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Old 03-15-11, 03:00 PM   #3106
Roger Dodger
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Originally Posted by AVGWarhawk View Post
SUBCOMPAC has not authorized MK10 in the fleetboats. All submarines are to use the proximity fuses. There is nothing wrong with the torpedoes per BoOrd.
Not only is there nothing wrong with the Mark 14s, but they are so good that we didn't even bother to live test any before arming our fleet boats with them. This from the Naval BuOrd.

Quit crying - good hunting!
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Old 03-15-11, 03:08 PM   #3107
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Glad I read (some of) that thread.

I knew there had to be a way to set it up so as to basically pick a pre-determined "kill zone," dial in the TDC to it, wait for targets to get there, then fire.

That is so much simpler than trying to scramble with the ID book/stadimeter/periscope lock/other settings when attacking a large convoy.

The 45° method might even allow enough time to empty the stern tubes as well, on an especially large convoy.
BTW, I believe the sea state affects premature detonation of your MK14. Enjoy your patrol!
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Old 03-15-11, 03:59 PM   #3108
I'm goin' down
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You can also use the constant bearing technique discussed in RocknShoals thread to pick off mutiple ships. It is effective at llong range, as is the Easy Aob. See the skipper's bag of tricks sticky for the thread.

Easy Aob - once you have a convoy's or TF's course input into the TDC, all you have to do is reset (confirm) the course using the Aob dial to the that of the convoy's or TF's and adjust the range via the stadimeter for each additioanal target. Since one usually takes out the lead target first, there is ample time to set up each of the following targets. You can confirm the solution on the Attack Map too.

For interesting realism, take a look at Capn Scurvy's OTC mod. It uses an Omnimeter to get range and Aob. It takes awhile to figure out, but Scurvy has a great tutorial. It is an amazing, brand new mod. However, it does not work with major mods, GFO excepted.

Finally, gutted's Soluton Solver progam gives you a precise lead angle in any situation, forward or aft tubes, once you input the data. It works at any angle, but experience tells us the larger the target's aspect ratio the better the odds. To use the program, pause the game, open the program, enter the data, the program will calculate the firing point and lead angle, return to the game, set the periscope per the program and fire when the target crosses the wire. gutted used ot have a great video tutorial explaining it, but I do not know if it is still available. It used to be on youtube.
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Old 03-15-11, 08:57 PM   #3109
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BTW, I believe the sea state affects premature detonation of your MK14. Enjoy your patrol!

Yeah. until later in the war when the Mk14 got the bugs out, I don't fire them unless it's almost absolutely calm on the water. Or little more than a ngentle breeze. Very finiky torps.
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Old 03-16-11, 02:30 PM   #3110
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I have not had any premature detonations, but I did have 4 duds in a row trying to sink a parked cruiser last night. An 80° impact angle is apparently too much at times, even with the low-speed (31 kt.) setting.

That seemed to be borne out, because I swung around to where it was almost a straight stern shot, and was rewarded with a detonation for every hit.

FWIW, I ran into an an all-you-can-eat buffet near Truk in one of my recent patrols. Can't recall the date, but it was around the time you get news about Truk being invaded. Bagged one Hiryu-class carrier, a Kongo BB, a Maya heavy cruiser, and 4 or 5 Kuma-class light cruisers (around 5100 tons). Used every single torpedo aboard, had to swing by Midway for resupply before doing my primary assignment.

According to Wikipedia, I sank the entire historical Kuma class, but I rather suspect SH4 will ensure I haven't seen the last of them. Likewise for the Hiryu, of which only one existed historically. I also sank the entire Shokaku class of two on earlier patrols. Heck, I've been a one-boat strategic weapon. But I fully expect to see more ships of these classes anyway.

Somehow I think the IJN would not have just sat there and watched most of their invasion fleet blow up. The DD's, which I deemed not worth the torpedoes, never budged. I got a little fire at my periscope from the Kumas, but that was it.

It was really weird how easily the light cruisers went down. I would have expected a 5000t ship to take 2 torps minimum, but nearly all of them became artificial reefs upon contact with just one Mk. XIV.
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Old 03-17-11, 01:42 AM   #3111
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I haven't done any significant harbor raiding. But I gather an anchored ship remains anchored, no matter what. I was reading quite a while ago, that someone was working on making harbor defenses much tougher. I'm guessing they never got around to finishing it. It seems to be a major weak point in the SH4 IJN, doesn't it?
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Old 03-17-11, 02:41 AM   #3112
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Yes, harbors are way too easy to sneak into.

Supposedly some harbors have antisubmarine/antitorpedo nets and mines, or at least one of those. I haven't encountered any, even in Tokyo Bay. It shouldn't be that easy to sneak into the IJN's back yard and blast away.
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Old 03-17-11, 12:33 PM   #3113
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Default Problems running TMO overhaul

I had to to a complete reinstall of my SH4. I followed the sticky about clearing everything off.

My install was cleaner than ever since I had to buy a brand new copy of SH4 since my original disk got scratched. I wanted to try TMO and thought this would be a good time to try it out.

Installed SH4 and ran it. Runs great

Installed Uboat addon (1.5) Runs great

Downloaded TriggerMaru_Overhaul_2 (from the subsim site) and loaded it into JSGME

Enabled TriggerMaru_Overhaul_2 and no other mods.

Load screen "red bar" gets about 80% and then stops. Have to go to the Task Manager to end the process

Just for S&G I enabled

TriggerMaru_Overhaul_2
TMO_Update_20to_21

Now the "red bar" loads completly and rather quickly, but then I sit on the same loading screen with a fully loaded "red bar" and nothing.

I rebooted several times and still get the same result.

Anyone else have problems loading the new TMO?

Running Win 7
Amd Athlon 64 x 2 core processor 5000+ 2.6 ghz
3Gig Ram
Nvidia GeForce 98oo GT

This is the same configuration that I have been running SH4 RFB RSRD on with no problems.
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Old 03-17-11, 08:05 PM   #3114
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Try running TMO without the patch and see if you get the same problem. Your's is an odd one, i've never heard of anyone having issues such as this with the mod.
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Old 03-17-11, 08:24 PM   #3115
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Enabled TriggerMaru_Overhaul_2 and no other mods.

Load screen "red bar" gets about 80% and then stops. Have to go to the Task Manager to end the process

That was the first thing I tried. When I want to load multiple mods, I always like to do them one at a time first.
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Old 03-18-11, 05:41 AM   #3116
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Default Time compression & ship sightings

Anyone having an issue with running in higher time compression (512x +), getting a ship sighting, but the game doesn't kick out of time compression? Can't blame that one on the crew spotting ability because they've spotted the ship. Searched the thread but haven't found anything recent about any time compression issues.

I'm running TMO 2.0.

Thx
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Old 03-18-11, 08:05 AM   #3117
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Originally Posted by jleslie1004 View Post
Anyone having an issue with running in higher time compression (512x +), getting a ship sighting, but the game doesn't kick out of time compression? Can't blame that one on the crew spotting ability because they've spotted the ship. Searched the thread but haven't found anything recent about any time compression issues.

I'm running TMO 2.0.

Thx
Yeah, I'm having that but given my proximity to friendly waters at the time i assumed it was a friendly.
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Old 03-18-11, 08:09 AM   #3118
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Load screen "red bar" gets about 80% and then stops. Have to go to the Task Manager to end the process
This happens to me when a file is missing.
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Old 03-18-11, 11:38 AM   #3119
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Originally Posted by TorpX View Post
I haven't done any significant harbor raiding. But I gather an anchored ship remains anchored, no matter what. I was reading quite a while ago, that someone was working on making harbor defenses much tougher. I'm guessing they never got around to finishing it. It seems to be a major weak point in the SH4 IJN, doesn't it?
Another game engine limit, perhaps?

It's certainly possible that the evolutions required to un-anchor a large capital ship would be far too lengthy for it to evade a sneaky enemy sub. But around parked carriers and BBs, I would have expected a few DD's making the rounds at least.

What really floored me about the Truk fleet was that there wasn't even one picket. You would think the IJN would have had a few destroyers circling the area, maybe even some aerial recon patrols.

It occurred to me just now that the IJN would have done well to send escort carriers out with cargo convoys, using air power to keep subs at bay. That was a winning tactic for the allies in the Atlantic. But I'm not sure Japan had the aircraft to spare. After the battle of Midway, Japan couldn't produce enough pilots for the airplanes they couldn't build fast enough anyway.
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Old 03-18-11, 11:46 AM   #3120
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It depends. I have been to some ports with patrolling DD. Other times the port is asleep. My last port raid was at night surfaced. I was having fun until I opened up the deck cannon. Armed merchants and warships found me pronto. I was blasted out of the water.
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