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File Name: TMO Sensors (108.2 KB) Download
Author: Bubblehead1980 (Uploaded by Bubblehead1980)
Date Added: 06-01-22
Downloads: 85
Grade: Not Rated
Description


See the enclosed README for full details and installation.


Summary
------------


TMO AI Sensors Update/Patch+ Australia Torpedoes Fix+Subfix for TMO Update BH V2.0





TMO Sensors
______________


This mod tweaks the AI active and passive sonar slightly for more historically accurate performance while retaining the difficulty of TMO. TMO Escorts remain tough as ever, but in some circumstances, player can now "get below" enemy sonar beam.



Do not enable with the recently released AI sensors for S Boats, they will overwrite one another, so choose one or other. I have not tested this with S boats, if someone does, let me know how it worked.




SUBFIXES
__________


This mod makes adjustment to the automatic crash dive depth from 165 ft to 150 ft.

First, everything I have read indicates when subs made fast dives to avoid planes etc they usually leveled off at 150 ft, not 165 ft. This was best depth to reach and level off.

I found with the new historical changes to SD radar in V2.0, when a plane was close and had to crash dive, boats stern was still sticking up a bit and took damage too often as was at angle trying to reach 165 ft. Now, boat will dive and level off at 150 ft, stern not sticking up.This reduces exposure and chances for damage by aircraft. This is all about timing. Thus I changed it, so now all fleetboats crash dive to 150 ft.

S Boat's crash dive depth is now 125 feet.


B. .UPC file included for each sub.


In order to stop the conning tower upgrade bugs, or change dates as desired etc. Player can make changes, I provided these for ease. If do not desire, make no changes.

See example in README



Australia Torpedoes Torpex V2.1
________________________________


I used the Australia Torpedoes Torpex V2.0 mod last patrol and noticed MK 18 was a bit underpowered. Check showed the hit points on
all the torpedoes were out of date with current version, did not match the default torpedo values for torpedo fish in TMO, so this was changed. Trash previous Australia torpedoes Torpex V2.0.
and use this one.

If not aware, this mod is for use when using Australia based boats Feb 1943-1945. For boats prior to Feb 1943, use the TNT torpedo mods. Torpedo malfunction rate etcis same as default. However, with this mod the magnetic detonators do not deactivate until January 20, 1944, per history.

Little bit of history. for those not aware...


Admiral Christie (COMSUBSOWEPSAC) in Fremantle and Admiral Fife(CTF-42, later CTF-74 in Brisbane) did not order magnetic features disabled in summer 1943 as Admiral Lockwood (COMSUBPAC) did. Not sure about Fife's motivations but Christie was involved in development of MK 6 magnetic exploder years before and refused to admit its flaws, he had to be ordered to order his boats to deactivate magnetic features on torpedoes.

A lot of Australia based boats ended up deactivating the magnetic exploders once at sea, in defiance of orders, then if had torpedoes left when returned, would reactivate them prior to reaching port.

Not a simple task in reality. In the sim, all we do is flip a switch (wish it was made a bit more difficult than that). In reality this task required a lot more work and time.


Suspecting this was going on, Christie had base personnel use different paints on parts of torpedo, that would be disturbed if certain screws were removed, showing evidence of tampering with detonator. Resourceful sub crews were wise to this, consulted base personnel and simply brought along the right color of paint (lol).




















Images
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