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Old 03-30-22, 11:36 AM   #722
Revus
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Join Date: Feb 2018
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Quote:
Originally Posted by Bubblehead1980 View Post
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.
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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.

So, over time, I've learned more about the sim, how the real skippers operated, and learned more about things like the TDC. At first I'd use the "Dick O'Kane method" which was my way of playing while not knowing what the hell I was doing with the TDC.
After reading WAHOO and TANG patrol reports, as well as RADM O'Kanes books, I found he used a constant bearing, divergent spread attack. Here's how to do it:
https://www.subsim.com/radioroom/sho...ybrid&t=237668
Using it with my mag exploders, the spread, with about 7-9 seconds between shots, on slow speed, I've reduced my premature count to very low numbers. I could be WAY off, but I feel the separation between fish keeps them from actuating the exploders on the magnetic signature from the other fish fired (again, could be super wrong but it gives me warm and fuzzies, and helps to sink the "sunzabitches"). This method also brackets the target, fore and aft with a three to four shot spread. Even if the target zigs aggressively, you're likely to get at least one hit (as long as youre using fish from mid-'43).

As for the radar(s) and DF: BH, got a few questions (I'm completely ignorant as to modding this or any other game as you currently are, so please bear with me). Been reading SILVERSIDES and BATFISH reports lately, and both around the beginning of '44 start mentinoing the introduction of the PPI, and are also able to pick-up radar "interferrence" from what they suspect are other SJ sets, land based sets, and are able to navigate using the SJ returns from land masses. Also, both boats had a general SOP of using the SD for something like 5 seconds on, 45 seconds off, so as to not be DF'd by any lurking air cover (at a certain point, SILVERSIDES decided to not use it at all, pretty much for the remainder of the war). They also were able to use SJ to acquire aircraft.

Is there any way to incorporate these kinds of things? like an automation for SD for the "operator" to turn it on/off automatically on a time-scheme? or to have the PPI only available after a certain date? Not sure if geography showing up on radar would work, but it'd be pretty cool to use in certain situations. Same goes for picking up other radar signals on own radar in-lieu-of an SS board RWR.
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