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Old 04-16-22, 02:09 AM   #811
Bubblehead1980
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Made it to Midway with 8% fuel left doing 8kt. Had to crash dive 3 times 'cuz of those pesky seaplanes.

My 1st reload I had to do a do over. I was 400nm west of Iwo Jima when lookouts spotted aircraft dead ahead. Ordered Crash Dive, no sooner had I ordered hard to port, bullets started ricocheting of the hull. There were 2 Zekes coming right at me. #1 put a bomb right at the base of the conning tower and #2 close by. That pretty much did me in.

There must have been a CV somewhere close.



Ouch. Far as carrier hmm, maybe a CV, but not sure as I removed the air groups from enemy carriers due to the ridiculous way they spawn/behaved. What was the Date/Time they got you ? I can look it up and figure out if carrier was in range.

Carrier movements are pretty well reconstructed in campaign, like the BB's, very rare if they are randomly traveling about. On other hand Wake, Marcus, and Iwo airbases do have fighters in their air groups. They mainly spawn flying boats and Bettys but if you were detected and reported, they will dispatch Zeros or dive bombers to search for you.
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Old 04-16-22, 02:39 AM   #812
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Ouch. Far as carrier hmm, maybe a CV, but not sure as I removed the air groups from enemy carriers due to the ridiculous way they spawn/behaved. What was the Date/Time they got you ? I can look it up and figure out if carrier was in range.

Carrier movements are pretty well reconstructed in campaign, like the BB's, very rare if they are randomly traveling about. On other hand Wake, Marcus, and Iwo airbases do have fighters in their air groups. They mainly spawn flying boats and Bettys but if you were detected and reported, they will dispatch Zeros or dive bombers to search for you.

I'm not sure of the date, probably last week of Jan '42. My patrol ended 2/15/42.


It's possible the Zekes came from Iwo. They could have been near the end of their patrol and about to turn back. Don't know why the AI would send them out on patrol that far from land.
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Old 04-16-22, 03:35 AM   #813
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Battery Recharge Fix will remain of course ..

I'll see about including a mod to keep them if want to use them, kind of depends on how many changes have to make and things and effects it has on other features. Things are often intertwined so may not work.

One issue with the "Engine Expert" ability is I've changed the boats some, to have more realistic acceleration/deceleration times, turning radius, (boats are a little too agile) and dive times. A Gato can now dive when hit the D key at flank speed from surface to periscope depth in 35-40 seconds, which is historically accurate, but before was only possible with the special ability. When I had the engine expert on board while testing new changes, boat will dive in 15-20 seconds lol which is uh not possible for a Gato , Balao, etc. Basically, with my changes the need for the engines expert is not there his is how UBI should have done it, but they were uh lazy and just went the route of special abilities.


Understandable


I am almost finished with this portion of mod, just trying to get few settings correct for fuel usage, hopefully will make it into the release, if not, will have to be patched. Very tedious, time consuming process to get it right.


Torpedo expert will be eliminated. Crew abilities really had no bearing on torpedo performance related to magnetic and duds, they were manufacturing/design issues inherent in torpedo. I've found this ability reduces the malfunction rate for too much, esp after loading a saved game.


Agree. What about Master Torpedoman? I can see that being useful. Crews always trained to load faster.


Medic- I plan to assign the ability to a enlisted man and rename ability as "Pharmacists Mate" , as it is amore appropriate than "medic" for the Navy and the crew member having ability being a officer. All changes work well, will remain.



Never understood why UBI labeled him a "Medic" and an "Ensign". I think "PhM3", Petty Officer 3rd Class should be the lowest rank for him, due to the training involved to become one.



Chief Engineer, like I said it depends. If can eliminate ability to fix everything, but retain the pump speed (which believe can be done as I found in the files settings, havent tested yet though) will keep him, if not, he will go. With the revised (and further revised) damage model , the ability is really not needed and seems to interfere with things Some more testing to do before am sure though.



I kind of like the "Master Engineer"



Gunnery Special Ability is definitely going, as well as the "Theoretician"



Agree. Kind of useless if you ask me. Just use one of the crew that has a high "gunnery" rating.


"Theoretician"?



After reading through WWII submarine casualty lists PhM were either PO2, PO1, or Chief. Probably won't make a difference game wise.
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Old 04-16-22, 10:37 AM   #814
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Did you modify them somehow?
yes.i.did.

i am always fiddling with the settings...depends on the mod-set and boat i am driving.
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Old 04-16-22, 10:54 AM   #815
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Quote:
Originally Posted by Bubblehead1980
Battery Recharge Fix will remain of course ..

I'll see about including a mod to keep them if want to use them, kind of depends on how many changes have to make and things and effects it has on other features. Things are often intertwined so may not work.

One issue with the "Engine Expert" ability is I've changed the boats some, to have more realistic acceleration/deceleration times, turning radius, (boats are a little too agile) and dive times. A Gato can now dive when hit the D key at flank speed from surface to periscope depth in 35-40 seconds, which is historically accurate, but before was only possible with the special ability. When I had the engine expert on board while testing new changes, boat will dive in 15-20 seconds lol which is uh not possible for a Gato , Balao, etc. Basically, with my changes the need for the engines expert is not there his is how UBI should have done it, but they were uh lazy and just went the route of special abilities.
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Originally Posted by Captain Wreckless View Post
Understandable
Quote:
Originally Posted by Bubblehead1980
I am almost finished with this portion of mod, just trying to get few settings correct for fuel usage, hopefully will make it into the release, if not, will have to be patched. Very tedious, time consuming process to get it right.


Torpedo expert will be eliminated. Crew abilities really had no bearing on torpedo performance related to magnetic and duds, they were manufacturing/design issues inherent in torpedo. I've found this ability reduces the malfunction rate for too much, esp after loading a saved game.
Quote:
Originally Posted by Captain Wreckless View Post
Agree. What about Master Torpedoman? I can see that being useful. Crews always trained to load faster.
Quote:
Originally Posted by Bubblehead1980
Medic- I plan to assign the ability to a enlisted man and rename ability as "Pharmacists Mate" , as it is amore appropriate than "medic" for the Navy and the crew member having ability being a officer. All changes work well, will remain.

Quote:
Originally Posted by Captain Wreckless View Post
Never understood why UBI labeled him a "Medic" and an "Ensign". I think "PhM3", Petty Officer 3rd Class should be the lowest rank for him, due to the training involved to become one.
during WWII the boat's medical resource was rarely an officer. if you get one in SH4 it is because the crew definition parameters were set to allow the assignment of that special ability to an officer.

Quote:
Originally Posted by Bubblehead1980
Chief Engineer, like I said it depends. If can eliminate ability to fix everything, but retain the pump speed (which believe can be done as I found in the files settings, haven't tested yet though) will keep him, if not, he will go. With the revised (and further revised) damage model , the ability is really not needed and seems to interfere with things Some more testing to do before am sure though.

Quote:
Originally Posted by Captain Wreckless View Post
I kind of like the "Master Engineer"
i concur with Wreckless. a Master Engineer can help fix damage, especially the serious damage, however, contrary to the Ubi documentation, i have never seen one repair a destroyed item. that, my friends, is an Ubi prevarication.

Quote:
Originally Posted by Bubblehead1980
Gunnery Special Ability is definitely going, as well as the "Theoretician"

Quote:
Originally Posted by Captain Wreckless View Post
Agree. Kind of useless if you ask me. Just use one of the crew that has a high "gunnery" rating. "Theoretician"?
i disagree. having a Sharpshooter available makes your deck gun much more effective at finishing cripples.
and...a Theoretician provides leadership and can change the performance of the crew members, especially at critical times.
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Old 04-17-22, 03:48 AM   #816
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Originally Posted by KaleunMarco View Post
during WWII the boat's medical resource was rarely an officer. if you get one in SH4 it is because the crew definition parameters were set to allow the assignment of that special ability to an officer.





i concur with Wreckless. a Master Engineer can help fix damage, especially the serious damage, however, contrary to the Ubi documentation, i have never seen one repair a destroyed item. that, my friends, is an Ubi prevarication.






i disagree. having a Sharpshooter available makes your deck gun much more effective at finishing cripples.
and...a Theoretician provides leadership and can change the performance of the crew members, especially at critical times.


Yes, UBI , likely because failed to do research/just did not care made it where officers get the medic ability, looks like can be changed, so plan to do that and rename the ability as pharmacists mate, if do not delete it all together, find it a bit "gamey".



Actually, the Master Engineer ability can repair some "destroyed" items. I've surfaced with periscope heads, torpedo tubes, etc at 100 damage and once his ability is active (in TMO update he has to be placed in the DC compartment for ability to be active) the destroyed equipment , if he can repair it, will appear on the damage priorities list, take him off, will usually remove from the list.

Sometimes, even the Master Engineer can not repair things. A lot of it has to do with if the equipment is set as "destructible" in the .zon files. By default a lot of equipment is not actually set to destructible, as in the file under destructible most were set to "No". If 100 percent damaged, they are considered destroyed but actually are just inoperable and only the Master Engineer can fix them. If set to destructible, I've noticed he sometimes can not repair things, it depends. Torpedo tubes are one of mast common issues...if go to external view and notice the outer doors missing and/or (if have external view off) when hit the "Q" button to open/close tubes, do not hear any noise, means tube was destroyed and typically is beyond repair at sea. Then again, i've surfaced and found tube inoperable, door missing, and I put Chief with special ability on the DC party and that tube gets repaired, magically the outer door will reappear lmao. That is why I am considering removing the ability, its a bit gamey, too gamey at times.

Like I mentioned, I do appreciate having a more reasonable pump time when place him on the DC party, absurdly slow pump speed has always been a issue for SH 4, so my hope is to isolate that ability, I've fond some interesting entries in the files, will test soon. If comes out like I believe it will, then will keep him around to be put on DC party when need to pump out water in emergencies.


Yes, it can help improve shots but sharpshooter is a gamey feature, having one magic crew member improved that. I improved accuracy and max firing range of sub gun crews in the mod, and if "train" them i.e. hold actual gunnery drills say when leaving port en route to midway etc , get the crew experienced, player will notice when come into real action, gunnery is better at first engagement and will improve. Another key is to have one designated gun crew, pull them from other compartments when conduct a gun action, so they are gaining experience anyways vs just sitting idle in the gun slots most of the time. IMO, this is a better way to obtain a accurate gun crew than having one "magic" crew member. Submarines were not great gunnery platforms, so don't want them being too accurate in the sim.

Theoretician, while helpful, is a bit too gamey as well, in my opinion.
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Old 04-17-22, 03:51 AM   #817
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After reading through WWII submarine casualty lists PhM were either PO2, PO1, or Chief. Probably won't make a difference game wise.

Makes a difference in immersion and historical accuracy. If must have a special ability "medic", then could have at least made it accurate to have a PhM. Hopefully, I can make this happen.
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Old 04-17-22, 06:39 AM   #818
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Makes a difference in immersion and historical accuracy. If must have a special ability "medic", then could have at least made it accurate to have a PhM. Hopefully, I can make this happen.
ok, ok, i did not get it at first but now i do.
you want to create a different rating within the game for PhM.
good luck with that. i believe that UBI had hardwired the 5 or 6 rates that exist today BUT you may be able to create a new one in the Ranks and Qualifications files.
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Old 04-17-22, 08:10 PM   #819
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Sometimes, even the Master Engineer can not repair things. A lot of it has to do with if the equipment is set as "destructible" in the .zon files. By default a lot of equipment is not actually set to destructible, as in the file under destructible most were set to "No". If 100 percent damaged, they are considered destroyed but actually are just inoperable and only the Master Engineer can fix them. If set to destructible, I've noticed he sometimes can not repair things, it depends. Torpedo tubes are one of mast common issues...if go to external view and notice the outer doors missing and/or (if have external view off) when hit the "Q" button to open/close tubes, do not hear any noise, means tube was destroyed and typically is beyond repair at sea. Then again, i've surfaced and found tube inoperable, door missing, and I put Chief with special ability on the DC party and that tube gets repaired, magically the outer door will reappear lmao. That is why I am considering removing the ability, its a bit gamey, too gamey at times.


Maybe there is a way to code or whatever you do for things like torpedo tubes/doors, etc, that would require a drydock to no be repairable at see by crew and still keep master engineer.


I improved accuracy and max firing range of sub gun crews in the mod, and if "train" them i.e. hold actual gunnery drills say when leaving port en route to midway etc , get the crew experienced, player will notice when come into real action, gunnery is better at first engagement and will improve. Another key is to have one designated gun crew, pull them from other compartments when conduct a gun action, so they are gaining experience anyways vs just sitting idle in the gun slots most of the time. IMO, this is a better way to obtain a accurate gun crew than having one "magic" crew member. Submarines were not great gunnery platforms, so don't want them being too accurate in the sim.



How do you train the deck gun crew when there will be no targets for them to shoot? I look for the crewmen with high gunnery skills and use them for the deck gun/s and AA gun/s.


Theoretician, while helpful, is a bit too gamey as well, in my opinion.
I've still never seen the Theoretician ability in the game.
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Old 04-17-22, 08:46 PM   #820
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I've still never seen the Theoretician ability in the game.
that is because the crew member definition of the mod(s) you are using.
if the creator didn't include it then you won't see it.
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Old 04-18-22, 12:20 AM   #821
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that is because the crew member definition of the mod(s) you are using.
if the creator didn't include it then you won't see it.

AHHH...
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Old 04-18-22, 12:24 AM   #822
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Opps!


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Old 04-18-22, 12:25 AM   #823
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Torpedo net in an odd place at Midway. No place to anchor the ends.



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Old 04-18-22, 12:35 AM   #824
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Cool thing happened on the way back to Midway. Around midnight, about 730nm WNW of Midway, sonar picked up a ship. I thought WTF?! Turned out to be a Sims Class DD coming up behind me. Sonar hit again, Benham Class DD. Lookout outs spotted a Northhampton Class CA and then a Yorktown Class CV.

I'm thinking what's going on. Turns out it was more likely the Doolittle raid ships returning to PH. I thought cool. Never happened to me before.

I was worried that since it was dark and I was running on the surface, 1) I was going to collide with the DD coming up behind or 2) get sunk by friendly fire.

Nope. Neither. I end up running into a torpedo net 10 miles west of Midway Island.
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Old 04-18-22, 12:44 AM   #825
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Torpedo net in an odd place at Midway. No place to anchor the ends.



Lol. Midway is surrounded by a coral reef and in WW II the only entrance was a narrow channel dredged to the south end of the atoll. Actually, entering Midway was challenging due to narrow channel and the tides etc. Flier grounded on there in 1944, several others had close calls. Video below (link) is a nice little summary of the event.

Since UBI declined to give us such things, I put a net around the atoll the simulate this, as mentioned in the README . Channel entrance is marked by small boats (still trying to get some buoys for SH 4). In upcoming version, channel is much narrower but is marked on map as well.

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