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merc4ulfate 03-28-22 03:55 PM

Quote:

Originally Posted by Captain Wreckless (Post 2800518)
Gotta take a break from SH4. :D Getting tired of DDs picking me up at 5K+ yards while at 200ft running at 2kts. Just about punched my laptop screen.:haha:



Feel like I'm playing World of Tanks. :har:

I had a landing craft put a shell in me at 5000.

On the other hand I intercepted the TF heading to the Solomons late Aug. of '42. I fired at 6000 yards on a CA and dove to 250 all ahead flank towards the group. The fish missed and the DD's got within 2000 yards of me and stayed on top of my firing position while I went into the TF on a suicide run and took out a Light Cruiser with three hits at 900 yards, Shokaku two hits at 1400 yards. The DD never left their fishing spot.

It's my second CV in 4 patrols.

Bubblehead1980 03-28-22 06:03 PM

Quote:

Originally Posted by merc4ulfate (Post 2800918)
I had a landing craft put a shell in me at 5000.

On the other hand I intercepted the TF heading to the Solomons late Aug. of '42. I fired at 6000 yards on a CA and dove to 250 all ahead flank towards the group. The fish missed and the DD's got within 2000 yards of me and stayed on top of my firing position while I went into the TF on a suicide run and took out a Light Cruiser with three hits at 900 yards, Shokaku two hits at 1400 yards. The DD never left their fishing spot.

It's my second CV in 4 patrols.


This was in TMO Update?

Yes, some of the LC can get lucky with that 37 MM gun. They are easy to underestimate.

Far as the DD's, well they do dumb things sometimes. Many variables, esp sea state, weather, position on the globe, skill level of individual escorts. I find their incompetence concerning though, although not common in TMO.

Two carriers in four months? That is rather lucky for sure, but Solomons in Aug 42, a lot of carrier activity in those areas, it happens.. No duds o deep runners or premature explosions?

merc4ulfate 03-28-22 08:39 PM

Quote:

Originally Posted by Bubblehead1980 (Post 2800949)
This was in TMO Update?

Yes, some of the LC can get lucky with that 37 MM gun. They are easy to underestimate.

Far as the DD's, well they do dumb things sometimes. Many variables, esp sea state, weather, position on the globe, skill level of individual escorts. I find their incompetence concerning though, although not common in TMO.

Two carriers in four months? That is rather lucky for sure, but Solomons in Aug 42, a lot of carrier activity in those areas, it happens.. No duds o deep runners or premature explosions?



Make it three CV now.

OMG the duds aggravate me so much. I have learned something however. I got lucky and got two of those engineers who tamper with the fish. I'm only using magnetic detectors now not the contact. My dud rate is now maybe 5 out of a boat load. I also use slow speed. High speed set the mags off to easy. Yes I have also had some deep runners which was the primary reason I switched to magnetic detonators. I only get an occasional premature detonation ... ways less when you use a slow speed.

I was in the Tambor and after the Solomon encounter I got a message that damaged ship were at Truk.

I reloaded at Tulagi. Went to Truk. Got a Light CA and another CV anchor in the harbor. Saw the Yamato. Put 13 fish in her. Nothing. Back To Tulagi, back to Truk, back to Yamato put 21 fish in her. The fire was fabulous but no sinking. I rammed it and crashed to desktop LOL I wasn't serious about it I just wanted to test what it might take.

Loving the mod. I did save it before the last Truk run. I'll most likely go back and hit all the CA I found there instead of the Yamato.

Bubblehead1980 03-28-22 10:51 PM

Quote:

Originally Posted by merc4ulfate (Post 2800965)
Make it three CV now.

OMG the duds aggravate me so much. I have learned something however. I got lucky and got two of those engineers who tamper with the fish. I'm only using magnetic detectors now not the contact. My dud rate is now maybe 5 out of a boat load. I also use slow speed. High speed set the mags off to easy. Yes I have also had some deep runners which was the primary reason I switched to magnetic detonators. I only get an occasional premature detonation ... ways less when you use a slow speed.

I was in the Tambor and after the Solomon encounter I got a message that damaged ship were at Truk.

I reloaded at Tulagi. Went to Truk. Got a Light CA and another CV anchor in the harbor. Saw the Yamato. Put 13 fish in her. Nothing. Back To Tulagi, back to Truk, back to Yamato put 21 fish in her. The fire was fabulous but no sinking. I rammed it and crashed to desktop LOL I wasn't serious about it I just wanted to test what it might take.

Loving the mod. I did save it before the last Truk run. I'll most likely go back and hit all the CA I found there instead of the Yamato.

Glad you are enjoying the mod.


Nice. lol I can't believe you made it into Truk lol I did a lot of work reinforcing it make it suicide...mines, nets, patrols. Guess I need to check that out for next version lol

Yes, Yamato was made into a tough target in update as it was previously way too easy to sink, as in reality it took 18 confirmed torpedo hits(likely more) , about 20+ bomb hits. I've sunk it once since i modified it in the update, chance encounter in Philippine Sea in April 1944, took several hits to slow her down, then ended up about 18 hits to sink her. Took several hours to capsize and sink. Are you using The DarkWraith's fire damage mod? If not, I highly suggest it. Fire, by default in SH 4 is just cosmetic, this mod , fire causes damage., weakens bulkheads, eats away at hull. Great mod.

Also, you are in 1942, are you using the "Early Torpedoes TNT" mod included? May be one reason, they have less power, so will take more to bring Yamato down vs when I sunk it in 1944 with Torpex torpedoes. Plus large vessels dont sink as easily when at anchor in relatively shallow waters.

One of my favorite examples was at Midway in 1942....one of carriers damaged by air strikes , I located it dead in water later in afternoon, on fire, burning. Due to escorts and faulty torpedoes, I never hit the carrier, but while I was submerged dodging destroyer, she sunk , roughly 8 hours are being hit by dive bombers. Fire burned her until was over.


lol Yep torpedoes were made to reflect the real life defects and actually have problems simulated even better in the soon to be released V2.0 of the mod.

Interesting. I've never determined speed setting to have anything to do with premature rate but will check it out. By default the premature rate was controlled by wave height, but that was silly, because in calm seas they were far too reliable and far too unreliable just because seas were choppy. I altered parameters so they have a certain chance in any sea state and get quite a few, reflecting reality of subs dealt with.

Two factors in the sim reduce premature explosions....distance of torpedo run (which speed setting could have some tie in with this), basically have a much lower chance of premature explosion if torpedo run is 1000 yards or less, seems needs more time to run to decide if going to blow up or not. Fired six from 3000 yards or so, good chance at least 4-5 will prematurely explode, sometimes all of them. Although, I've noticed (much as happened in real life) they will often explode just a few yards from impact point, which can appear to be a hit , but is not. Simulates the magnetic exploder being too sensitive and exploding when senses the magnetic signature of a vessel, but exploding too soon. Sometimes if close enough, while not technically a hit, ships will suffer some damage from the explosion, even causing a fire. If have fire mod in, fire will damage the ship.

Second factor is with games that are loaded saves, the premature rate goes way down as opposed to a patrol ran from start to finish without a reload. Some bug I suppose. I rarely play a saved game, I just leave the sim running and noticed I get a much higher number of prematures vs when tested with loaded saves.


Duds are determined by impact angle of torpedo. Obtuse angles produce more duds, acute impact angles reduce dud chances. As during the war, the magnetic exploder somewhat masks the dud issue, but when magnetic features disabled, contact exploder issue is revealed, esp using "textbook" obtuse angle shots.


There is a mechanism in MK 14 set to low speed will reduce dud chance, but I disabled this as way it works in the sim, makes them far too reliable.

merc4ulfate 03-29-22 02:52 PM

Quote:

Originally Posted by Bubblehead1980 (Post 2800984)
Glad you are enjoying the mod.


Nice. lol I can't believe you made it into Truk lol I did a lot of work reinforcing it make it suicide...mines, nets, patrols. Guess I need to check that out for next version lol

Yes, Yamato was made into a tough target in update as it was previously way too easy to sink, as in reality it took 18 confirmed torpedo hits(likely more) , about 20+ bomb hits. I've sunk it once since i modified it in the update, chance encounter in Philippine Sea in April 1944, took several hits to slow her down, then ended up about 18 hits to sink her. Took several hours to capsize and sink. Are you using The DarkWraith's fire damage mod? If not, I highly suggest it. Fire, by default in SH 4 is just cosmetic, this mod , fire causes damage., weakens bulkheads, eats away at hull. Great mod.

Also, you are in 1942, are you using the "Early Torpedoes TNT" mod included? May be one reason, they have less power, so will take more to bring Yamato down vs when I sunk it in 1944 with Torpex torpedoes. Plus large vessels dont sink as easily when at anchor in relatively shallow waters.

One of my favorite examples was at Midway in 1942....one of carriers damaged by air strikes , I located it dead in water later in afternoon, on fire, burning. Due to escorts and faulty torpedoes, I never hit the carrier, but while I was submerged dodging destroyer, she sunk , roughly 8 hours are being hit by dive bombers. Fire burned her until was over.


lol Yep torpedoes were made to reflect the real life defects and actually have problems simulated even better in the soon to be released V2.0 of the mod.

Interesting. I've never determined speed setting to have anything to do with premature rate but will check it out. By default the premature rate was controlled by wave height, but that was silly, because in calm seas they were far too reliable and far too unreliable just because seas were choppy. I altered parameters so they have a certain chance in any sea state and get quite a few, reflecting reality of subs dealt with.

Two factors in the sim reduce premature explosions....distance of torpedo run (which speed setting could have some tie in with this), basically have a much lower chance of premature explosion if torpedo run is 1000 yards or less, seems needs more time to run to decide if going to blow up or not. Fired six from 3000 yards or so, good chance at least 4-5 will prematurely explode, sometimes all of them. Although, I've noticed (much as happened in real life) they will often explode just a few yards from impact point, which can appear to be a hit , but is not. Simulates the magnetic exploder being too sensitive and exploding when senses the magnetic signature of a vessel, but exploding too soon. Sometimes if close enough, while not technically a hit, ships will suffer some damage from the explosion, even causing a fire. If have fire mod in, fire will damage the ship.

Second factor is with games that are loaded saves, the premature rate goes way down as opposed to a patrol ran from start to finish without a reload. Some bug I suppose. I rarely play a saved game, I just leave the sim running and noticed I get a much higher number of prematures vs when tested with loaded saves.


Duds are determined by impact angle of torpedo. Obtuse angles produce more duds, acute impact angles reduce dud chances. As during the war, the magnetic exploder somewhat masks the dud issue, but when magnetic features disabled, contact exploder issue is revealed, esp using "textbook" obtuse angle shots.


There is a mechanism in MK 14 set to low speed will reduce dud chance, but I disabled this as way it works in the sim, makes them far too reliable.

Not using the Dark Wraith mod because I did not know if it was compatible. Have you tested it with no bugs?

Yes using early war fish from the mods included.

I have had duds from 10-20 degree strikes. Happened on the Yamato on that last run.

Mad Mardigan 03-29-22 02:58 PM

Quote:

Originally Posted by merc4ulfate (Post 2801083)
Not using the Dark Wraith mod because I did not know if it was compatible. Have you tested it with no bugs?

Yes using early war fish from the mods included.

I have had duds from 10-20 degree strikes. Happened on the Yamato on that last run.

With regards to TDW's fire damages mod, am using it with the set up & to date.. haven't experienced any issues with using it.

I also use the longer sinking times, along with it as well... again, no issues noted, to date.

Hope this helps... :shucks: :yep: :up:

:Kaleun_Salute:

M. M.

Bubblehead1980 03-29-22 03:28 PM

Quote:

Originally Posted by merc4ulfate (Post 2801083)
Not using the Dark Wraith mod because I did not know if it was compatible. Have you tested it with no bugs?

Yes using early war fish from the mods included.

I have had duds from 10-20 degree strikes. Happened on the Yamato on that last run.


TDW Ship_Plane_Fire_Damage V1_3_SH 4 is compatible with TMO Update. If can't find it, let me know will send it.


Well, 10-20 degree impacts will still produce duds as would in reality, but at a lesser rate than the 90 degree strikes. I've improved the modeling a bit in the upcoming version, had to manipulate things a bit but get much more realistic torpedo issues in regards to premature/dud rates, and depth control settings.

merc4ulfate 03-29-22 06:57 PM

Quote:

Originally Posted by Bubblehead1980 (Post 2801087)
TDW Ship_Plane_Fire_Damage V1_3_SH 4 is compatible with TMO Update. If can't find it, let me know will send it.


Well, 10-20 degree impacts will still produce duds as would in reality, but at a lesser rate than the 90 degree strikes. I've improved the modeling a bit in the upcoming version, had to manipulate things a bit but get much more realistic torpedo issues in regards to premature/dud rates, and depth control settings.

Where did you make it hard to get into Truk? LOL Shame we can have a net gate that is opened and closed on every entry and exit like in Run Silent Run Deep movie.

Bubblehead1980 03-29-22 08:11 PM

Quote:

Originally Posted by merc4ulfate (Post 2801111)
Where did you make it hard to get into Truk? LOL Shame we can have a net gate that is opened and closed on every entry and exit like in Run Silent Run Deep movie.



Lol well I put mines, nets at all entrances along with patrols. The gaps in reef could slip through are supposed to have nets/mines . Shore batteries on islands. Daily air patrols over lagoon. All designed to prevent submarine operating. Next version has observation posts and land based radar as well as Radar Warning Receiver and Radio Direction Finding, these will be quiet present around truk as well.

Yes, would be nice if could have a net tender open/close the nets.


I am actually about to load it up and check it out, see why wasn;t the death trap I designed it to be lol. Are you running any extra mods by chance?

merc4ulfate 03-29-22 08:22 PM

Quote:

Originally Posted by Bubblehead1980 (Post 2801115)
Lol well I put mines, nets at all entrances along with patrols. The gaps in reef could slip through are supposed to have nets/mines . Shore batteries on islands. Daily air patrols over lagoon. All designed to prevent submarine operating. Next version has observation posts and land based radar as well as Radar Warning Receiver and Radio Direction Finding, these will be quiet present around truk as well.


I am actually about to load it up and check it out, see why wasn;t the death trap I designed it to be lol. Are you running any extra mods by chance?

Nope no other mods. I know how to get in and out. In one entrance I even discover how deep you set the nets. That one only cost me 3% damage .

Honestly if you want to make it harder increase your patrols. I do not think there are enough of them considering the valuable targets there.

I would consider no less that three craft per patrol and have some stay at entrances . They didn't just cruise away in search of things in the harbor during the war. They stayed where they belonged at the deep water entrances. I would also increase the awareness of at least one in each three craft group. Sure some might be lacks in looking for submarines but there is always that one guy who prides himself on sinking your boat.

I would put at least three, three craft patrols around the islands at all times. This is going to make it a bit more realistic like it was during the war. Truk didn't have two boats sailing round and round there were multiple groups and like Bungo Suido there were some whose sole job was to stay at the entrance and guard it. I'd even have two going clockwise and one anticlockwise to throw off timing an entrance between patrols.

By the way my last run into Truk started during the day about 1700 on the surface. Someone took pot shots at me but only after I was already a good ways in and heading north east towards those valuable targets ... made my depth 58 feet. I came in the south entrance. No patrols sighted.

Bubblehead1980 03-29-22 08:37 PM

Quote:

Originally Posted by merc4ulfate (Post 2801116)
Nope no other mods. I know how to get in and out. In one entrance I even discover how deep you set the nets. That one only cost me 3% damage .

Honestly if you want to make it harder increase your patrols. I do not think there are enough of them considering the valuable targets there.

I would consider no less that three craft per patrol and have some stay at entrances . They didn't just cruise away in search of things in the harbor during the war. They stayed where they belonged at the deep water entrances. I would also increase the awareness of at least one in each three craft group. Sure some might be lacks in looking for submarines but there is always that one guy who prides himself on sinking your boat.

I would put at least three, three craft patrols around the islands at all times. This is going to make it a bit more realistic like it was during the war. Truk didn't have two boats sailing round and round there were multiple groups and like Bungo Suido there were some whose sole job was to stay at the entrance and guard it. I'd even have two going clockwise and one anticlockwise to throw off timing an entrance between patrols.

By the way my last run into Truk started during the day about 1700 on the surface. Someone took pot shots at me but only after I was already a good ways in and heading north east towards those valuable targets ... made my depth 58 feet. I came in the south entrance. No patrols sighted.



Noted. I figured it would be southern entrance, one of the the two more difficult to defend with nets and mines due to depth of channels. Narrow entrances though, and most of the big convoys and heavy units would use Piannu Pass (West entrance) due to the room to maneuver. In the sim, that pass is quite shallow though , but works fine for large ships.



Other question would be were you successful the first time you tried to get in, was this figured out after testing out over time? Were you killed and had to reload or so?

merc4ulfate 03-29-22 09:33 PM

Quote:

Originally Posted by Bubblehead1980 (Post 2801119)
Noted. I figured it would be southern entrance, one of the the two more difficult to defend with nets and mines due to depth of channels. Narrow entrances though, and most of the big convoys and heavy units would use Piannu Pass (West entrance) due to the room to maneuver. In the sim, that pass is quite shallow though , but works fine for large ships.



Other question would be were you successful the first time you tried to get in, was this figured out after testing out over time? Were you killed and had to reload or so?

Successful the first and every time getting in. So far I have done it four times in a row. Come in south leave north. Come in south leave south.

Never any more than 3% damage and that was only once hitting a net.

Captain Wreckless 03-29-22 10:34 PM

Quote:

Originally Posted by merc4ulfate (Post 2801111)
Where did you make it hard to get into Truk? LOL Shame we can have a net gate that is opened and closed on every entry and exit like in Run Silent Run Deep movie.


Try going in at periscope depth. I did that after running into a submarine net at 100 ft. Got stuck all the way up to the base of the conning tower. :har:

Wasn't sure if it would work at PD.

Captain Wreckless 03-29-22 10:40 PM

Quote:

Originally Posted by Bubblehead1980 (Post 2801115)
land based radar as well as Radar Warning Receiver and Radio Direction Finding, these will be quiet present around truk as well.


Were these even implemented on Japanese bases?

Bubblehead1980 03-29-22 11:35 PM

Quote:

Originally Posted by Captain Wreckless (Post 2801131)
Were these even implemented on Japanese bases?

Yes, Japanese had shore based surface search radar.

Also had ship based RWR on a limited basis (Radar Warning). Japanese received Radar Warning Equipment from the Germans in a exchange mission and copied it. Vessels such as Yamato and other capital vessels, (Yamato was able to evade submarine HALIBUT due to detecting her radar signals on recently installed equipment, which Halibut was unaware japanese had, in late 1943) A few fleet destroyers received them as well. Land based units were produced but their deployment, I am still researching. Most likely had them on a limited basis, if land based radar and or observation sites have RWR in next release of mod, it will be on very limited basis.


They definitely had RDF as well.


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