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Old 06-01-21, 04:28 AM   #3331
Torpedo
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Default No red gauges for the Gato

Hello everyone!
I made some small changes in the "Control Room" and in the "Hydrophone", to eliminate the red color from the dial of some instruments of the Gato. It is only for me an aesthetic question and I don't know what the colors of these dials were in reality but from the photos of the machine room of the Balao Class SS-287 Bowfin preserved and exhibited in Pearl Harbor no red gauges are seen and the machine room of the USS Drum exhibited in Alabama has the large depth gauge on the right with a red glass but it seems to me added to the exhibit in that museum. The two 165-foot deep gauges in other photos are both black with white needles.
I have tested these changes for the Gato and I believe they are also valid for the Balao with FORTSU 1.46. If anyone is interested, I can make available to the small mod can be installed with JSGME at any time because it is only made of graphics files. I give full credits, but I don't know the author of the original files.

BEFORE


AFTER


BEFORE


AFTER


This is the link:

https://www.mediafire.com/file/by4up...auges.zip/file

Torpedo

Last edited by Torpedo; 06-03-21 at 04:02 AM.
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Old 06-01-21, 05:22 AM   #3332
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USS Gato, ex-Fremantle, on 3/31/43 @ 1819 encountered a stationary FHM on a SE heading 5100 meters, 141 degrees from Mariveles dock.
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Old 06-01-21, 08:13 AM   #3333
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Quote:
Originally Posted by Torpedo View Post
Hello everyone!
I made some small changes in the "Control Room" and in the "Hydrophone", to eliminate the red color from the dial of some instruments of the Gato. It is only for me an aesthetic question and I don't know what the colors of these dials were in reality.
I have tested these changes for the Gato and I believe they are also valid for the Balao with FORTSU 1.46. If anyone is interested, I can make available to the small mod can be installed at any time because it is only made of graphics files. I give full credits, but I don't know the author of the original files.







This is the link:

https://www.mediafire.com/file/by4up...auges.zip/file

Torpedo
Many thanks!

I think the author of the original interiors is Vickers, with some touches by the FOTRSU team.

Regards.

Fitzcarraldo
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Old 06-01-21, 01:47 PM   #3334
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Quote:
Originally Posted by Mios 4Me View Post
USS Gato, ex-Fremantle, on 3/31/43 @ 1819 encountered a stationary FHM on a SE heading 5100 meters, 141 degrees from Mariveles dock.
There is an RGG that calls a GENERIC merchant at the Mariveles dock that sits on a 138.65 heading, that if a storm came up, could "blow" out that far on a drift over time. I have looked at the Fast Hansa, and all looks well on it configuration, and in a mission, it does fine. There are at least 8 RGG that proceed between Mariveles and Corregidor, but mostly outbounds, and there is other traffic that travels through there on patrol, so it might have been a near-miss collision, but I cannot find any other reason as of yet, for it to be standing still. Some groups do come into the area and seemingly "pause" with very low speeds, and then leave, could it maybe have been doing that? Those instances are few and far between at Manila though, due to the traffic density in the small area...
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Old 06-01-21, 04:04 PM   #3335
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Default Conning Tower Refit Dialogue

I've noted with casual interest the various conversations about conning tower refits and what might trigger them. Here's my latest experience, which does not seem to follow some of the scenarios I read here.

Started my latest career in early 1942 (April 12, 1942) out of Brisbane, assigned to S-44 (SS-155). Ran five patrols from there in that boat, amassing a total of 169,394 tons of shipping and warships (I got really lucky on the last patrol by encountering a very large task force that yielded one BB and and 2 Takao CA). At the end of the fifth patrol coming into Brisbane on 01/14/1943 I was offered and accepted command of USS Salmon (SS-182).

Leaving Brisbane on 02/09/1943, we made one patrol in the Salmon, garnering 58,779 tons of shipping that included two incautious escorts, returning to Brisbane on 3/06/1943. On arrival in Brisbane from this first patrol I was informed that I would be getting a Conning Tower Refit. It wasn't a choice - I was informed the refit was taking place.

As I said, this does not in my recollection agree with the many scenarios I've read here, so thought it would be interesting to those who have looked into the various triggers.

Have fun! Meanwhile, we will take the refitted boat to sea for our second patrol departing from Brisbane on 03/24/43.

Generic Mod Enabler - v2.5.0.150
[G:\Ubisoft\Silent_Hunter_IV\MODS]

100_FalloftheRisingSun_Ultimate_v1.46_EN
399_NoScrollNavMap
450_Lite Fog v2 + 300' Underwater Visability
452_MoonlightzSonarLines
801_UMark Invisible
901_strategic_map_symbols
950_Nippon_Maru_v1.2.1

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Old 06-01-21, 05:12 PM   #3336
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Let us know if you get out on that next mission with the new conn. As KM had with his back in

https://www.subsim.com/radioroom/sho...65#post2749165

I don't think you get a choice for them. You do for the boat upgrade, but not the conns... ?? My mind is like a sieve anymore though, letting through all sorts of important stuff, and catching only the useless...

Anyway, we did notice that the S-42 does NOT seem to follow the norm... it apparently follows the upc and / or eqp file, since it does not have a UnitParts file. We definitely have to do some experimenting in this regard, and confirm / deny this occurring. If it does work that way, then we might have to change all of the "clones" around a bit, and maybe experiment with a "regular" submarine also... Makes me wonder though how much it might mess up the "progression of the game, or if maybe the game only progresses the way it seems to because of the UnitParts upc file??...
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Old 06-02-21, 09:50 AM   #3337
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Quote:
Originally Posted by propbeanie View Post
There is an RGG that calls a GENERIC merchant at the Mariveles dock that sits on a 138.65 heading, that if a storm came up, could "blow" out that far on a drift over time. I have looked at the Fast Hansa, and all looks well on it configuration, and in a mission, it does fine. There are at least 8 RGG that proceed between Mariveles and Corregidor, but mostly outbounds, and there is other traffic that travels through there on patrol, so it might have been a near-miss collision, but I cannot find any other reason as of yet, for it to be standing still. Some groups do come into the area and seemingly "pause" with very low speeds, and then leave, could it maybe have been doing that? Those instances are few and far between at Manila though, due to the traffic density in the small area...
The contact was a single ship, speed zero, and listed as "stationary" IIRC. There was a single sonar return from Mariveles, a warship never spotted, plus two fast-moving tugs in the area acting like ASW patrols. The assignment to sink anything was just off Manila; this was an almost immediate first contact, so time in that zone was minimal.

HTH.

FWIW, my impression is that the .50 caliber (12.7 mm) MG, a weapon I had not utilized previously, is more powerful in the game than the 20 mm and twin 20 mm weapons upgrades, at least in terms of time required to sink boats.

Also, is there an option to have nearby TF reports drop us out of warp, um...high-speed TC? In contrast, we had a report of a historical sinking drop us out of 4096 TC while running up the Australian coast; would be nice to have it for something useful instead.

Last edited by Mios 4Me; 06-02-21 at 10:00 AM.
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Old 06-02-21, 03:56 PM   #3338
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SHO

Quote:
Originally Posted by Mios 4Me View Post
The contact was a single ship, speed zero, and listed as "stationary" IIRC. There was a single sonar return from Mariveles, a warship never spotted, plus two fast-moving tugs in the area acting like ASW patrols. The assignment to sink anything was just off Manila; this was an almost immediate first contact, so time in that zone was minimal.

HTH.

FWIW, my impression is that the .50 caliber (12.7 mm) MG, a weapon I had not utilized previously, is more powerful in the game than the 20 mm and twin 20 mm weapons upgrades, at least in terms of time required to sink boats.

Also, is there an option to have nearby TF reports drop us out of warp, um...high-speed TC? In contrast, we had a report of a historical sinking drop us out of 4096 TC while running up the Australian coast; would be nice to have it for something useful instead.
Yeah, on that... wasn't traveling at a seriously high TC, think I was like 128, maybe 256 at most.. & got yanked out of TC by a report of a sub that was obliterated, after running aground. As I recall, there was an S boat, if I am remembering this correctly, that went aground making a patrol around 1 of the smaller isles at the end of the Aleutian's. Think that happened sometime mid Jan. of '42... again, if I remembering that rightly. Of course, that may not be the 1 in particular that I'm thinking of though.. I do admit.

What I do know is.. got a report that a sub had been destroyed that yanked Me out of TC... think that would have been better served to just hit the clipboard, a notation in the text box.. and bypassed yanking Me out of TC.. just my thoughts... no incriminations or otherwise there... just saying. A... suggestion. yeah.. that's the ticket. Just gonna stick a pin it it... right there.. *poke* & just let y'all ruminate on it...

M. M.

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Old 06-02-21, 04:14 PM   #3339
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Default Navigation Fotrs

Bonjour propbeanie because I wanted to clarify things about Fotrs with you
I find that the feeling of movement of the submarine is very weak in the kiosk ... even when viewed from the outside the building is very rigid .. on the other hand in the interior camera it is not bad now I am not familiar with the mod ..
again probably technical choices or maybe I missed a few things !!! elsewhere here is my list
D:\Sh4\Sh4_FOTRS\MODS
100_FalloftheRisingSun_Ultimate_v1.46_EN
452_MoonlightzSonarLines
801_UMark Invisible
901_Strategic_Map_Symbols
Nippon_Maru_v1.2.1
Fleetboat_Interior-Officers_Quarters_FOTRSU_v1.46_EN
Realistic Floor Tiles for Fleetboat_Interior-Officers_Quarter
EAX_SoundSim_FOTRSU_1.46
New Sounds for Fleetboat_Interior-Officer Quarters mod
Speech_Overhaul
SH4_original_4k_light_gray_less_rust
DrJester's Environment Overhaul
Torpedo's No Red Gauges

Regarding Reel Fleet Boat
I knew the mod but not yet try ...
I mounted it not long ago I had problems with smoking on all the boats a horrible smoke .. I tried to tinker with the "data particles" alas I did not find the right adjustment even by comparing other available files here .. having spent some time I gave up ... !!!
other problems .. during the fire training mission did not work as it should! the number of cannon shots against a junk is exaggerating ... ditto the fires did not work as it should ..!
on the other hand I find the navigation cam is really good and the navigation of the building is super good now it only engages me of course ... it would be really good to update this mod because it looks great all at least for me c is a shame that I no longer discuss or very little

"My misunderstanding then! lol - I took your post as you not being able to find the mod anymore. Quite a few of the older SH5 mods do not work, or are no longer needed when using TWoS or Sobers mega mods."

yes I know besides it is enough to open it .. to listen to it .. is one is fixed! in fact I believed in a package that I simply did not know and that the links no longer worked ...

sorry for the translation but google is pissing me off right now salutation Team FoTRS

Last edited by Kal_Maximus_U669; 06-02-21 at 04:38 PM.
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Old 06-02-21, 04:51 PM   #3340
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Quote:
Originally Posted by propbeanie View Post
Let us know if you get out on that next mission with the new conn. As KM had with his back in

https://www.subsim.com/radioroom/sho...65#post2749165

I don't think you get a choice for them. You do for the boat upgrade, but not the conns... ?? My mind is like a sieve anymore though, letting through all sorts of important stuff, and catching only the useless...

Anyway, we did notice that the S-42 does NOT seem to follow the norm... it apparently follows the upc and / or eqp file, since it does not have a UnitParts file. We definitely have to do some experimenting in this regard, and confirm / deny this occurring. If it does work that way, then we might have to change all of the "clones" around a bit, and maybe experiment with a "regular" submarine also... Makes me wonder though how much it might mess up the "progression of the game, or if maybe the game only progresses the way it seems to because of the UnitParts upc file??...
So far, so good! Received orders to leave on March 24, 1943 from Brisbane to patrol the area just south of St. Georges Channel. Missions started just fine from outside the harbor and has operated normally. So far I've rescued 10 Zoomies (wish we could get credit for rescues) and sank a nosy DDE of some type. We are currently 12.5 NM NNE of New Britain, midway between New Britain and New Ireland. It is 2200 hours on 3/31/43 with no anomalies to report. Conning tower with 2 sets of twin 20mm's looks great.
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Old 06-02-21, 07:16 PM   #3341
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Quote:
Originally Posted by Mios 4Me View Post
The contact was a single ship, speed zero, and listed as "stationary" IIRC. There was a single sonar return from Mariveles, a warship never spotted, plus two fast-moving tugs in the area acting like ASW patrols. The assignment to sink anything was just off Manila; this was an almost immediate first contact, so time in that zone was minimal.

HTH.

FWIW, my impression is that the .50 caliber (12.7 mm) MG, a weapon I had not utilized previously, is more powerful in the game than the 20 mm and twin 20 mm weapons upgrades, at least in terms of time required to sink boats.

Also, is there an option to have nearby TF reports drop us out of warp, um...high-speed TC? In contrast, we had a report of a historical sinking drop us out of 4096 TC while running up the Australian coast; would be nice to have it for something useful instead.
The 50 cal is a very capable weapon, with its disadvantage being distance, with the 20mm being able to shoot farther. I found this:

which I found very interesting. For me, it is easier to hit things with the 50 than it is the 20mm, and I had always put it to not having that explosion in your face from the 20mm launch, besides generally being in closer to use the 50... We have taken looks at both of them previously, and might revisit that. Just remember that the 20mm by default will shoot an AA round, and that the HE and AP do not seem to have a lot of difference between them, but there supposedly is.

Quote:
Originally Posted by Mad Mardigan View Post
Yeah, on that... wasn't traveling at a seriously high TC, think I was like 128, maybe 256 at most.. & got yanked out of TC by a report of a sub that was obliterated, after running aground. As I recall, there was an S boat, if I am remembering this correctly, that went aground making a patrol around 1 of the smaller isles at the end of the Aleutian's. Think that happened sometime mid Jan. of '42... again, if I remembering that rightly. Of course, that may not be the 1 in particular that I'm thinking of though.. I do admit.

What I do know is.. got a report that a sub had been destroyed that yanked Me out of TC... think that would have been better served to just hit the clipboard, a notation in the text box.. and bypassed yanking Me out of TC.. just my thoughts... no incriminations or otherwise there... just saying. A... suggestion. yeah.. that's the ticket. Just gonna stick a pin it it... right there.. *poke* & just let y'all ruminate on it...

M. M.

I am not sure if we can have the game drop TC when a contact report comes in or not, though I am more inclined to think the "not". We will take a look at that and see what we find. What I do know is that the messages used in FotRSU are from several different mods from over the years, and their "styles" do not match completely yet. We have been working on that, and you might notice that you are not dropped out of TC every time someone sinks a sampan anymore - but again, we can improve on that. We do want TC to drop for "important" notices, like the beginning of the war, a nation's "status" change, or a base change, that sort of stuff. We'll do another "sort" on the data in the file, and see if we can't eliminate some more of the not-so-important listings from killing the TC...
Quote:
Originally Posted by Kal_Maximus_U669 View Post
Bonjour propbeanie because I wanted to clarify things about Fotrs with you
I find that the feeling of movement of the submarine is very weak in the kiosk ... even when viewed from the outside the building is very rigid .. on the other hand in the interior camera it is not bad now I am not familiar with the mod ..
again probably technical choices or maybe I missed a few things !!! elsewhere here is my list
D:\Sh4\Sh4_FOTRS\MODS
100_FalloftheRisingSun_Ultimate_v1.46_EN
452_MoonlightzSonarLines
801_UMark Invisible
901_Strategic_Map_Symbols
Nippon_Maru_v1.2.1
Fleetboat_Interior-Officers_Quarters_FOTRSU_v1.46_EN
Realistic Floor Tiles for Fleetboat_Interior-Officers_Quarter
EAX_SoundSim_FOTRSU_1.46
New Sounds for Fleetboat_Interior-Officer Quarters mod
Speech_Overhaul
SH4_original_4k_light_gray_less_rust
DrJester's Environment Overhaul
Torpedo's No Red Gauges

Regarding Reel Fleet Boat
I knew the mod but not yet try ...
I mounted it not long ago I had problems with smoking on all the boats a horrible smoke .. I tried to tinker with the "data particles" alas I did not find the right adjustment even by comparing other available files here .. having spent some time I gave up ... !!!
other problems .. during the fire training mission did not work as it should! the number of cannon shots against a junk is exaggerating ... ditto the fires did not work as it should ..!
on the other hand I find the navigation cam is really good and the navigation of the building is super good now it only engages me of course ... it would be really good to update this mod because it looks great all at least for me c is a shame that I no longer discuss or very little

"My misunderstanding then! lol - I took your post as you not being able to find the mod anymore. Quite a few of the older SH5 mods do not work, or are no longer needed when using TWoS or Sobers mega mods."

yes I know besides it is enough to open it .. to listen to it .. is one is fixed! in fact I believed in a package that I simply did not know and that the links no longer worked ...

sorry for the translation but google is pissing me off right now salutation Team FoTRS
Thank you very much for your comments. I do understand what you are referring to, in that the submarine drives like a luxury automobile, and you want more of an economy ride... - with a bit more "dip" into the waves. That was in the plans originally, as was a more realistic nmpg (nautical miles per gallon) as an add-on mod. Of course, we do have some talent already working on the side at their own "flavor-to-taste" mods also, so stay tuned for further developments! - as for the older mods, I enjoy go through them and attempting to dissect them and attempt to figure-out what the modder was doing. I have learned a lot off of all of them, though my brain is not able to hold one tenth of a millilitre of what any single one of the numerous good modders know...
Quote:
Originally Posted by torpedobait View Post
So far, so good! Received orders to leave on March 24, 1943 from Brisbane to patrol the area just south of St. Georges Channel. Missions started just fine from outside the harbor and has operated normally. So far I've rescued 10 Zoomies (wish we could get credit for rescues) and sank a nosy DDE of some type. We are currently 12.5 NM NNE of New Britain, midway between New Britain and New Ireland. It is 2200 hours on 3/31/43 with no anomalies to report. Conning tower with 2 sets of twin 20mm's looks great.
Excellent news. Good radar I take it then?
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Old 06-02-21, 07:53 PM   #3342
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SHO Re: TC drop...

Quote:
Originally Posted by propbeanie View Post
I am not sure if we can have the game drop TC when a contact report comes in or not, though I am more inclined to think the "not". We will take a look at that and see what we find. What I do know is that the messages used in FotRSU are from several different mods from over the years, and their "styles" do not match completely yet. We have been working on that, and you might notice that you are not dropped out of TC every time someone sinks a sampan anymore - but again, we can improve on that. We do want TC to drop for "important" notices, like the beginning of the war, a nation's "status" change, or a base change, that sort of stuff. We'll do another "sort" on the data in the file, and see if we can't eliminate some more of the not-so-important listings from killing the TC...
Ahoy, propbeanie, ol' chap..

Yeah, as I said.. didn't want My comment to be taken as criticism or any thing of that nature.. just a general comment on it being a bit frustrating, being yanked out of TC... for a not so important flash traffic or however that 1 particular footnote message is classified.

As it goes, the.. as you mentioned here:

We do want TC to drop for "important" notices, like the beginning of the war, a nation's "status" change, or a base change, that sort of stuff.

That, I don't mind, as I (can only speak for Myself here... & not others. That's for them to decide.) see that info, as being of importance & am alright with.

As for TC drop for contacts... hmm... would be interesting, if that could be done... especially where it would say.. pertain to a sub being known to be in that area & get a flash from HQ to say.. attack that... target. When that info was known to HQ, that is... reading up on all that the codebreakers went through, to get the info out that they did work out, made for interesting reading.

As for: We'll do another "sort" on the data in the file, and see if we can't eliminate some more of the not-so-important listings from killing the TC... If you can, all to the good... thanks.

Just wanna take a moment & say it again.. all the hard work y'all put in on this.. I stand in awe, of it.. as I know that what I know from back in the day, doesn't come any where near what is involved nowadays... but, having tinkered a bit with coding for animation stuff, as well as infant days animation & coding for simple 8bit games & such... I know the joy & headache that can be involved with doing it... 1 simple slip up, or leaving out of some bit of coding in the long list of all that... & there you are, tearing your hair out, trying to figure out what went wrong, & having to tear back through it all to find out just what went wrong & why...

So, the long & short of it all.. I have a healthy dose of respect for modders & what they do... so, from Me... a heart felt thanks for all you do, guys.






M. M., signing off...

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Old 06-02-21, 08:15 PM   #3343
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Excellent news. Good radar I take it then?
Radar is great. I picked up the incomming DD at about 14.5 NM, when I was expecting 12 at best. Both SD and SJ function normally, as does sonar. Added twin 20mm also work just fine. All seems nominal.
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Old 06-03-21, 01:01 PM   #3344
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What is the reasoning for having two 165-foot depth gauges so close to each other in the control room? Seems like it would be more useful to have one of each, the 165-foot gauge for finer adjustments, as well as the "big" one that goes down to 500 ft., for deeper dives.
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Old 06-03-21, 01:23 PM   #3345
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Remember USN Dept regs (applies to all things "government")? Everything in duplicate at a minimum, and sometimes up to quadruple that. One breaks, you have another. Those aren't the only depth gauges in the boat... Two planesmen, a gauge for each, "Aye sir" "Aye sir", and also so that the diving officer can see them from across the compartment if he's gabbing with the chief... Also, prior to the war, 100 feet was considered a "deep" dive, and they usually did not go that deep... why would you need to go deeper?... lol
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