SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
07-08-21, 10:18 AM | #3631 | ||
Silent Hunter
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hopefully you were not operating under Vietnam-era ROE where you had to wait to be attacked before you could counter-attack. (stupid ROE) Quote:
so the Type 93 can decimate US ships but not Japanese ships? sounds like treachery to me!
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there are only two things in the world: submarines and targets. Fortis et stabilis et fidelis, semper ------------------------------------------------------------ Silent Hunter 4 1.5 Gold Edition on CDROM LAA enabled Dell XPS with 32 GB Ram running Win10 |
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07-08-21, 10:29 AM | #3632 |
Silent Hunter
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deck guns with no crew
S7rikeback and PB,
did we discuss in previous posts the lack of a gun crew on an upgrade? i could not find any discussion but that does not mean there wasn't one. here is what happened: February-March 1945. Based in Saipan. Driving a Tench. boat upgraded at previous in-port mooring (Jan-Feb). At reload time, a dual 5 inch gun was offered/accepted in exchange for renown (1500?). Previously we had a 5-25 bow cannon. Now bow and stern cannons. when i reviewed the crew assignments, there were no stern crew slots. is the fix just implementing the Additional Repository fix (which is what i used) or is there something more sophisticated needed? Generic Mod Enabler - v2.6.0.157 [C:\Ubisoft\FOTRSU 1.46 Preview\MODS] 100_FalloftheRisingSun_Ultimate_Preview16 200_Preview_EnlistedFix 300_Nippon_Maru_v1.2.1 399_NoScrollNavMap
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there are only two things in the world: submarines and targets. Fortis et stabilis et fidelis, semper ------------------------------------------------------------ Silent Hunter 4 1.5 Gold Edition on CDROM LAA enabled Dell XPS with 32 GB Ram running Win10 Last edited by KaleunMarco; 07-08-21 at 09:50 PM. |
07-08-21, 02:47 PM | #3633 | |
Sonar Guy
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But, yeah, I was surprised about the warheads' lack of yield. |
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07-10-21, 10:15 PM | #3634 | ||||
CTD - it's not just a job
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Don't forget that the torpedo damage is treated like the depth charge damage, in that you do not always get a "full" explosion effect. |
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07-10-21, 11:15 PM | #3635 |
Silent Hunter
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Negative on the previous dual guns.
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there are only two things in the world: submarines and targets. Fortis et stabilis et fidelis, semper ------------------------------------------------------------ Silent Hunter 4 1.5 Gold Edition on CDROM LAA enabled Dell XPS with 32 GB Ram running Win10 |
07-11-21, 09:16 AM | #3636 |
Watch
Join Date: Sep 2016
Posts: 16
Downloads: 29
Uploads: 0
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Fuel Usage
Saw an earlier post criticizing inaccuracy in FOTRSU's fuel model for US boats. Said he could sail around the world in his S-Boat. Seems I cannot do that now, so presumably current version of FOTRUS has updated fuel use model. I'd like some info on that. Optimum speeds, does weather impact, fuel economy by boat, etc.... Any resource for that? Does this mod borrow from others like RFB or TMO? How much mod is there on the stock SH4 on actual boat performance, fuel and otherwise?
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07-11-21, 11:21 AM | #3637 |
CTD - it's not just a job
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Whatever it does Pnzrldr, it does... sorry, not much help in that regard. We did attempt to get closer to the TMO / RFB handling for the fuel usage several iterations previous, but all we managed to do was "move" the curve. There is no "set" best mileage figure for the boats, and even the mod's included "Maximum range at current speed" function ( <K> key) does not give a true story of what you can attain. In all mods I've tested for comparison, the same holds true for them, in that it changes as you go. You might get a "Current range 9650nm" and expect, using the same speed and other variables that 1000nm later, you would get a "Current range 8650nm", only to instead get maybe 9700nm, or (horrors) 2350nm... We definitely do NOT want the latter occurring, and have "failed" to the safe side of things. But the game does not allow "true" readings for any of that, and does not take into account sea state or currents. We do, however, blame it all on those... lol - We have not changed anything concerning the mileage attained for several iterations of the mod. It is still too "loose" with the efficiency, and we will most likely attempt another run at that, as well as maybe making the boats' bows dig into the waves a pinch more, so that your conn can be "pooped" more often, and let you experienced the taste of sea water better...
To find an approximation of what you can get, the idea is to set your speed and travel for a while (30-60 minutes) at that speed, then ask with the "K" key for what the navigator estimates you can get range-wise. His slide rule is usually off though, so don't expect too much of him... after you get an initial reading, change your speed up or down a knot or two, and repeat the process. You will eventually find the "most efficient" speed of your boat, which should generally be about 9 or 10 knots - but not always. Each boat is slightly different... |
07-11-21, 04:39 PM | #3638 |
Electrician's Mate
Join Date: Dec 2016
Posts: 132
Downloads: 315
Uploads: 0
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Torpedo Cost Concern
Ya know, there was a torpedo shortage in the early war. We get messages from base telling us to husband our torpedoes. Due to these, I always use the least number possible. I am not sure all do. I was just watching a Wolfpack345 S-Boat campaign on You Tube. He said, "There aren't many ships here and I have plenty of torpedoes, so I will use three against a 700 ton ship. He did this on three occasions. And, why not? He will get free Mark 10s, when he gets back to base.
I suggest that all torpedoes should cost renown in the early war. Make the player believe in the torpedo shortage. And, if he is going to have to spend 300 renown to sink a ship valued at 70 renown, he may reconsider. |
07-11-21, 05:04 PM | #3639 |
CTD - it's not just a job
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Shhhhsh! not too loud Michael Wood! There is a way to do this. At least, preliminary investigations tell me so. All I have to do is set-up work for an add-on to the mod, which will be tested after another add-in portion for the next release. The torpedo shortage will become rather real. Cue the foreboding music!
OK, maybe a Tele can't do "foreboding"... lol - good to see you commenting Michael Ward! |
07-11-21, 08:00 PM | #3640 | |
Navy Seal
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Evil man you are lol jk. I have considered using renown in TMO for torpedoes in early war due to shortage and for later war to make steam fish cost in order encourage use of the new standard, the MK 18. Still undecided. I am somewhat ignorant on the specifics of the torpedo shortage. I am aware that by Spring of 42 roughly, the pre war stockpile of MK 14's was nearly exhausted. Pompano for example deployed in April 1942 with load of MK 10's due to the shortage as did other boats, heard they became especially scarce for Australia based boats. |
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07-11-21, 10:52 PM | #3641 |
CTD - it's not just a job
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This is such an interesting subject, in that the Asiatic Fleet lost so many torpedoes when Cavite was bombed, and then more when the submarines no longer attempted to use Manila or Mariveles as a base of operations. Some of the boats that brought supplies into Corregidor left with torpedoes and spare parts that had been left behind. The US also had production problems with the Mark14 torpedo. A lot of the parts were made "by hand" and fitted "by hand", like a German automobile or swiss watch. Never mind the failures of them, which the pins used may well have been a USN decision to save money... and then to put the fellow who helped make the "magnetic" part of the detonator a submarine task force commander... yeesh!
Anyway, as two general quotes, "Silent Victory", page 348, November 1942 has where Christie is re-assigned to BuOrd Newport, only now he'll be "Inspector of Ordnance, In Charge", because they were so far behind in production that they needed an "expert" to take charge and "fix" things. Then on page 401, roughly March 1943, "In spite of all efforts on the part of the Bureau of Ordnance, submarine torpedo production had not yet caught up with expenditures. During all of 1942, the three submarine commands had fired 1,442 torpedoes. During that same period, the Bureau of Ordnance had manufactured about 2,000 submarine torpedoes, many of which had not yet even reached the submarine bases. If the shortage continued, it was clear that submariners would be forced to resort again to unpopular - and ineffective - minelaying missions." Then there are multiple examples of submarines leaving (especially) Fremantle with less than a full load of torpedoes, and with 8 to 16 mines for them to distribute at various "strategic" locations. I have a note somewhere of the "averages", but I have not found that again yet. But if you have ever played the German side with a Type II boat, the load-out would be akin to that, where you have a boat that could carry roughly 24 torpedoes 3800 miles to Empire waters, only taking 12-16 or so... and then only have maybe half of those function correctly? You would have to choose your targets very carefully... |
07-13-21, 08:12 AM | #3642 |
Sparky
Join Date: Apr 2012
Posts: 151
Downloads: 502
Uploads: 5
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There is an old uniform texture mod called "Marine_Dat_1_5_Fixed" (download) by "Captain America". This mod would correct the normal map issue and looks like this:
FotRSU still needs this mod because of the same texture issue, but it's old and will cause other issues if we enable it by JSGME directly, such as missing eye balls. Is there anyone who knows whai this mod changed in "Marine.dat" and we can apply this changes to FotRSU? in the support file it said: ------------------------------------------ Corrects an issue in the vanilla sh4 1.5 version of marine.dat where the crew's jacket (bust_m01) displayed its bump map incorrectly (the 1.4 version worked correctly). This mod adds some missing data from the 1.4 version in order to correct this. Thanks to the following people...their hints/info helped me find it: Ducimus John W. Hamm LukeFF Enjoy, - Captain America ------------------------------------------ Somthing wrong with the "bust_m01", but i checked the "Marine.dat" and find no difference between this mod and FotRSU file in bust_m01 section, how did this mod fix the texture? any have some idea? |
07-13-21, 10:48 AM | #3643 |
Nub
Join Date: Apr 2009
Posts: 4
Downloads: 249
Uploads: 0
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How to download this mod, looks like the download link is broken. Can the author of this mod fix it?
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07-13-21, 02:32 PM | #3644 | ||
CTD - it's not just a job
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If you are experiencing trouble downloading, it could be due to an ad-blocker or extension in your Chrome browser.So either change your browser settings, or try a different browser - maybe both... |
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07-13-21, 02:49 PM | #3645 | |
XO
Join Date: Mar 2007
Location: In your baffles...
Posts: 434
Downloads: 624
Uploads: 7
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