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Old 04-22-21, 05:26 PM   #3091
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Originally Posted by Canonicus View Post
Was wondering why the SJ radar antenna keeps rotating while underwater. I could be wrong but I don't think this is accurate. Is there a way to turn off rotation when the set is off? Seems The captain should have the option to turn on SJ radar when surfaced, should he choose. Should'nt turn on without a direct order.
This is another issue notated in "known issues", and according to my handy-dandy little "SH4_Q-Ref_Card_Front.jpg" (found in the game's "root" folder), the skipper can indeed turn off his radars (both of them) with the use of the <T> key for SD and <Ctrl>+<T> combo for the SJ. You will notice that various boats will NOT have the radar rotating after you leave the conn, even though you are set to Continuous rotation. You will still "see" the radar refresh your NavMap view though. But yes, some of the boats' dish will indeed rotate while under water. The controller is not attached that way. If we can ever figure-out what we're looking at in this regard, we'll certainly give it a whirl and try and get it to not whirl while under the surface. In the meantime, use <Ctrl><T> and turn it off yourself, or use the menu buttons... - btw, the courts-martial for improper use of government (the United States Navy Department) issued equipment, placed in your care, begins Monday at 0700 hours sharp...
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Old 04-22-21, 07:17 PM   #3092
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Originally Posted by Canonicus View Post
Was wondering why the SJ radar antenna keeps rotating while underwater. I could be wrong but I don't think this is accurate. Is there a way to turn off rotation when the set is off? Seems The captain should have the option to turn on SJ radar when surfaced, should he choose. Should'nt turn on without a direct order.

Quote:
Originally Posted by propbeanie View Post
the skipper can indeed turn off his radars (both of them) with the use of the <T> key for SD and <Ctrl>+<T> combo for the SJ. btw, the courts-martial for improper use of government (the United States Navy Department) issued equipment, placed in your care, begins Monday at 0700 hours sharp...
PB, don't be yelling at my Kaleuns for using their radar to the fullest.
the IJN was working on a lot of secret projects and ONI indicates that one of them is a submergible aircraft.
that radar might save this Kaleun's life some day.
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Old 04-23-21, 08:20 PM   #3093
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Default Propbeanie Made it Tough!

Late in the war (February 1945) along the coast of Honshu I started encountering "Large Groups" by radar contact. Moving to intercept what seemed to be a constant north heading, I soon found myself being intercepted by multiple escorts steaming directly at me. It turns out that the groups are large, 6 to 8 ships, but only one or two are merchants! The rest are escorts and they are hungry for Balao steak. They are brutally efficient if you let them get you while diving or deep; shallow and you better be ready to dodge torpedos.

I am still running the v1.39 version because I was so close to completing the career to war's end. However, I sincerely doubt our friend Props made it any easier in the latest release.

Consider it a warning- go after those one or two merchants at your peril. Despite propaganda to the contrary, the IJN has become even more protective of the few merchants they have left (mostly smaller freighters). Good luck!
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Old 04-24-21, 04:11 AM   #3094
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Default crew skill point issue

After several patrols with satisfying tonnage, I found the skill of the crew don't increase, guns, electricals, mechanical.... all the skill points remain the same as when career begins. Is this a bug or ForRSU just remove the skill upgrading mechanism?

Although i feel crew skill has almost no influence to the game play,it's a little bit frustrated to see my crewmen make no progressing in their specialities.
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Old 04-24-21, 07:59 AM   #3095
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Default Starting play with v1.46 observation

Started play with v1.46 using same mods as with v1.39. I configure campaign normal difficulty and realistic sensors. Aircraft seem to find me at 11nm while surfaces day or evening reduced light, and beeline for me even after diving. I use a 7.5 nm circle to follow the AC flight path and usually get under as the plane enters this circle. The Betty usually drops a bomb string just aft of my submerged position. This is different from v1.39, or seems to be for me! What’s changed? I feel like a yo-yo in Java and South China Sea where I’ve started in early ‘42.
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Old 04-24-21, 10:26 AM   #3096
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Originally Posted by torpedobait View Post
Late in the war (February 1945) along the coast of Honshu I started encountering "Large Groups" by radar contact. Moving to intercept what seemed to be a constant north heading, I soon found myself being intercepted by multiple escorts steaming directly at me. It turns out that the groups are large, 6 to 8 ships, but only one or two are merchants! The rest are escorts and they are hungry for Balao steak. They are brutally efficient if you let them get you while diving or deep; shallow and you better be ready to dodge torpedos.

I am still running the v1.39 version because I was so close to completing the career to war's end. However, I sincerely doubt our friend Props made it any easier in the latest release.

Consider it a warning- go after those one or two merchants at your peril. Despite propaganda to the contrary, the IJN has become even more protective of the few merchants they have left (mostly smaller freighters). Good luck!
Those should be few and far between, but I am not for certain on that, since it is difficult to "see" that kind of stuff testing. I can run the ME viewer all I want to, and it is not the actual game itself, but yes, there will be a few chances where you might have a group of 3 sampans that have 5 or 6 escorts. Usually, with those groups, the "cargo" will be flammable, and they should blow sky-high, but then the DE & Frigates will drop-low...


Quote:
Originally Posted by flaminus View Post
After several patrols with satisfying tonnage, I found the skill of the crew don't increase, guns, electricals, mechanical.... all the skill points remain the same as when career begins. Is this a bug or ForRSU just remove the skill upgrading mechanism?

Although i feel crew skill has almost no influence to the game play,it's a little bit frustrated to see my crewmen make no progressing in their specialities.
Most things related to the crews have been turned down, since if you played Stock, your crew could all be CPO level within a few patrols, but the player could not add any particular specialist to their crew, because the "officer" ranks were all full. You as the commander of the boat, after good patrols are given the opportunity to present medals and promote your crew members as YOU see fit. As you come back into the Captain's Office after patrol, you can have your own Awards Ceremony, if desired. Do keep good notes while on patrol though - you wouldn't want Cookie messin' with your coffee...


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Originally Posted by jldjs View Post
Started play with v1.46 using same mods as with v1.39. I configure campaign normal difficulty and realistic sensors. Aircraft seem to find me at 11nm while surfaces day or evening reduced light, and beeline for me even after diving. I use a 7.5 nm circle to follow the AC flight path and usually get under as the plane enters this circle. The Betty usually drops a bomb string just aft of my submerged position. This is different from v1.39, or seems to be for me! What’s changed? I feel like a yo-yo in Java and South China Sea where I’ve started in early ‘42.
I couldn't find the posting just now, but s7rikeback posted a bit back, prior to the release notification for v1.46 that he had found planes that were showing with radar, but that the radar was non-functional. So he fixed that. Further testing of the mod did not show issues with that, but I've been adding some missions for the Brisbane boats the last few days for the next release, and I have been sunk at least a half-dozen times while testing the missions in mid to late 1942, and usually from the Betty. They have attempted to torpedo me, and barely missed me - I did not have my radar on, and it was a rather rough sea, with clouds but not rain. My watch crew saw the plane at about 5.6 nm, and if we hadn't turned away while diving, we would have been had... Then, I have been strafed more than once, and damaged the one time just from that to sink my boat. Lost all of my watch crew, and most of the guys in the conn. Must have been a cannon on that Betty... Then the rest were either bombs or depth charges, not that it matters that much... But yes, the Betty especially is too strong in 1942, so we'll have to change that. For now, just go and be careful, keeping in mind that it is their radar (the Betty planes) bringing them to you. If you use your radar, all of the plane types will eventually home-in on you, but at least you get some advance warning - usually. One of the big things to watch for on the Betty though, is that they can and do attack at night, and are rather accurate, which that just ain't right... lol - so we'll have to adjust that for the next release. Probably what we'll do, is take that particular Betty model, clone it and have the new one without radar at most locations, and then have the one with radar be more or less a "rare" plane, that is specifically called at certain bases, but only have one instead of 4 or 6 of them. Another similar situation is with the Pete float plane, which is basically a Zero. Thankfully, it can't carry as much as a Betty...
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Old 04-24-21, 10:58 AM   #3097
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Originally Posted by jldjs View Post
Started play with v1.46 using same mods as with v1.39. I configure campaign normal difficulty and realistic sensors. Aircraft seem to find me at 11nm while surfaces day or evening reduced light, and beeline for me even after diving. I use a 7.5 nm circle to follow the AC flight path and usually get under as the plane enters this circle. The Betty usually drops a bomb string just aft of my submerged position. This is different from v1.39, or seems to be for me! What’s changed? I feel like a yo-yo in Java and South China Sea where I’ve started in early ‘42.

Prop: I have had similar things happen. I get a plane report on radar, and dive to a safe distance. The event camera pops up with a plane dropping a bomb near me (but not close enough to do harm.)
I did some experimenting:


a: dive by selecting a depth, I get the bomb
b: emergency dive 'ctrl d', no bomb
c: normal dive "d" key, no bomb. Don't forget to level off somewhere for b & c.


just some food for thought
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Old 04-24-21, 03:18 PM   #3098
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Originally Posted by flaminus View Post
After several patrols with satisfying tonnage, I found the skill of the crew don't increase, guns, electricals, mechanical.... all the skill points remain the same as when career begins. Is this a bug or ForRSU just remove the skill upgrading mechanism?
your observation is correct.
the experience of combat patrols will not raise the skill level for any crew member.
the only way to increase skill level is through promotion.
about the highest set of skills you can expect is to have some mix of Officers and Chiefs up to 12 (typical is 8 to 4) and then get as many of the enlisted crew to first class (level 6 or E6, if you were military).

after that you have to get creative. if you want more on that topic, send me a PM.

good luck.

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Old 04-24-21, 03:20 PM   #3099
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Originally Posted by mikesn9 View Post
Prop: I have had similar things happen. I get a plane report on radar, and dive to a safe distance. The event camera pops up with a plane dropping a bomb near me (but not close enough to do harm.)
I did some experimenting:


a: dive by selecting a depth, I get the bomb
b: emergency dive 'ctrl d', no bomb
c: normal dive "d" key, no bomb. Don't forget to level off somewhere for b & c.


just some food for thought
and the results reported in a,b, & c were consistent in multiple dives?
that is amazing.
i will have to test that and see if i get the same results.

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Old 04-24-21, 03:54 PM   #3100
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Hi guys,


Thanks for your supports and your feedback The best boost to push on the rendering.
The idea is to make something that could be used from 1941 to 1945. And keep in mind the fact that most of those ships were frequency repaint with new camo scheme standards. But you're right, a version most in "wartime" spirit is finally better.
In the new skin, the weathering is not on the occlusion map, like the stock version, but on the skin itself. So that give the opportunity, with multiskin option from different wartime periods, to make something more clean for 1941, and more "rusty" for 42/43/44/45.


So, following your advices, I've made a more rusty version from the base one, sort of evolution of the first one, that show this version that haven't seen a dock since long, but not those wrecked style of the game base.


Here a pict that show on top the base one, for 1941, and the other more rusty for the rest of the war, so used on the two camo scheme.





Here also some picts ingame









Quote:
Originally Posted by propbeanie View Post
@ flush deck: I love the new threads for the Clemson also. Is the Measure 12 a North Atlantic scheme? My dad was telling me that as they went across the Pacific for Leyte Gulf, they painted their ship twice. They went from store-bought grey through the Panama Canal, to a different Measure camo, which almost sounds like a dazzle as he describes it, and then they painted it a green camo scheme as they got closer to the Philippines and were going to be closer in toward shore. Looks good!

Thank you propbeanie, it seems that there was three camo scheme type.





The Measure 12 and 22 was used in the first time of the war, from 41 to 43. That was concealment concepts, the Measure 32 is based on the disruptive concept, and reinterpret the old dazzle concept of WW1, it was massively used from 42/43 to the end of the war. At the end of 44, beginning of 45, lot of ships received an overall dark colour, that has always been interpreted as dark navy blue, but the testimony of your dad show that there was some green, probably dark Olivdrab green. That's very interesting as I've never seen a colour illustration that show some green for USN. Thanks for that info, I couldn't make a Measure 22 on the Clemson because of the UV map, but it could be interesting to have an overall dark green version for 1945.


About the Measure 12 camo scheme, it's for sure something thought for Atlantic escort missions, it's because we find the concealment spirit with splashes of sky blue. Most of the Clemson and others DD types were used first in Atlantic duty and ASM tracking.


Fletcher and Asashio are on progress


Stay tuned
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Old 04-24-21, 04:24 PM   #3101
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Quote:
Originally Posted by flush deck View Post
Hi guys,


Thanks for your supports and your feedback The best boost to push on the rendering.
The idea is to make something that could be used from 1941 to 1945. And keep in mind the fact that most of those ships were frequency repaint with new camo scheme standards. But you're right, a version most in "wartime" spirit is finally better.
In the new skin, the weathering is not on the occlusion map, like the stock version, but on the skin itself. So that give the opportunity, with multiskin option from different wartime periods, to make something more clean for 1941, and more "rusty" for 42/43/44/45.


So, following your advices, I've made a more rusty version from the base one, sort of evolution of the first one, that show this version that haven't seen a dock since long, but not those wrecked style of the game base.


Here a pict that show on top the base one, for 1941, and the other more rusty for the rest of the war, so used on the two camo scheme.





Here also some picts ingame












Thank you propbeanie, it seems that there was three camo scheme type.





The Measure 12 and 22 was used in the first time of the war, from 41 to 43. That was concealment concepts, the Measure 32 is based on the disruptive concept, and reinterpret the old dazzle concept of WW1, it was massively used from 42/43 to the end of the war. At the end of 44, beginning of 45, lot of ships received an overall dark colour, that has always been interpreted as dark navy blue, but the testimony of your dad show that there was some green, probably dark Olivdrab green. That's very interesting as I've never seen a colour illustration that show some green for USN. Thanks for that info, I couldn't make a Measure 22 on the Clemson because of the UV map, but it could be interesting to have an overall dark green version for 1945.


About the Measure 12 camo scheme, it's for sure something thought for Atlantic escort missions, it's because we find the concealment spirit with splashes of sky blue. Most of the Clemson and others DD types were used first in Atlantic duty and ASM tracking.


Fletcher and Asashio are on progress


Stay tuned
Ahoy, Flush Deck...

Schwweeeettttt...

Also, appreciate the update. Thanks.

M. M.

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Old 04-24-21, 05:00 PM   #3102
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Curious who has encountered AI enemy submarines on patrol? Have the fired torpedoes? Did your crew/ radar. sonar detect them? Warn? Were you able to see the torpedoes? Evade? I have yet to encounter but am curious.
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Old 04-24-21, 05:18 PM   #3103
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Curious who has encountered AI enemy submarines on patrol? Have the fired torpedoes? Did your crew/ radar. sonar detect them? Warn? Were you able to see the torpedoes? Evade? I have yet to encounter but am curious.
radar and visual detection. then sonar detection when close enough. they are fast little suckers.

not sure if they attack because i have either evaded at long range or submerged and sank him. it's not much of a target and i only attack/sink if there is a dearth of targets for that patrol.
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Old 04-24-21, 05:42 PM   #3104
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Originally Posted by KaleunMarco View Post
radar and visual detection. then sonar detection when close enough. they are fast little suckers.

not sure if they attack because i have either evaded at long range or submerged and sank him. it's not much of a target and i only attack/sink if there is a dearth of targets for that patrol.
Myself.. if it crosses My path, it's going down. Just My way of looking at it, as a valuable target & 1 that even though it is known now that they did not use subs as was by us & their co allies did, it could have & would be a threat otherwise.

So, sayonara lil' subbie... glub glub... for them, I generally use just 1 fish.

fish boats, junks.. I generally pass them by, not much as it goes with tonnage.

M. M.

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Old 04-24-21, 05:45 PM   #3105
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Originally Posted by mikesn9 View Post
Prop: I have had similar things happen. I get a plane report on radar, and dive to a safe distance. The event camera pops up with a plane dropping a bomb near me (but not close enough to do harm.)
I did some experimenting:

a: dive by selecting a depth, I get the bomb
b: emergency dive 'ctrl d', no bomb
c: normal dive "d" key, no bomb. Don't forget to level off somewhere for b & c.

just some food for thought
Quote:
Originally Posted by KaleunMarco View Post
and the results reported in a,b, & c were consistent in multiple dives?
that is amazing.
i will have to test that and see if i get the same results.

The "setting a depth" with the gauge is the slowest way to dive. Your crew is careful to not pull the plug too quickly and upset your cup of coffee on the tracking table. When you hit the "D" key, you get a faster dive once you are under. The planes will be set steeper, valves opened more - or whatever they are simulating. It is assumed though that you want to get deep. The Crash Dive opens everything, and "forget about the coffee, it's spilling!!!" I use the Crash Dive almost exclusively, once course is found to intersect. The Betty will use the radar hit as it's reference point to drop its ordnance, which if you used Crash Dive, in that half minute or so it take the plane to get to you, you should be far enough away, to where they might not drop at all. Using the normal dive, your "footprint" is on the surface longer, so they have a "target" area when they get close. At least, that's the way it seems, with all the testing we've been doing.


Quote:
Originally Posted by flush deck View Post
Hi guys,

Thanks for your supports and your feedback The best boost to push on the rendering.
The idea is to make something that could be used from 1941 to 1945. And keep in mind the fact that most of those ships were frequency repaint with new camo scheme standards. But you're right, a version most in "wartime" spirit is finally better.
In the new skin, the weathering is not on the occlusion map, like the stock version, but on the skin itself. So that give the opportunity, with multiskin option from different wartime periods, to make something more clean for 1941, and more "rusty" for 42/43/44/45.

So, following your advices, I've made a more rusty version from the base one, sort of evolution of the first one, that show this version that haven't seen a dock since long, but not those wrecked style of the game base.

Here a pict that show on top the base one, for 1941, and the other more rusty for the rest of the war, so used on the two camo scheme.

[cool pix]

Here also some picts ingame

[more cool pix]

Thank you propbeanie, it seems that there was three camo scheme type.


[more cool pix]

The Measure 12 and 22 was used in the first time of the war, from 41 to 43. That was concealment concepts, the Measure 32 is based on the disruptive concept, and reinterpret the old dazzle concept of WW1, it was massively used from 42/43 to the end of the war. At the end of 44, beginning of 45, lot of ships received an overall dark colour, that has always been interpreted as dark navy blue, but the testimony of your dad show that there was some green, probably dark Olivdrab green. That's very interesting as I've never seen a colour illustration that show some green for USN. Thanks for that info, I couldn't make a Measure 22 on the Clemson because of the UV map, but it could be interesting to have an overall dark green version for 1945.

About the Measure 12 camo scheme, it's for sure something thought for Atlantic escort missions, it's because we find the concealment spirit with splashes of sky blue. Most of the Clemson and others DD types were used first in Atlantic duty and ASM tracking.

Fletcher and Asashio are on progress

Stay tuned
Excellent report, and thank you! My dad was on an LST for the Leyte landings, so since they were going in close, they painted themselves as the shoreline. Dad said the "jungle" of the area was actually rather "shiny" and reflective, and he said that the "flat" colors they used actually made them kind of stand out from the background... lol - There was a mix with the Fletchers Measures used, which were the most numerous US DD around them, in that some were a darker grey, some light grey, and few had on one of several camouflage or "disruptive" schemes. That probably depended upon where the various DesDivs came from, I would imagine. That would have been October of 1944, so they were probably mostly the disruptive (going by pictures I've seen) using "plain" blue/grey color Measures. I'll be calling him tomorrow afternoon, and I'll ask him what he remembers of the close-in ships versus the shore bombardment ships, versus the 'cover force" further out, and if there was a "plan" for the Measure schemes used.

Quote:
Originally Posted by Bubblehead1980 View Post
Curious who has encountered AI enemy submarines on patrol? Have the fired torpedoes? Did your crew/ radar. sonar detect them? Warn? Were you able to see the torpedoes? Evade? I have yet to encounter but am curious.
I have encountered them several times, perhaps a bit too often... The easiest ones to find are up around Dutch Harbor, generally directly south by a hundred or two nm, and they'll be JyunsenB with scout planes that can and do attack you also... But yes, they do fire torpedoes, and you will see the "launch" if you have the event camera on, and not too much else is going on around you, somewhat like an airplane attack, except that you are seeing the front of a submarine, and a torpedo launching... rather scary, because your first thought is "Where is he?" then the next thought is "where is the torpedo coming from?", so you crash dive and turn, hoping you are turning the proper way, and not giving them a broadside... run to the sonar station, and try to find the sound of the torpedo, which does light the green light if you find it, as does the sub... I have had "Radar Contact, bearing..." etc., but they are not as "strong" as a ship, and we were in rather close at night, so a visual was not being announced, so having been the one to do the testing for them, I turned toward and crash dived, listening for a torpedo. Not "hearing" one, went to ahead one third, and came up to periscope depth, all the while monitoring the sonar station, because you do NOT get an "Incoming torpedo!!!" warning at all. But we heard the sub... pointed at him, and once at periscope depth, up easy with the scope, waited a few minutes and sure enough, the was a Type 1, so I shot 3 at him, and then crash dove. They reciprocated and sent a couple my way... mine hit, his missed... The only time I have been hit by them, is when I did not do any evasive moves. Sunk once, survived a 2nd, but barely made it back. I have also been hit by the DD, with one detonating on my periscope shears and eventually sinking me, another hit the boat just forward of the conn, but did not sink us. Same with circle runners and other torpedo hits - sometimes they take you out, sometimes not... But you do get sonar warnings for the sub, if he is making noise. You do NOT get that for torpedoes. You do get radar warning for subs, but they are small, so you have to be in closer. You do not get anything for torpedoes. You get a visual for the submarines, if you get in close enough, but apparently, no one can see a torpedo track - no matter who or what shoots it... I played a game (AOTD?? SH1?? Up Periscope?? etc) that you DID have warning, but not SH4 - except the Event Camera... lol
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Last edited by propbeanie; 04-24-21 at 06:22 PM. Reason: Wow! and i've been to college!!! sprelling been beddy beddy good ah-me
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