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-   -   [REL] Trigger Maru Overhauled Update BH (https://www.subsim.com/radioroom/showthread.php?t=250635)

Arlo 10-02-21 10:50 AM

Quote:

Originally Posted by Bubblehead1980 (Post 2771868)
The Better Medals Fix for TMO was incorporated into the the update. Awards are better, but are still wonky, one day I want to sit down and really devote time to correcting them. I have an idea after looking at things and talking with others. Bring back to the MOH for really big feats if possible. Navy cross. Substitute many of the lesser medals for submarine combat pins (often more coveted than medals by WW II submariners) for player and his crew members. Will need someone to do the graphics for the pin


I'd just add the MOH for the big feats (like you said) and drop the campaign medal (participation trophy*).

*No disrespect. I had a grandfather and great uncle who received them - but they weren't 'valor' medals.

Bubblehead1980 10-02-21 12:28 PM

Quote:

Originally Posted by Revus (Post 2771925)
COMSUBPAC ordered us to patrol Area 8, south of Bungo Suido for 5 days. Nothing found during that period except for a few fishing junks.


Got subsequent orders to move to Area 8. Once there was told to find 'em and sink 'em. Thats when I headed through the strait with intentions of trawling off the Kagoshima bay entrance. Few subchasers, a small DE, and an H8K or two out there, but no shipping. Avoided the patrols submerged by day, on the surface at night. One night, thought I was detected at about 7000 yards but outran it, leaving her ziging around searching.

Decided to act on my own now, in search of big fish out in Convoy College. Ill be there in a few days game time.



Another cool add, actually having Sofu Gan out there is a cool surprise. Felt like i was finding the Dutchman again.



That is surprising, Area 8 is a pretty busy area for most of the war, Singapore-Home Islands and several other convoys lanes converge there for approaches to Bungo Suido. You are in January 1943 if I recall? Checked the file, yea a lot of traffic but judging from your description, probably were not far enough out to sea. Should definitely have better luck in Luzon Strait.


I probably need to do an intel file (README) with coordinates of shipping lanes. In future patch will adjust the patrol are marker to the proper location, the current one is the default TMO marker.

Bubblehead1980 10-02-21 01:01 PM

Torpedo Fix for the TMO 2.5 Update. Check out the README


https://www.subsim.com/radioroom/sho...d.php?t=250672

Revus 10-02-21 01:03 PM

Quote:

Originally Posted by Bubblehead1980 (Post 2771978)
That is surprising, Area 8 is a pretty busy area for most of the war, Singapore-Home Islands and several other convoys lanes converge there for approaches to Bungo Suido. You are in January 1943 if I recall? Checked the file, yea a lot of traffic but judging from your description, probably were not far enough out to sea. Should definitely have better luck in Luzon Strait.


I probably need to do an intel file (README) with coordinates of shipping lanes. In future patch will adjust the patrol are marker to the proper location, the current one is the default TMO marker.

It might be that I patrolled alot along the "suspected" shipping lanes from Tokyo or Osaka toward Luzon, and almost no time near the coast. Been trying to stay away from those minefields you made haha:Kaleun_Cheers:

Mad Mardigan 10-02-21 01:06 PM

Quote:

Originally Posted by Bubblehead1980 (Post 2771978)
That is surprising, Area 8 is a pretty busy area for most of the war, Singapore-Home Islands and several other convoys lanes converge there for approaches to Bungo Suido. You are in January 1943 if I recall? Checked the file, yea a lot of traffic but judging from your description, probably were not far enough out to sea. Should definitely have better luck in Luzon Strait.


I probably need to do an intel file (README) with coordinates of shipping lanes. In future patch will adjust the patrol are marker to the proper location, the current one is the default TMO marker.

Ahoy, Bubblehead1980... :Kaleun_Cheers:

Just a side note report...

For setting up, I did go with having vickers03's interior mod added in.. & it worked fine, though... it did have 1 issue. Got to the patrol area for Seawolf that I was given.

In hat, I ran into a merchie... can't recall the name of that ship, a B?* Maru ship, :hmmm: I'll see if I can take a look through the rec man & find the exact name for that ship... to pin it down definitively.

The issue was... shot 4 torps at it... & all of them, ran right through it... as if the ship was.. casper the ghost. I did manage to sink it, though I had to do so with the DG.

1 thing I did notice, was that I had a nearly moonless night & was able to get within 1500 from it & never got sighted. NOT until I lit it up with the DG.

Have to say, I am loving the ability to get in close to attack.... :subsim:

The reason I added vickers mod in, was owing to clicking on the door leading from the control room leading forward into the bow area & instead of seeing a U.S. interior, I saw instead... a Uboat radio/sonar/kaleun's bed area.... :doh:

The vickers mod I used was the last 1 that vickers released... though earmarked for FotRS-U v1.46,, it did work with your mod set up... :up: outside of that lil' snafu with the torp's, that is... No idea if or how many other ships in your set up, may also have had that... snafu that I ran into on that 1 ship, though. :hmmm:

I closed out & took it out, (Yes, I did follow protocol & dumped the game save folder... edited it to weed out the old info while retaining the settings to keep the main settings in regards to the middle options on the main page so as to NOT have to reset them. That also applies to clearing out the top 2 folders & the config settings for JSGME in the mods folder, as well.) thereby having to restart My careers in the S class & Sargo boats... but, a small price to pay.

Knowing this info, may assist you or another, in reworking vickers mod to be able to be integrated into your mod set up....

Thought you might want to know that info... an so, am passing it along.

M. M.

:Kaleun_Salute:

Bubblehead1980 10-02-21 01:53 PM

Quote:

Originally Posted by Mad Mardigan (Post 2771996)
Ahoy, Bubblehead1980... :Kaleun_Cheers:

Just a side note report...

For setting up, I did go with having vickers03's interior mod added in.. & it worked fine, though... it did have 1 issue. Got to the patrol area for Seawolf that I was given.

In hat, I ran into a merchie... can't recall the name of that ship, a B?* Maru ship, :hmmm: I'll see if I can take a look through the rec man & find the exact name for that ship... to pin it down definitively.

The issue was... shot 4 torps at it... & all of them, ran right through it... as if the ship was.. casper the ghost. I did manage to sink it, though I had to do so with the DG.

1 thing I did notice, was that I had a nearly moonless night & was able to get within 1500 from it & never got sighted. NOT until I lit it up with the DG.

Have to say, I am loving the ability to get in close to attack.... :subsim:

The reason I added vickers mod in, was owing to clicking on the door leading from the control room leading forward into the bow area & instead of seeing a U.S. interior, I saw instead... a Uboat radio/sonar/kaleun's bed area.... :doh:

The vickers mod I used was the last 1 that vickers released... though earmarked for FotRS-U v1.46,, it did work with your mod set up... :up: outside of that lil' snafu with the torp's, that is... No idea if or how many other ships in your set up, may also have had that... snafu that I ran into on that 1 ship, though. :hmmm:

I closed out & took it out, (Yes, I did follow protocol & dumped the game save folder... edited it to weed out the old info while retaining the settings to keep the main settings in regards to the middle options on the main page so as to NOT have to reset them. That also applies to clearing out the top 2 folders & the config settings for JSGME in the mods folder, as well.) thereby having to restart My careers in the S class & Sargo boats... but, a small price to pay.

Knowing this info, may assist you or another, in reworking vickers mod to be able to be integrated into your mod set up....

Thought you might want to know that info... an so, am passing it along.

M. M.

:Kaleun_Salute:


Hmm strange, never had that issue and sunk every merchant on the roster at least once in testing. yes please track down the name of the merchant, give date, time, location, type of torpedo? . Biyo Maru? Banzai Maru? Heavy seas? Are you positive they ran through it or did the torpedoes run deep and appear to run through it with the wake heavy seas ? Torpedoes do run deep until mid 1943, with the worst of the issue from Dec 41-Dec 42, one of real life defects of MK 14 (and some other torpedoes) in first part of the war.


Are you running an environmental mod?

Not sure why the interior mod would cause it, but it is possible since I am sure it overwrites things with TMO 2.5.

I tried to use it with TMO 2.5 once and caused CTD but ran fine for me when ran FOTRS.

The "Captains Cabin" you saw in your boat was part of vickers original interior overhauls for TMO that were incorporated into TMO by Ducimus when he was active.Believe the cabin was added as Kind of a stop gap measure, obviously taken from a Uboat. Currently, it is only present on the older boats. The Gato/Balao/Tench/Tambor/Gar no longer have that since they have the 3D TDC and Realistic Radar. I mam guessing compatibility issues.


Far as the attack...glad to it worked as designed for you. Now in the sim, much as in real life, first indication to enemy ships they are under submarine attack is usually once they've already opened fire, especially at night. Subs are tough to spot on surface. Of course they see the muzzle flash etc

I'd be careful getting so close in deck gun action though, the skill level of the unescorted merchants is generally set pretty high, are many elite and veteran rated crews out there and they will shoot your boat full of holes. :Kaleun_Salute:

Mad Mardigan 10-02-21 02:46 PM

Quote:

Originally Posted by Bubblehead1980 (Post 2772006)
Hmm strange, never had that issue and sunk every merchant on the roster at least once in testing. yes please track down the name of the merchant, give date, time, location, type of torpedo? . Biyo Maru? Banzai Maru? Heavy seas? Are you positive they ran through it or did the torpedoes run deep and appear to run through it with the wake heavy seas ? Torpedoes do run deep until mid 1943, with the worst of the issue from Dec 41-Dec 42, one of real life defects of MK 14 (and some other torpedoes) in first part of the war.

Biyo Maru, rough guess on the date was like.. 12/13/41, maybe the 14th... was after sailing time to get in the general area to do that photo recon objective I got @ Hailein, Formosa. As for sea state... was relatively calm, just some light swells. Oh, yeah.. am most definitely positive... they caspered right though it. (have the cam next/previous, reactivated owing to I like the ability so as to do screen shots...) & was considering doing a screenie of My 1st kill. So I watched it at close in range & saw it do so. Those 2, ran straight hot & normal... except for augering through with no detonation. Got later on "torp" missed" action report on them. I ran into that issue with FotRS-U (don't recall the specifics, exactly... :hmmm: only to recall that happened when I ran the torp attack mission in the school section... torps sailed right through that cruiser you're supposed to sink to complete that school mission... :yep: & that occurrence, was some time back... think like, pre v1.39 or early on v1.46 FotRS-U somewhere along that time frame... if My ol' rusty, dusty banged up HD of a brain is recalling the details rightly. :doh:) Torp, was the only 1's on board before I sailed... Mk XIV's... On a side note... have deactivated & replaced the early on tnt mod with the updated version... before ya ask if I have or not... :D

Quote:

Originally Posted by Bubblehead1980 (Post 2772006)
Are you running an environmental mod?

Not sure why the interior mod would cause it, but it is possible since I am sure it overwrites things with TMO 2.5.

I tried to use it with TMO 2.5 once and caused CTD but ran fine for me when ran FOTRS.

Nope... stock enviro that is with the set up... which looks fab, to be frank... Only complaint I have is... on the waves action... would be swell if it was doable to utilize the methods that 1 Alex has in their SH3 GWX set up... those waves look killer realistic that I felt I had to grab some dramamine pills... :haha::har: they are that good... :yep:

besides the interiors it does include a subs folder, with each of the U.S. boats in there... & likely includes a eqp. file an most likely a .dat or .sim file I'd think of course, won't know fo shure until looking... will take a peek inside & see what's what in there... :yep:

Quote:

Originally Posted by Bubblehead1980 (Post 2772006)
The "Captains Cabin" you saw in your boat was part of vickers original interior overhauls for TMO that were incorporated into TMO by Ducimus when he was active.Believe the cabin was added as Kind of a stop gap measure, obviously taken from a Uboat. Currently, it is only present on the older boats. The Gato/Balao/Tench/Tambor/Gar no longer have that since they have the 3D TDC and Realistic Radar. I mam guessing compatibility issues.

Yeah, think that area is only up to Sargo... I would check the other boats past the Sargo in the school.. but is only the choice of using the Porpoise class boat in there... :o

Quote:

Originally Posted by Bubblehead1980 (Post 2772006)
Far as the attack...glad to it worked as designed for you. Now in the sim, much as in real life, first indication to enemy ships they are under submarine attack is usually once they've already opened fire, especially at night. Subs are tough to spot on surface. Of course they see the muzzle flash etc

I'd be careful getting so close in deck gun action though, the skill level of the unescorted merchants is generally set pretty high, are many elite and veteran rated crews out there and they will shoot your boat full of holes. :Kaleun_Salute:

With that bird, aka merchie... being as it was early on at the near start of hostilities... they were unarmed... but, your point is well taken... I do always check to see if they are armed or not, before I take to DG action... & most assurely NEVER with a war ship/s.... except if I know that I may (sic) die in game... then all bets are off... I'll go down fighting... Farragut style... Full speed ahead... D**n the torpedo's... :arrgh!:
M. M.

:Kaleun_Salute:

post edit :

Ok, after doing a bit of... poking about, in the guts of vickers03's interior mod...

In the "library' folder, there are a couple of files there... that may have a bearing on the damages taken or not by other ships... maybe... jus' guessing here...:yep:

GraphHitPointsAll.dat

That as I am guessing, may be the cause of it... maybe... *shrugs* no idea, as I have no means, much less knowledge of .dat files... :oops:

Am more... knowledgeable where it pertains to .cfg & the like that work with using notepad to dink about there... :yep:

Bubblehead1980 10-03-21 01:08 AM

Quote:

Originally Posted by Mad Mardigan (Post 2772024)
Biyo Maru, rough guess on the date was like.. 12/13/41, maybe the 14th... was after sailing time to get in the general area to do that photo recon objective I got @ Hailein, Formosa. As for sea state... was relatively calm, just some light swells. Oh, yeah.. am most definitely positive... they caspered right though it. (have the cam next/previous, reactivated owing to I like the ability so as to do screen shots...) & was considering doing a screenie of My 1st kill. So I watched it at close in range & saw it do so. Those 2, ran straight hot & normal... except for augering through with no detonation. Got later on "torp" missed" action report on them. I ran into that issue with FotRS-U (don't recall the specifics, exactly... :hmmm: only to recall that happened when I ran the torp attack mission in the school section... torps sailed right through that cruiser you're supposed to sink to complete that school mission... :yep: & that occurrence, was some time back... think like, pre v1.39 or early on v1.46 FotRS-U somewhere along that time frame... if My ol' rusty, dusty banged up HD of a brain is recalling the details rightly. :doh:) Torp, was the only 1's on board before I sailed... Mk XIV's... On a side note... have deactivated & replaced the early on tnt mod with the updated version... before ya ask if I have or not... :D



Nope... stock enviro that is with the set up... which looks fab, to be frank... Only complaint I have is... on the waves action... would be swell if it was doable to utilize the methods that 1 Alex has in their SH3 GWX set up... those waves look killer realistic that I felt I had to grab some dramamine pills... :haha::har: they are that good... :yep:

besides the interiors it does include a subs folder, with each of the U.S. boats in there... & likely includes a eqp. file an most likely a .dat or .sim file I'd think of course, won't know fo shure until looking... will take a peek inside & see what's what in there... :yep:


Yeah, think that area is only up to Sargo... I would check the other boats past the Sargo in the school.. but is only the choice of using the Porpoise class boat in there... :o



With that bird, aka merchie... being as it was early on at the near start of hostilities... they were unarmed... but, your point is well taken... I do always check to see if they are armed or not, before I take to DG action... & most assurely NEVER with a war ship/s.... except if I know that I may (sic) die in game... then all bets are off... I'll go down fighting... Farragut style... Full speed ahead... D**n the torpedo's... :arrgh!:
M. M.

:Kaleun_Salute:

post edit :

Ok, after doing a bit of... poking about, in the guts of vickers03's interior mod...

In the "library' folder, there are a couple of files there... that may have a bearing on the damages taken or not by other ships... maybe... jus' guessing here...:yep:

GraphHitPointsAll.dat

That as I am guessing, may be the cause of it... maybe... *shrugs* no idea, as I have no means, much less knowledge of .dat files... :oops:

Am more... knowledgeable where it pertains to .cfg & the like that work with using notepad to dink about there... :yep:




I DM'd you about the issue to make sure you saw my response. Yes, I did testing in single mission and the campaign(did a quick edit to a "test" version of the mod I keep on hand. I knew where to find a BIYO MARU) and no such issues on my end. Biyo is a native SH 4 ship (believe it was the old split freighter) and renamed BIYO MARU in TMO. I kept most of the native TMO "maru" names (although I plan to rename them all at some point)

I could test with vickers interior mods another time, just had time earlier today to run that test. Based on what you have told me and looking over the files, I believe running the non-compatible interior mods caused the issue. As I mentioned in the README , use caution when using mods outside of those prescribed, overwrites can "break" then mod.

Plus side, vickers has said the TMO versions of his interior mods are in the works, so we will have the glory of other compartments at some point. In injunction with this update and the future updates I plan, hope it will really elevate TMO.

Mad Mardigan 10-03-21 02:27 AM

Quote:

Originally Posted by Bubblehead1980 (Post 2772097)
I DM'd you about the issue to make sure you saw my response. Yes, I did testing in single mission and the campaign(did a quick edit to a "test" version of the mod I keep on hand. I knew where to find a BIYO MARU) and no such issues on my end. Biyo is a native SH 4 ship (believe it was the old split freighter) and renamed BIYO MARU in TMO. I kept most of the native TMO "maru" names (although I plan to rename them all at some point)

I could test with vickers interior mods another time, just had time earlier today to run that test. Based on what you have told me and looking over the files, I believe running the non-compatible interior mods caused the issue. As I mentioned in the README , use caution when using mods outside of those prescribed, overwrites can "break" then mod.

Plus side, vickers has said the TMO versions of his interior mods are in the works, so we will have the glory of other compartments at some point. In injunction with this update and the future updates I plan, hope it will really elevate TMO.

Ahoy, Bubblehead1980... :Kaleun_Cheers:

Aye, got the DM & read it... :yep: :up:

Yeah... took a shot at using it (vickers Interior mod, though slated for FotRS-U, (which is based off an earlier on version of TMO...) figured... what the hey...) Maybe, just maybe... it might work as is without too much hassle...

Have to say it was looking good, until I ran into that torp issue. *sighs* Ahh well, not a real big issue, wasn't terribly too invested in that career any way. So, no real big loss there. *shrug* was worth a shot. :yep:

Do have to say, outside of that, it did look fab, though...

Will eagerly look forward to a TMO based compatible copy of the Interiors mod. :yep: :D

I am, using vickers original no rust version of the 4K skins mod, along with the battle flags mods (just the conning tower portion of it, with the kill flags for now... when I get some kills, that is. :yep: :) won't go with the Interior battle flag portion of it until the updated Intriors mod for TMO is out...) & believe with those, are safe to use with your TMOverhauled v2.5 set up... as they're basically... eye candy.

M. M.

:Kaleun_Salute:

Bubblehead1980 10-03-21 08:37 AM

Quote:

Originally Posted by Revus (Post 2771994)
It might be that I patrolled alot along the "suspected" shipping lanes from Tokyo or Osaka toward Luzon, and almost no time near the coast. Been trying to stay away from those minefields you made haha:Kaleun_Cheers:


Ah yes, at that point in the war, while will find targets near coast, especially the loners, the traffic lanes with convoys and the big targets further out to sea at that point in the war.

I recall being in the Bungo-Palau lanes (which pass through Area 8 as well) in area "Vestible" in the Phillippine Sea once (testing traffic) and was in patrol area for 29 days, with no contacts but occasional long range patrol plane lol Calculated with fuel had maybe two days of patrol left before had to head for Midway. Shift patrol to west again a little and boom, found a Southbound convoy. Multiple attacks over next 48 hours, sunk four merchants and an escort. Boat was banged up, but was heading home. Then ran into a northbound convoy, another running battle over 36 hours, sunk two big tankers in night surface attack, which were loaded with fuel judging way they blew up after one torpedo hit. Raced away but had to dive since the e escort was a full sized destroyer, could easily overtake my boat. Depth charged boat for 12 hours. Surfaced and made it to Midway with 2 percent fuel remaining lol. That was a an interesting patrol, hours of boredom, wondering if I screwed something up with the traffic I added lol then boom. It's a huge ocean out there , not easy to always find targets.


lol yes the minefields, good idea to stay away. I stumbled into once in 1945 down around one of the straits in Flores/Soembawa Islands, lucky I did not hit a mine, had to blow a few up with guns(which is a lot of fun by the way lol) to safely get clear. Let me know if you encounter any, hopefully you will see them first.

Bubblehead1980 10-03-21 08:44 AM

Quote:

Originally Posted by Mad Mardigan (Post 2772105)
Ahoy, Bubblehead1980... :Kaleun_Cheers:

Aye, got the DM & read it... :yep: :up:

Yeah... took a shot at using it (vickers Interior mod, though slated for FotRS-U, (which is based off an earlier on version of TMO...) figured... what the hey...) Maybe, just maybe... it might work as is without too much hassle...

Have to say it was looking good, until I ran into that torp issue. *sighs* Ahh well, not a real big issue, wasn't terribly too invested in that career any way. So, no real big loss there. *shrug* was worth a shot. :yep:

Do have to say, outside of that, it did look fab, though...

Will eagerly look forward to a TMO based compatible copy of the Interiors mod. :yep: :D

I am, using vickers original no rust version of the 4K skins mod, along with the battle flags mods (just the conning tower portion of it, with the kill flags for now... when I get some kills, that is. :yep: :) won't go with the Interior battle flag portion of it until the updated Intriors mod for TMO is out...) & believe with those, are safe to use with your TMOverhauled v2.5 set up... as they're basically... eye candy.

M. M.

:Kaleun_Salute:


The day we have officers quarters, engine rooms, torpedo rooms etc, interiors at all for TMO, I may cry
lol.

Well, glad were not too invested in that career yet, load up a new one and let me know how it goes. I just started my third patrol in the USS Seal (Salmon Class), March 1942 now in Banda Sea (G6, M1-II) . Testing this patrol with torpedo fix I just released (tested in single missions previously) and the depth charge disturbance mod, which I have tweaked so they don't nerf TMO escorts sonar so much, but still provide that small window of escape, and make it so player does not have to go to 500+ feet every time to get away lol. Played last two patrols without it, TMO escorts are tough lol. Will see how it plays out

4H_Ccrashh 10-03-21 02:03 PM

Started a campaign with the S-boat out of Cavite.

Went north to Luzon to attack enemy "phibs" at Aparri.

Twenty or so miles out I came across what appeared to be a single destroyer.

It was broad daylight around noon. What I should have done (this is after all TMO) was to dive the boat. But nooooooo.... dummy here wanted to look around a bit then dive.

Of course he saw me. As the scope went under he was coming right for me with a bone in his teeth.

Turns out he had friends. Five of them to be exact.

Five hours later (all run at normal time, no time skip) I managed to get away.

Counted over 400 charges dropped.

As they left the area I went to periscope depth to watch them leave.

Boy was I surprised to see TWELVE destroyers leaving. I guess as the cans ran out of depth charges they had called in reinforcements.

Needless to say with a damaged boat , I never made it to Aparri. Currently limping back to Cavite.

It is good to be home in TMO. :yeah:

Mad Mardigan 10-03-21 02:19 PM

Re: Career...
 
Quote:

Originally Posted by Bubblehead1980 (Post 2772149)
The day we have officers quarters, engine rooms, torpedo rooms etc, interiors at all for TMO, I may cry
lol.

Well, glad were not too invested in that career yet, load up a new one and let me know how it goes. I just started my third patrol in the USS Seal (Salmon Class), March 1942 now in Banda Sea (G6, M1-II) . Testing this patrol with torpedo fix I just released (tested in single missions previously) and the depth charge disturbance mod, which I have tweaked so they don't nerf TMO escorts sonar so much, but still provide that small window of escape, and make it so player does not have to go to 500+ feet every time to get away lol. Played last two patrols without it, TMO escorts are tough lol. Will see how it plays out

Ahoy... :Kaleun_Cheers:

Yeah, restart is in S-18 & the Sealion... both just a couple of days outta Manilla.

S-18, with orders to head to Celebes sea & await further orders... Sealion, to head just a wee bit north of Aparri in the College area & also to await further orders... jus' hope My career isn't comprised of an over abundance of going to point X (X being what ever locality there.. :D take your pick here... :haha:) & await further orders... jus' joshin' a bit but also with a smidge of seriousness as well.. I trust that there wasn't a overabundance of those kind of orders written into the objectives orders scripting... though, I recall early on it was mentioned that at the start of the war, there was a lotta orders, counterorders that flew about... before the higher ups, got their act together... at least on that score. :yep: so, to run into that early on... would be totally understandable. :yep:

A shame it took them soo bloody long to get their heads outta their aft quarters over the torp fiasco, though... :o :damn:

What's the word on that, the depth charge disturbance mod...? :hmmm:

Quote:

Originally Posted by Bubblehead1980 (Post 2772149)
The day we have officers quarters, engine rooms, torpedo rooms etc, interiors at all for TMO, I may cry
lol.

Tears, of joy... no doubt... think I'll probably shed a couple Myself...

:Kaleun_Salute:

M. M.

Bubblehead1980 10-03-21 02:37 PM

Quote:

Originally Posted by 4H_Ccrashh (Post 2772269)
Started a campaign with the S-boat out of Cavite.

Went north to Luzon to attack enemy "phibs" at Aparri.

Twenty or so miles out I came across what appeared to be a single destroyer.

It was broad daylight around noon. What I should have done (this is after all TMO) was to dive the boat. But nooooooo.... dummy here wanted to look around a bit then dive.

Of course he saw me. As the scope went under he was coming right for me with a bone in his teeth.

Turns out he had friends. Five of them to be exact.

Five hours later (all run at normal time, no time skip) I managed to get away.

Counted over 400 charges dropped.

As they left the area I went to periscope depth to watch them leave.

Boy was I surprised to see TWELVE destroyers leaving. I guess as the cans ran out of depth charges they had called in reinforcements.

Needless to say with a damaged boat , I never made it to Aparri. Currently limping back to Cavite.

It is good to be home in TMO. :yeah:


S Boat oh nice. They are significantly more delicate than they were (were kind of tanks to be honest) and can not go nearly as deep as they did in previous TMO versions. Glad you survived. How damaged are we talking?

Yes, the Aparri landing force was well escorted in real life and thus is in the mod. I built it based off of published orders of battle(as I did every historical action in the mod) , so each ship you encountered has a historical counterpart and with changes, their help can come from hours away instead of the previous 15 minute limit. In testing been off coast of Japan, been under for hours being depth charge, think I got it, then a new warship contact comes in closing, pinging , finds me and starts process all over again lol. So you were detected and they called for help, their buddies joined in on the party hunting the sub. My first patrol in the mod after release, was in December 1941. I was in Bashi channel and sunk a merchant, two DD's responded about 30 minutes later, detected me from an unusually logn distance and depth charged me about 6 hours as well, one charge came so close, it flooded forward torpedo room and put hull damage up to 24, damaged a lot of equipment, injured crew, boat went out of control for a time to 411 feet while was trying to balance out as repairs were going on, lucky with that hull damage , hull did not collapse from the increased depth. Good to be home in TMO indeed lol. Glad you are enjoying it. What was the max depth you took the S-Boat during the attack?

4H_Ccrashh 10-03-21 02:56 PM

I started at 250' At the end of the fight I was at 320. I was nervous as hell giving the order to go to 320. But she held together.

I lost both periscopes, damaged diesel engines, aft battery, trim pump, compressor and the entire watch crew wounded.

I'm trying to get back to Cavite at reduced speed before its closed due to enemy attacks.

No way I'm making it to Surabaya.

On an even less pleasant note the boat has no SD radar so planes can show real close not giving me much time to dive.

Did I mention my boat S-37 has no AA defenses?

Bubblehead1980 10-03-21 03:11 PM

Quote:

Originally Posted by Mad Mardigan (Post 2772272)
Ahoy... :Kaleun_Cheers:

Yeah, restart is in S-18 & the Sealion... both just a couple of days outta Manilla.

S-18, with orders to head to Celebes sea & await further orders... Sealion, to head just a wee bit north of Aparri in the College area & also to await further orders... jus' hope My career isn't comprised of an over abundance of going to point X (X being what ever locality there.. :D take your pick here... :haha:) & await further orders... jus' joshin' a bit but also with a smidge of seriousness as well.. I trust that there wasn't a overabundance of those kind of orders written into the objectives orders scripting... though, I recall early on it was mentioned that at the start of the war, there was a lotta orders, counterorders that flew about... before the higher ups, got their act together... at least on that score. :yep: so, to run into that early on... would be totally understandable. :yep:

A shame it took them soo bloody long to get their heads outta their aft quarters over the torp fiasco, though... :o :damn:

What's the word on that, the depth charge disturbance mod...? :hmmm:



Tears, of joy... no doubt... think I'll probably shed a couple Myself...

:Kaleun_Salute:

M. M.



Ah yes, the orders can be silly, its an old issue from stock days as well. The orders are untouched from last TMO version, I did not get around to it for this release( Alot more complicated to implement than one would think and can cause problems in campaign) but a revamp is planned in the future for orders to be be more in synch with the update mod.

Yes, that is accurate in early days the patrol orders changed quickly, a lot of confusion. In the sim if you don't each your goal, as long as sink a couple ships it usually offsets not reaching the objectives. I used to ignore patrol orders all time and managed to sink. Only thing if have some dry patrols (which in this mod you now will from time to time) and then don't complete orders consistently it affects your renown and more importantly the rating you are assigned internally, eventually will relieve you of command, that is a hard coded thing. Happened to me once when testing some things in campaign, before I knew how to edit the orders assigned in the save file.


Depth charges......I've only been depth charged twice on this patrol and it was ineffective on first first one, but second one was decent, still needs adjustment. I stumbled on a carrier and two CA with 6 DD in the Banda Sea off Buru Island at night in March 1942 submerged and attacked, but three premature explosions 10 yards or less from the carrier and one miss when carrier took evasive action caused me to miss. The seas were heavy, so the escorting destroyers were ineffective with their counter attack and the DC disturbances just made it worse, none of the charges came close and they quit hutting after an hour.

I reduced the disturbances created by depth charge explosions from 45 seconds per charge to 15, so the AI does not lose track of player as easy. Second attack from a DD after sinking the 9900 ton freighter (KOBAYASHI MARU) her was escorting, directly attacked me for about two hours, seems lost contact and kept dropping astern of me at about 1000-1500 yards for another hour then he went quiet to listen for 45 minutes or so , then left area with the other second ship he was escorting and. Definitely reduced his accuracy in tracking and dropping charges but still provided a decent counter attack, may need a little more adjustment though. For next try, I may reduce the time on each charge to say 10 seconds and the size of the disturbance and try it on next patrol. Plus side, in the second attacked I was able to keep the boat at max depth of 365 feet during the attack, which is very deep for a Salmon class.

Bubblehead1980 10-03-21 03:45 PM

Quote:

Originally Posted by 4H_Ccrashh (Post 2772281)
I started at 250' At the end of the fight I was at 320. I was nervous as hell giving the order to go to 320. But she held together.

I lost both periscopes, damaged diesel engines, aft battery, trim pump, compressor and the entire watch crew wounded.

I'm trying to get back to Cavite at reduced speed before its closed due to enemy attacks.

No way I'm making it to Surabaya.

On an even less pleasant note the boat has no SD radar so planes can show real close not giving me much time to dive.

Did I mention my boat S-37 has no AA defenses?


Ohhhhh yea, at 320 ft in S boat you were definitely pushing it depth wise lol

Did you have hull damage?

That is quite a damage list. Ah yea, the watch crew. Legacy bug from stock, where the watch crew gets wounded when are in the deck watch slots, even if boat is submerged those in the crew slots will get wounded. That is why Ducimus (creator of TMO ) put the crew berthing slots in the subs ( I believe S Class has the crew berthing compartment?) , to move the watch guys when submerged and under attack.

Far as making it back, if you miss the chance to dock at Manilla, the base opens up at Mangarin Bay on South Western end of Mindoro Island in the Philippines not far away...when you "dock" there, can refuel, rearm if need be, and will repair your damage, except hull damage if you have it, that can only be repaired when dock at homeport.

I added the ability to "dock" there because there was a small base there in December 41 and many forces retreating from Manila gathered there as staging area before moving south to Surabaya. I add this traffic to the sim, so will likely see different types of ships departing Manila, and heading there before heading south.. US PT boats would depart there in evening, make their runs up to harass Japanese around Manila and Subic, then run back to Mangarin Bay , arriving around dawn. I added them as well and they can fire torpedoes now, so you will likely run into US PT boats en route and returning if sailing down there .




Yes, S class did not have SD radar until Spring/Summer 1942, so no radar. If I recall in TMO SD is offered in April 42. I am on my third patrol with SD radar as well, since it was new technology most boats did not have it (especially Asiatic boats) when the war started, I made it to where it is not offered until January 42 and it is quite costly until February. The boats that were sent to patrol home islands at outbreak were selected in because they were among the few who had SD radar installed already.


Yes, the S-Class had no gun platform in early part of the war, primarily because of limited deck space. They were small boats of WW I vintage, designed before aircraft were even a problem for submarines, so no AA gun.I am sure in real life they could mount .50 cal machine guns topside if needed but can't do that in the sim.

If I recall, and the refit that comes up in late 42 or into 1943 will add an extension on aft conning tower for AA gun. I can't remember if that was TMO or not, it has been a long time since ran an S boat that later in the war. I need to check on that and if not, will have to remedy for next update. Best defense against planes, much as in real life is to just dive.

4H_Ccrashh 10-03-21 04:15 PM

Hull Damage was 40 percent.

I think the trim pump damage is modeled. After the attack I was maintaining depth although sluggishly. But the boat was sitting with the bow angle way up high. It looked like she was pitched up about 60 to 70 degrees.

After the trim pump was repaired she leveled out.

I could maintain level posture if I increased speed but speed = noise.

The one bug that is still there is after damage some of the crew turn into black shadow creatures.

Kal_Maximus_U669 10-03-21 07:03 PM

after a difficult start
 
I started to tinker to make it more beautiful...
TriggerMaru_Overhaul_2-5_UpdateBH Revised Final=1
Nav Map MakeOverTMOUpdate=2
NavMapMakeOverTMOUpdatePatch=3
AlliedShipsTMO=4
ShipsforTMO=5
EAXsoundsim_without_WebstersManeuver_TMO=6
TMO2_different_smoke_and_splash_effects=7
FJB Color Navigation Map=8
DrJester's Environment Overhaul=9 .... (modifier)
16 Webster's Eliminate Floating Plankton=10
TMONewDepthChargesType95=11
RestoreSDRadarFromStart=12
BATTLEFLAG_CONNING_PIKE_SS173=13
SEA_LIFE_SH4_PACIFIC=14
IJN_Radar_Fix_2=15
training campaign here....
http://image.noelshack.com/fichiers/...-59-09-264.png
http://image.noelshack.com/fichiers/...-59-34-104.png
Star Campagne ...
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http://image.noelshack.com/fichiers/...-14-03-260.png
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http://image.noelshack.com/fichiers/...-52-26-297.png
http://image.noelshack.com/fichiers/...-56-38-850.png
http://image.noelshack.com/fichiers/...-40-28-163.png
http://image.noelshack.com/fichiers/...-56-15-365.png
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http://image.noelshack.com/fichiers/...-42-14-348.png
I took Marks 10 on board to try them out ... and see ... at the level of the search radar everything is going well no disponible...see soon...

Bubblehead1980 10-03-21 10:24 PM

Quote:

Originally Posted by 4H_Ccrashh (Post 2772307)
Hull Damage was 40 percent.

I think the trim pump damage is modeled. After the attack I was maintaining depth although sluggishly. But the boat was sitting with the bow angle way up high. It looked like she was pitched up about 60 to 70 degrees.

After the trim pump was repaired she leveled out.

I could maintain level posture if I increased speed but speed = noise.

The one bug that is still there is after damage some of the crew turn into black shadow creatures.


Ouch, they did a real number on you...40 percen hull damage and all the equipment wrecked. You were definitely extremely close to hull collapse in a S boat at 320 feet with that kind of hull damage. A little deeper or one close charge that increased hull damage even a little more. Obvious were dealing with first team escorts, for them to put charges close enough to dot that kind hull damage, does not happen often in the update. The way the way damage model was reworked, it damaged and destroy key equipment until you sink or surface, sometimes can't surface no matter how hard you try.


Yes, trim pump damage is modeled, it always has been but it was so well protected it was rare for it to take damage, let alone be damaged enough to malfunction. First time I discovered this was several years ago, long before I was modding, and was in a S boat in 1942 off Kiska Island in the Aleutians. Boat took a close charge and was wondering why could not keep it level but not flooding, looked to see trim pump damage was at 90 percent. When your trim pump is damaged beyond a certain point or destroyed, boat becomes difficult to control. If you have flooding anywhere in boat, control becomes s even more difficult and need noisy speed to compensate.

Hydraulic pump goes, becomes very difficult to operate boat as well, both to steer and control dive planes. I've lost dive planes before, surfaced and they were gone , blown away lol diving is a bit different then.

Glad you made it, would definitely repair at Mangarin Bay then head for home with that kind of hull damage. Let me know how it turns out.




I have never encountered the black shadow creatures you speak of. Does this happen every time ?


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