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#1 |
Watch
![]() Join Date: Mar 2005
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Hey, I can dream, can't I?
Sensuikan!
I'm thinking about using the human-usable Japanese subs in DC to gin up West Coast versions of Paukenschlag scenarios. Discuss.
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Darkfold (formerly Captain Beefheart) |
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#2 |
Planesman
![]() Join Date: Sep 2001
Location: Brooklyn NY
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been there - done that.
enjoyed the experiment. ![]() It can be really difficult to find lone merchants with early war IJN sub as sonar is poor in comparison to uboat. one actually has to search and search and search. Ive always kinda wondered " what if " the japanese had done a Pacific Paukenschlag co ordinated with the German east coast attacks. or "what if" the 2 had shared more sub ops & design / asw / technical information earlier. or worse - co ordinated their efforts starting dec 7 1941. I found it interesting to set up a mission and then cycle thru various subs of various nations to truly compare performance of the subs. In general - ive found the best tactic for the IJN sub vs convoy is to use its long range torpedoes whenever possible to fire from outside detect range.(fire from 5 to 6 miles out) Ones hit rate is very very low , however firing a spread of 6 and getting 2 hits seems far more realistic then the typical "one shot one kill" result one gets from the uboats. Same is true with the evasion aspect. Its so much more difficult to evade in the I class than a Uboat that one truly HAS to attempt to attack undetected. You cant just zoom in there and play "roller coaster submarine" like the uboats. a couple of the IJN subs have 2 deck guns. I think i had to re tweak the UDF since that initial altsub2 upload to get them working right. The ones in my game now actually use both deck guns while in auto mode, as a result they have about a 50/50 chance in a surface shoot out vs small warships such as corvette, frigate, or DE. dave |
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#3 | |
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Great thoughts, Dave, thanks!
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Darkfold (formerly Captain Beefheart) |
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#4 |
Planesman
![]() Join Date: Sep 2001
Location: Brooklyn NY
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pretty sure the altsub2 J1 has 2 working guns (only in auto mode )
the c3 also has 2 guns but i didnt notice how screwy they were when i did the altsub2. both turrets end up firing from the forward gun and there is also screwy trav range on the aft gun. copy/paste (below) over the weapon1 weapon2 info in the c3hum. you can only fire the forward turret. the aft turret will not fire while you are in manual gun. However, in auto mode, with the target between 30 and 140 degrees or between 220 and 330 degrees, the crew will open up with both barrels. suggest giving it to the ai c3 as well. ![]() have a blast. dave PS Dont forget to tweak the NSSclass sub so it has sonar in 1945(both mine and default) , and tweak the fubuki dd if you want him to have sonar at all. --------------- [WEAPON1] Type = TURRET Node = Main1 System = Gun5_5Inch ElevRange = -7,30 TravRange1 = 0,140,-140 CountAmmo = TRUE MagazineCount1 = 250 [WEAPON2] Type = TURRET Node = Main2 System = Gun5_5Inch ElevRange = -7,30 TravRange1 = 180,30,-30 CountAmmo = TRUE MagazineCount1 = 250 |
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#5 |
Planesman
![]() Join Date: Sep 2001
Location: Brooklyn NY
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oh - the b1 and b2 are a bit weird.
the model must be messed up cuz its amidships sections occasionally vanish. You can still be damaged there and stand on your invisible con or fire guns. ![]() AI does not seem affected by the oddity, so Incredibly this does not affect single play gameplay . however This absolutely wigs out a human dd in online play particularly so if youre gunning him, so dont go there. the ijn mini subs also really tick off human dd ![]() kinda hard to ping ya ![]() |
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#6 | |
Planesman
![]() Join Date: Sep 2001
Location: Brooklyn NY
Posts: 199
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attach an airbase to your appropriate I class to generate either a daytime scout plane or maybe a mini sub ![]() ps the new smiley things are fun ! ![]() |
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