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Old 10-02-21, 02:46 PM   #87
Mad Mardigan
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Location: Grand Rapids, Mi.
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Quote:
Originally Posted by Bubblehead1980 View Post
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... 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... & 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. ) 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...

Quote:
Originally Posted by Bubblehead1980 View Post
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... they are that good...

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...

Quote:
Originally Posted by Bubblehead1980 View Post
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...

Quote:
Originally Posted by Bubblehead1980 View Post
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.
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...
M. M.



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...

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...

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