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Old 08-05-17, 09:24 PM   #76
yubba
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Having trouble with the 109 campaign again propbeanie.

Trying for career start on October 21, 1944.

It's still flotilla 2 in RSRD as the manila start, so should not be an issue. It's something with the career start.upc.
check service life of PT 109 it will have the start date xx 1938 and a end date when it was rammed,, I think I saw that when I was scrolling through upc . I seen availability to 1945 you'r good
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Old 08-05-17, 10:20 PM   #77
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check service life of PT 109 it will have the start date xx 1938 and a end date when it was rammed,, I think I saw that when I was scrolling through upc . I seen availability to 1945 you'r good
Already had checked that but also had updated the roster anyway, there are about 40 hull numbers now.Most are just available for entire war(data on individual PT boats is limited) but those I know their DOC and DOD dates are listed such as the 109 and the boas of Squadron 3 that fought in the P.I. in 41 and early 42.
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Old 08-05-17, 10:31 PM   #78
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I was missing just one of these [ ,, that didn't make it across on a re copy and paste,,, two days just caught it ,,. ran a mission in campaign plugged a split freighter ..
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Old 08-06-17, 03:25 PM   #79
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I was missing just one of these [ ,, that didn't make it across on a re copy and paste,,, two days just caught it ,,. ran a mission in campaign plugged a split freighter ..
I got it working. Trying to find where PT boats were based out of on Leyte. Figured I'd change the Oct 12, 1944 career start for F2 from Mios Woendi to Leyte on October 20, 1944, so will start patrols in Leyte area around October 23/24. Orders to patrol Surigao Strait.

I played the battle last night, it was pretty intense going against battleships in PT boat, dodging DD's. I scored one torpedo hit on Fuso BB, caused fire. Surface gunfire finished it off.


Problem with this battle in RSRD is the Japanese never get close enough for the main battle line of US BB's and CA's to open fire.DD's do all the work. 5 inch guns on DD's are a little too effective.
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Old 08-06-17, 03:59 PM   #80
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...
Problem with this battle in RSRD is the Japanese never get close enough for the main battle line of US BB's and CA's to open fire.DD's do all the work. 5 inch guns on DD's are a little too effective.
Some of that is the lack of engagement by the big guns earlier in the scenario of the game. The AI doesn't seem to like to fire the 14 & 16 inch guns in a timely fashion. Even the 8 inchers don't seem to fire when you'd think...

I had a test mission a few months ago that involved a North Carolina BB and Naka CL on opposing courses, with my sub on an intersecting one. The test was for visibility and other detection stuff, but the BB wouldn't shoot at the CL until they were about 9800 apart, and at that, the 5 inch guns were the first to engage. Not only that, but the CL would start shooting at me, and not running away from the BB...
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Old 08-06-17, 05:43 PM   #81
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Some of that is the lack of engagement by the big guns earlier in the scenario of the game. The AI doesn't seem to like to fire the 14 & 16 inch guns in a timely fashion. Even the 8 inchers don't seem to fire when you'd think...

I had a test mission a few months ago that involved a North Carolina BB and Naka CL on opposing courses, with my sub on an intersecting one. The test was for visibility and other detection stuff, but the BB wouldn't shoot at the CL until they were about 9800 apart, and at that, the 5 inch guns were the first to engage. Not only that, but the CL would start shooting at me, and not running away from the BB...

True.They big ships don't engage with the main guns at distances should. Going on what I see in the ME, the Japanese forces in Surigao strait slow down to 4 knots instead of trying to plow on and run into the battle line , so never get close enough to see each other to shoot .The second line of DD's come way too close to the Japanese forces and tries engaging with guns.

After expending my torpedoes I sped around the scene observing the battle(was pretty cool), at one point of the Fuso BB's targeted a DD I was near and let rip salvos of her main guns, which is loud and in the dark of night, the blast is distinguishible from others. One set of splashes came close to my boat, quite scary. Hopefully can finally get the shell, bomb, depth charge splash mod to work with the smoke mod as well, nice big shell splashes from the large guns.

Minute or so later one of the salvo's from Fuso class hit the Fletcher DD near me, left a huge hole in the bridge area, large fire, DD went dead in water and eventually went under. Only DD lost in the battle from what I could tell. Another was damaged and moving slowly away from scene.

Key things have to get working for PT mod is AI torpedoes on DD's(both sides) and definitely for the AI PT's. I had AI torps on PT boats once but even after reading havent found the clear directions i need.Im lost on the work with .DAT files.Right now, AI Pt's are nothing but targets without them.

Other must have is surface search radar for player PT boat, perhaps improve visual sensors for player crew as well.

Weird bug I found in 1944 was despite arming sub in base with all Mark 13, when I started gameplay I had Mark 8 in tubes and Mark 13 in reserve. annoying.Any ideas? I did just fired the four Mark's off and load the Mark 13's.
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Old 08-08-17, 03:19 AM   #82
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Okay, I have it where can start in Leyte Gulf and even made a new naval base near Leyte at Cosogoran Bay (just for testing). Can refuel and rearm there and start patrol there, but wont let me end patrol there. In fact, he tilted anchor for homeport is not anywhere on map. I have it set in Flotilla2 (Fremantle) where it becomes the base in October 44.



[Flotilla 2.Base 1]
ID= Manila
NameDisplayable= Cavite Naval Base, Manila, Philippines
Info= Manila-Base-Info
ExternalBaseName=Manila
AvailabilityInterval= NULL, 1941-12-23
DepartureDescription1= 14507852, 1739944, 312.474
DepartureDescription2= 14507852, 1739944, 312.474
DepartureDescriptionOut1= 14449908, 1711216, 276.175903

[Flotilla 2.Base 2]
ID= Surabaya
NameDisplayable= Surabaya, Java
Info= Surabaya-Base-Info
ExternalBaseName= Surabaya
AvailabilityInterval= 1941-12-24, 1942-02-27
DepartureDescription1= 13526714, -862906, 0
DepartureDescription2= 13528171, -862211, 0.651060
DepartureDescriptionOut1= 13522966, -817381, 358.439789

[Flotilla 2.Base 3]
ID= Fremantle
NameDisplayable= Perth-Fremantle, Australia
Info= Fremantle-Base-Info
ExternalBaseName= Fremantle
AvailabilityInterval= 1942-02-28, 1944-10-15
DepartureDescription1= 13887700, -3846757, 270
DepartureDescription2= 13887700, -3846757, 270
DepartureDescriptionOut1= 13792344, -3862100, 352.689484

[Flotilla 2.Base 4]
ID= Casogoran Bay
NameDisplayable= Casogoran Bay
ExternalBaseName= Casogoran Bay
AvailabilityInterval= 1944-10-16, NULL
DepartureDescription1= 15090093, 1292228, 220
DepartureDescription2= 15090093, 1292228, 220
DepartureDescriptionOut1= 15111579, 1259613, 180

Last edited by Bubblehead1980; 08-08-17 at 04:04 AM.
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Old 08-08-17, 10:22 AM   #83
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You probably can't end a patrol there because you haven't added the base to the US_NavalBases.mis file. You could also use the same file to add a "tender" there (scripted Unit), and maybe a small dock, if so desired...
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Old 08-08-17, 06:46 PM   #84
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You probably can't end a patrol there because you haven't added the base to the US_NavalBases.mis file. You could also use the same file to add a "tender" there (scripted Unit), and maybe a small dock, if so desired...
I did add the base to usbases.mis, that is how why it shows up, can refuel and rearm there, start patrol from there, but wont let me end patrol. Like I said the tilted anchor is no where to be seen now.

Well once I find exactly where am going to build the bases at Leyte for PT's I will add ships etc for immersion . I know there were two PT tenders at San Pedro Bay after the Leyte landings on 20th and on 23rd October one moved to Panoan so boats could patrol Bohol Sea , the approaches to Surigao Strait.Likely will add them. Want to find out where they were based out of on Oct 20 before were in San Pedro Bay. I just used where have them now as a test but it may be a good start point and base switches to san pedro on 21 oct at midnight. Once I figure out the role PT's will be play in invasion. Trying to be historically accurate and balance gameplay. I know they swept area for barges, PC's etc, transports etc and did engage some.


That is one challenge with this mod that greatly differs from playing subs is having a supply base always within reach since there is no rescue function and playing with unlimited fuel is gamey.

I have scripted the Leyte Landings into the campaign. The old battleships and cruisers shell the shoreline from 0600 until just before 1000 , have few WIldcats and Avengers from the CVE's flying in making bomb runs. Invasion force anchored offshore. I placed some enemy bunkers and shore guns, and AA guns along the coast. The coastal guns are silenced fairly quick but bunkers cant be destroyer, so the ships will shell them constantly until time to leave. Quite a thing to see and hear lol.



Landing craft and LST start heading for shore at 1000 per history. Several waves. If want to see that have to get some distance, let them spawn, then come back since they wont spawn with player nearby.

The US landing craft also needs some work. Needs a pilot and some troops aboard, they are empty. Will show up on radar but look silly being empty.


Will likely add air attacks. Perhaps if can implement kamikazes from FOTRS into sim starting 25 Oct.

I've fixed the battle of surigao strait so the BB's, CA's and and japanese force get close enough they will engage. Same with the Samar action on 25 Oct. I reduced the US force down to be just Taffy 3 since its only one that engaged center force that morning, not the whole CVE force as RSRD had it. Changed the CVE's to Casablanca Class instead of Bogue Class. 3 DD and 4 DE as really had. Them and center force come close enough now, center force should open up on them and vice versa. Now this is more for the DD side of things, but use same campaign traffic files, esp for the scripted battles so.

Now, just need to get this issue with home bases solved.
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Old 08-08-17, 08:56 PM   #85
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You definitely have to have a Battle off Samar in there for a DD commander to do - even if the ship is not the correct one... Having to charge at the big boys, "Small boys attack!"

My dad was there on an LST as an ammo handler, none the wiser at the time, more worried about shore fire than anything from the Sea...
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Old 08-08-17, 10:18 PM   #86
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You definitely have to have a Battle off Samar in there for a DD commander to do - even if the ship is not the correct one... Having to charge at the big boys, "Small boys attack!"

My dad was there on an LST as an ammo handler, none the wiser at the time, more worried about shore fire than anything from the Sea...
I agree. Looks good in the ME when run simulation far as timing, distance etc, esp being in daylight they should engage. Instead of 1240 I have them making contact around 1020 now, still off but better than before. Problem is during actual time of battle in the sim when off the PI, its not light enough.

The playable Fletcher is not bad, I've made some adjustments. Have ten Mark 15 torpedoes now. Tweaked the hit points and armor so you really are a tin can.Tried to implement star shells but cant get them to show up to be selected in game.

Needs depth charges(even if just for looks. Btw, has any ever tried to make them useable for playable vessels? ) and working sonar but a lot of fun.

I plan on implementing "Small boys attack!" into the messages that show up.


Your dad was on an LST? Pretty cool. Those ships have always fascinated me.

Speaking of, you had mentioned tenders for PT boats in another post. During my research for the mod, found later in war some LST's were converted and used as PT boat tenders.

Now I just have to get this end patrol thing figured out so move forward.

About to fire up SH 4 in a minute and see how the Surigao Strait Battle plays out.I have the PT attack placed in, of course they dont have torpedoes yet but will be a good distraction for player PT.
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Old 08-09-17, 02:12 AM   #87
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You definitely have to have a Battle off Samar in there for a DD commander to do - even if the ship is not the correct one... Having to charge at the big boys, "Small boys attack!"

My dad was there on an LST as an ammo handler, none the wiser at the time, more worried about shore fire than anything from the Sea...

Not sure if you have come across this site before, but its got some great information.

http://www.bosamar.com/
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Old 08-09-17, 07:31 AM   #88
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No, I had not seen that. Excellent. One thing to not forget is that the 3 DD involved in the battle were Fletcher class ships, so you could have it set for a one-in-three chance of getting any of the mission assignments in the battle... See if ~you~ can drive your Heermann through the TaFee at Ahead Flank with limited visibility, and not collide with a friendly on your way to attack the Yamato!...
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Old 08-09-17, 09:06 AM   #89
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Got a new Fletcher Hybrid,, ready to go on that mission,
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Old 08-09-17, 09:34 AM   #90
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No, I had not seen that. Excellent. One thing to not forget is that the 3 DD involved in the battle were Fletcher class ships, so you could have it set for a one-in-three chance of getting any of the mission assignments in the battle... See if ~you~ can drive your Heermann through the TaFee at Ahead Flank with limited visibility, and not collide with a friendly on your way to attack the Yamato!...
I was aware of the three DD with Taffy III. Johnston, Hoel, other slips my mind. Plus four DE. For my traffic for PT/DD campaign I deleted one DD, so player will be the third DD. I now have TAFFY I, II, in historical locations, player will escort TAFFY III from Manus Island to Leyte, and screen. I have the traffic done. just have to do the career start and flotilla.

I also deleted some ships from center force, since by time engaged TAFFY III, had lost two CA (sunk by Darter and Dace), another CA damaged and turned baxk for Singapore with two DD escorting, another severely damaged by air strikes in Sibuyan Sea, lost the Musashi as well.Since am using different traffic files from the sub campaign(will incorporate some changes) , wont have an effect on the sub side of things. In RSRD center force is one single thing from time it departs, transits the sibuyan sea, turns back after air strikes hit it, turns back for the strait, runs into Taffy 3 and returns.No respawn or anything. Since player in a surface campaign wont be in position to intercept it(well unless they go off hunting) until off Samar, no big deal having the composition be the post sibuyan sea.


Having a lot of fun with PT boat and DD as can see.
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