manila, because I know where 4 Mogami Cruisers are going to be in the gulf the the north. Nice fruitful start to my war.
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Old 05-08-21, 02:17 PM   #13
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I guess playing RSRD 42 with all the invasion forces and the Solomons Islands campaign.
Yes, those were fun. I wish Lurker were around to upgrade RSRD, it needs it. I had a done a lot of work on it before but lost it all, was not backed up as I thought. I came back after a hiatus planning to work on RSRD again but ended up focusing with TMO as it needed an upgrade even more than RSRD and wanted to retain the tough AI, which was only thing did not like about RSRD is it nerfed the AI for most of the war.

Having all the files etc believe have what need to get the AI torpedoes from surface and submerged submarines firing. About to start work on getting the AI torpedo firing subs into the campaign. If can get the AI fleet boats firing torpedoes, will have wolf packs late 43-end of war.

Two things have implemented that really add to the pucker factor in the sim are friendly fire and mines that can get you (and others) on the surface. In testing, ran into PBY, which dove at me so submerged that boat, and it depth charged (they carry 6 charges), did minor damage when the boat was at 152 feet, it was a "friendly" .

Other was running Balabac Strait en route to patrol area, a patrolling Chidori detected us on radar, chased us. I was skirting the mine field, passed at mine maybe 15 ft away . Once during testing escort followed me into minefield and hit one, sunk him lol. Early war. delivering supplies to Corregidor, navigating through mine fields at night (left just enough of a spacing between mines that a surfaced sub can do it if careful) is uh interesting.
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Old 05-08-21, 03:22 PM   #14
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To bubblehead and all script writers, you're hard hard work is greatly appreciated by all us techno failures. I once asked a long time ago, which is prob superceded, what is the best config of mods to run, pref through JSGME. I bet I am in the wrong thread ...........
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