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Old 10-02-21, 01:53 PM   #86
Bubblehead1980
Navy Seal
 
Join Date: Apr 2009
Location: Florida USA
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Quote:
Originally Posted by Mad Mardigan View Post
Ahoy, Bubblehead1980...

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, 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....

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....

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... 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.

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.


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.
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