SUBSIM Radio Room Forums



SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997

Go Back   SUBSIM Radio Room Forums > Silent Hunter 3 - 4 - 5 > Silent Hunter 4: Wolves of the Pacific
Forget password? Reset here

Reply
 
Thread Tools Display Modes
Old 07-01-12, 04:23 AM   #1
Tempest555
Electrician's Mate
 
Join Date: Nov 2008
Posts: 137
Downloads: 166
Uploads: 0
Default How do you deal with Kaibokan Type D?

Yeah I know sink them or run.



I hate them and their stupid 'Y' guns I can handle the big fleet destroyers with their roll -off the stern DC's but these damn 'Y' guns bring back the bad experience running a U-Boat in Western Approaches area in SH3. They drop around you like snowflakes as these scows take their sweet time toddling around looking for your sound signature. I like a challenge and it is a challenge in the Torpedo Mission in Submarine School (I edited out the MOGAMI and put in the TYPE D and with the GATO class configured for 1944 using dud torpedoes. Kaibokan crew is crew as veterans (3) which it should be in my opinion. The sea file name I can't remember but this vessel is in the Museum as a Type D and I believe this evil little tub is in TMO 2.5 or FOTRS mod. Not sexy looking but evil....

I press my luck and go 490 to 500 ft and do the coasting and hard turns as they make their run over me. Silent running and all that. But in my training mission I still haven't a handle on how to get out from under them. If you get a fish in them they are quite flimsy (heh-restart the mission-haven't lasted long enough to escape them to reattack.) I'd hate to run into any number of them in a convoy.

Hats off to whoever designed it.



Last edited by Tempest555; 07-01-12 at 04:37 AM.
Tempest555 is offline   Reply With Quote
Old 07-01-12, 07:46 AM   #2
Armistead
Rear Admiral
 
Join Date: Dec 2008
Location: on the Dan
Posts: 10,880
Downloads: 364
Uploads: 0


Default

Well, it looks modified to me by the position placement of the Y guns. I've never seen it like that in TMO or RSRD, although other escorts do have up to 6 Y guns. The TypeAB is a mean one, as well as the Matsu which has 2 Y guns, 4 K guns and double roll offs.

Get as deep as you can, hit flank when he makes his run and keep the speed until charges finish exploding. Adding hard fixed turns can be dangerous if an ecort has throwers, often you turn right into the pattern. I prefer a hard turn, but only hold it a few seconds, then hard turn back for a few seconds, then s8. The goal is to clear the roll offs and stay out of the throw pattern.

If you're deep enough, you can also blow tanks, hit flank and the get above the charges, just time it as you hear the escort pass overhead. By blowing tanks you usually rise fast enough to get above the charges, just gain control of your boat before you surface, cut speed and dive again. Gain patrol before you pass 125 ft or you'll broach.

Another tactic I'll use is stay slow at 1kt, when he makes his run, I'll back emergency with a hard turn to clear my nose of rolloffs.

Also depends on the crew ranking and amount of ships hunting you. Wait until you have 3-6 bad boys attacking you at the same time. I've set most of my escorts to elite in RSRD and they will come at you from all angles, taking turns, even making runs together. Elite escorts often hunt so close together I've seen throw charges land on other escorts. For some realistic extra fun, cut the cams off, you'll have to listen for sound to know what direction they're coming from, helps to look at at the ceiling.

They're many tactics, in time you'll have no problems with one of these.

Last edited by Armistead; 07-01-12 at 08:03 AM.
Armistead is offline   Reply With Quote
Old 07-01-12, 02:55 PM   #3
Tempest555
Electrician's Mate
 
Join Date: Nov 2008
Posts: 137
Downloads: 166
Uploads: 0
Default

Thanks I 'll try those tips I know I haven't used. Will attempt back emergency when he fires the Y guns, vary depth more-blowing tanks (in real life) would signal location, fewer hard fixed on this type (or other types with Y Guns) thats a new one for rolloffs I'll keep in mind.

"another tactic I'll use is stay slow at 1kt, when he makes his run, I'll back emergency with a hard turn to clear my nose of rolloff".

Been doing very good with roll offs with hard turn with increased speed. But I think your way saves a bit more on battery power then sprinting- on or during or after a turn then going silent.

Ill try to find the name of the SEA file ship file it's in. Gotta do some house work and other real life stuff for now I'm only running TM0 2.5 and FOTRS. It shows up in the museum as Type D-but that's not the name of the file (you'd think I'd know since I edited the file.)

You wouldn't know the file that tells how many DC vessels carry-don't want to alter-just like to know what how much they carry. Wouldn't be surprised if they carried 50 all total on deck and magazine in real life.

In my mission files I play I do tweak the staus of the oponent toward the high end to. IJN ASW wasn't that impressive and from what i can read either desultory in their attacks (and latter exaggerated claims or quite deadly (i.e USS HARDER who got sunk in a bay in 900 ft of water with something like this Kaibokan-a dedicated ASW vessel -not a fleet destroyer.) Oh well-
Even a broken clock tells the correct time twice and all that.

Last edited by Tempest555; 07-01-12 at 03:11 PM.
Tempest555 is offline   Reply With Quote
Old 07-01-12, 04:30 PM   #4
Armistead
Rear Admiral
 
Join Date: Dec 2008
Location: on the Dan
Posts: 10,880
Downloads: 364
Uploads: 0


Default

Evading like everything else is based on each situation, but most escorts make runs from behind, so speeding up to dodge them is the tactic that works best...if you're deep enough. I just do the few mild turns to get my sub out of the way of the rolloffs. Crew rating has great effect, escorts with elite ratings will drop more in front of you, harder to outrun them.

I've seldom ran out of battery using the flank sprint method, the danger comes more from taking battery or electric engine damage, really hard to evade when you can only go 2 kts...

Course many other factors come into play, sea state, thermals, etc...Have as many in your favor when you attack....and always a full battery

Yea, most DD's are pushovers, the escorts are the pain, but a few DD's do carry Y guns. Seems the stock amount is 40 per rack. I can't recall what file, have you tried the sea file for the ship type, think it would be in one of those folders.
Armistead is offline   Reply With Quote
Old 07-01-12, 04:36 PM   #5
jldjs
Stowaway
 
Posts: n/a
Downloads:
Uploads:
Default

Try not going deep. Go to 70 a 80 feet. Most the cans go much deeper. I've been trying this and getting away. Either I'm just plain lucky or something is askew with the game since I'm not dead yet. I've done this with TMO 2.5 w RSRD and just recently with FOTRS.
  Reply With Quote
Old 07-01-12, 05:28 PM   #6
Armistead
Rear Admiral
 
Join Date: Dec 2008
Location: on the Dan
Posts: 10,880
Downloads: 364
Uploads: 0


Default

Quote:
Originally Posted by jldjs View Post
Try not going deep. Go to 70 a 80 feet. Most the cans go much deeper. I've been trying this and getting away. Either I'm just plain lucky or something is askew with the game since I'm not dead yet. I've done this with TMO 2.5 w RSRD and just recently with FOTRS.
Sure you have TMO activated, that's sure death when I play TMO, get blasted out of the water.
Armistead is offline   Reply With Quote
Old 07-01-12, 05:45 PM   #7
Tempest555
Electrician's Mate
 
Join Date: Nov 2008
Posts: 137
Downloads: 166
Uploads: 0
Default

Yeah I tried the max dive depth in a PORPISE class and was killed. I go deep as I can get-and damn -the AI sets to around my deep depth. Shallow depth doesn't give me enough time even for roll off.

The Kaibokan appears in TMO 2.5 -the sea file name is COKaibokan2 since in the ROSTER file it's listed as Type D.

COKaibokan2 file I believe is a child to the other COKaibokan file even though the silhouette file for COKaibokan2 don't match.

________________________

All kinds of Y and K gun values are in asw.sim file located in the LIBRARY file. loadouts are across the board as 40 which I think is about right. I'm happy how it was modded just curious on the number of load outs.

Last edited by Tempest555; 07-01-12 at 06:38 PM.
Tempest555 is offline   Reply With Quote
Old 07-01-12, 09:57 PM   #8
Hylander_1314
Sea Lord
 
Join Date: May 2006
Location: 5 Miles Inland West Of Lake Huron
Posts: 1,936
Downloads: 139
Uploads: 0
Default

It's a lot like playing chicken. But you can, when they become available, put a few Mk 27 Cuties in the aft tubes. I use them specifically for these smaller escorts and even though they are slow, if you launch them when the C or D escorts are within 5,000 yards, you can usually get them with one torpedo. Even if it doesn't sink the buggers, it will usually send them packin' with a nice list to port or starboard.


The biggest thing to get used to, is letting them get that close before firing, and then diving as deep as can immediately, but you need to be silent until the torpedo gets far enough away, and heading for the escort on target. Then take her as deeply and quickly as possible.

They may make pass over you, but they usually slow down to 4 to 6 knots before doing their DC run. That's when the torpedo usually catches them.
__________________
A legislative act contrary to the Constitution is not law.
-John Marshall Chief Justice of the Supreme Court

---------------------

Hylander_1314 is offline   Reply With Quote
Old 07-01-12, 11:52 PM   #9
Tempest555
Electrician's Mate
 
Join Date: Nov 2008
Posts: 137
Downloads: 166
Uploads: 0
Default

Yes I had fun with Cuties when I had the game installed years ago-strictly used to distract the hound.

On another note-going back to load outs on K and Y guns- I consulted AJ Watts Japanese Warships of WWII and he gives a figure of 120 depth charges and 12 throwers!!! for the Kaibokan D.
Yeah those ugly little tubs.

But in game I have 160 depth charges but 8 throwers in Y configuration per the DAT files for ASW fitted on the game Type 2 vessel.



____________

I thought the vessel didn't look right-too dark green-even though the Japanese did paint vessels green.
Had to correct the configuration file-it wasn't listing textures right-this is what the type D is suppose to look like.


Last edited by Tempest555; 07-02-12 at 05:05 AM.
Tempest555 is offline   Reply With Quote
Old 07-02-12, 04:04 AM   #10
bill clarke
Captain
 
Join Date: Apr 2005
Location: Wagga Wagga, NSW Australia
Posts: 519
Downloads: 40
Uploads: 0
Default

Can someone tell me how to do 1 knot ? I have tried looking for a way to go slower that using the telegraph but to no avail. I cant seem to find the revs dial in the control room.
bill clarke is offline   Reply With Quote
Old 07-02-12, 04:11 AM   #11
doulos05
Planesman
 
Join Date: Sep 2008
Posts: 195
Downloads: 19
Uploads: 0
Default

Quote:
Originally Posted by bill clarke View Post
Can someone tell me how to do 1 knot ? I have tried looking for a way to go slower that using the telegraph but to no avail. I cant seem to find the revs dial in the control room.
If you click the little grey button beneath the engine telegraph dial, it will bring up a knots dial. Similarly clicking the shallow depth gauge switches to the deep depth gauge and the compass/bearing gauge switches to a rudder control gauge.
__________________
*While troubleshooting a printer at work
Me: "Do you want me to run the copies through again?"
Boss: "Hold on, let me go get the alcohol first.
Me:
doulos05 is offline   Reply With Quote
Old 07-02-12, 10:02 AM   #12
jldjs
Stowaway
 
Posts: n/a
Downloads:
Uploads:
Default

Quote:
Originally Posted by Armistead View Post
Sure you have TMO activated, that's sure death when I play TMO, get blasted out of the water.
TMO 2.5 for sure, but with the easier AI mod. I fully expected to get clobbered but most I got was superficial damage that was quickly repaired. Been playing it this way for past month.
  Reply With Quote
Old 07-02-12, 12:47 PM   #13
Armistead
Rear Admiral
 
Join Date: Dec 2008
Location: on the Dan
Posts: 10,880
Downloads: 364
Uploads: 0


Default

Quote:
Originally Posted by jldjs View Post
TMO 2.5 for sure, but with the easier AI mod. I fully expected to get clobbered but most I got was superficial damage that was quickly repaired. Been playing it this way for past month.
You're more lucky than anything, even with easier AI staying shallow during a depth charge run can get you easily killed. I've gotten lucky a few times stuck in shallow water at that depth, but not something I want to do.

Another factor is weather, if seas are rough, they can hardly find you.

For some reason if some escorts see your scope, they'll circle and shoot rather than charge, but probably because they have a low crew rating.
Armistead is offline   Reply With Quote
Old 07-03-12, 02:58 PM   #14
Tempest555
Electrician's Mate
 
Join Date: Nov 2008
Posts: 137
Downloads: 166
Uploads: 0
Default

Think I'm getting down a counter Kaibokan D (thrower equipt) tactic per suggestions here-but it works only in deep water best I can describe it is a roller coaster ride (in a GATO class) between 550 and 350 ft with - turns and rapid changes in depths and speed and no speed coasting just as the Kaibokan is overhead and making it's runs. Time the depth changes just as he fires and that is hard to tell in the interior unless you think he is right over you. Tough playing interior only and if you think an exterior view helps HAHAHA it's still tough. Pay close attention to damage control because just as you think you got it down the old saying-even a broken clock can tell the time right once a day (if not twice a day )comes into play. That is if you have the Kaibokan CrewRating=3. on a good weather day and a smooth sea.

Really nothing new just you just need to be unpredictable while the KAIBOKAN runs low on charges.

FWIW USS HARDER tried a down the throat shot against a similar vessel. 3 torpedoes fired- 2 went past to one side-one went past the and then they were sunk. The bay in which this happens is 900 ft. The vessel according to the book DEATH AT A DISTANCE detailing the HARDER's exploits stated it had racks and a thrower.



http://en.wikipedia.org/wiki/Type_D_escort_ship


Really the best tactic is to avoid them.





.

Last edited by Tempest555; 07-03-12 at 03:26 PM.
Tempest555 is offline   Reply With Quote
Old 07-03-12, 05:56 PM   #15
Hylander_1314
Sea Lord
 
Join Date: May 2006
Location: 5 Miles Inland West Of Lake Huron
Posts: 1,936
Downloads: 139
Uploads: 0
Default

If you can, yes, by all means. I hate wasting torpedoes on them, but sometimes you have no choice.
__________________
A legislative act contrary to the Constitution is not law.
-John Marshall Chief Justice of the Supreme Court

---------------------

Hylander_1314 is offline   Reply With Quote
Reply


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT -5. The time now is 11:20 AM.


Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright © 1995- 2025 Subsim®
"Subsim" is a registered trademark, all rights reserved.