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Old 03-25-21, 10:53 PM   #2956
Bubblehead1980
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Originally Posted by Mad Mardigan View Post
Uhm...

Just what is the pre-set crash dive depth, set to, for the Balao class, by chance..???

I did a crash dive & got to 265, with it still diving... NOT knowing just where (As well as when... started getting nervous.. ) it was going to stop diving, I gave orders to go to peri depth.

Know that test depth, for the Balao's is rated for 400, but the Tang, was known to have passed that, even with flooding from a damaged 'bow' (I think it was... do recall it was a torp tube, at any rate..) tube, all while doing so, to evade a destroyer. By exactly how much past 400, not sure... will have to see of doing some digging to find out if there is still available info on that. Ain't history grand...

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Assuming it it is same FOTRS as in TMO, the "D" key is set for the deep diving subs like Balao and Tench so if player needs to go beyond 600 feet (since those bots were capable) can do so since that depth if off the gauges. TMO has a 600 ft depth gauge. . Test depth i.e. the guaranteed safe depth was 412 ft for Balao. Been a while since read book but O Kane went to 600 feet in Tang and even deeper when took on some water in forward torpedo room, Tang was under depth charger attack also. Their depth was beyond their gauges by if recall he believed they were at 680 ft judging by the pressure readings.

I am not sure what the crush depth is have not found out and do not want to (takes an element of surprise out of the sim) but have been to 750 feet safely trying to get away from escorts( I did) . Of course have to have some speed on to maintain any type of depth control.
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Old 03-25-21, 11:43 PM   #2957
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Originally Posted by Bubblehead1980 View Post
Assuming it it is same FOTRS as in TMO, the "D" key is set for the deep diving subs like Balao and Tench so if player needs to go beyond 600 feet (since those bots were capable) can do so since that depth if off the gauges. TMO has a 600 ft depth gauge. . Test depth i.e. the guaranteed safe depth was 412 ft for Balao. Been a while since read book but O Kane went to 600 feet in Tang and even deeper when took on some water in forward torpedo room, Tang was under depth charger attack also. Their depth was beyond their gauges by if recall he believed they were at 680 ft judging by the pressure readings.

I am not sure what the crush depth is have not found out and do not want to (takes an element of surprise out of the sim) but have been to 750 feet safely trying to get away from escorts( I did) . Of course have to have some speed on to maintain any type of depth control.
Yeah, Bubblehead... with what key does what, in regards to diving, I know what those are.

Wat was being asked is when you give the order (which in FotRS, is Cntrl+D = Crash dive, D = Normal dive & P = Peri depth... so I know that..) to 'Crash dive', what depth would the boat go to, before.. it levels off exactly.

I know in the Gato, giving that order, the sub would level out at 160-165'ish.. roughly

When I did it with the Balao the 1st time, it went well past that... I had to do an emergency crash dive again, after I got back into My career & I allowed it to continue, just to see what the depth would be & prepared to give the order to go back up to Peri, if it did not appear the dive was going to level out... again, just in case.

I believe it leveled out about 300, after I gave the order to crash dive... sooo... now I know. & everyone else now.

M. M.

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Old 03-26-21, 01:58 AM   #2958
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DD of all nations would just randomly drop depth charges. Often, it was because they were afraid of the submarine, but other times, they did it to scare the submarine into making noise by going to Ahead Flank. Also, they don't need to ping to drop. If you make enough noise, the hydrophone will work just fine, thank you very much. But being below the thermal layer would have a tendency to confuse the sonar / hydrophone operators, since the layer will at the least "bend" the sound of your submarine, making it to where it sounded like you were where you weren't... and other times, the layer would "reflect" the sonar signal, and make it bounce off into nothingness. So they can probably hear you, but can't locate you. Come back up to PD though, and let them see your scope, and they'll find you quick enough...
Thank you for the reply, propbeanie.

It's probably just me unfamiliar with SH4 mechanics. One more thing, I noticed FORTSU recognition manual doesn't have ship length. Is there a plan to include that in the future?

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this technique is very true and sometimes evident in SH4 play although i have seen it more prevalent in TMO than FOTRSU.

in TMO, three and sometimes four escorts will circle the area where they detect you. then one escort will dash in for a DC attack while the other two or three sit back, positioned at various angles, listening for you to dash off in a reaction to the DC attack. then a different escort picks up your sound pattern and then executes the maneuver again, and again, and again, until you are sunk or you have managed to out-smart them and sneak away. i refer to it as the Circle of Death, because if you get caught in it, well, you are probably dead-sub-sailing.

TMO destroyers is definitely crazier than FORTSU one, I think it's sensors is almost borderline cheapshot.
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Old 03-26-21, 02:00 AM   #2959
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I ~think~ FotRSU does it the same way... the <D> will send you down and down and down... till you either hit bottom, do <A> to level-off, or set a depth on the gauge. Otherwise the crew says: "Captain said dive, so we dive." The <Ctrl><D> will initiate the "Crash Dive!" and take your boat to the pre-set depth, which in the Balao is scary after you've been driving a Gato...
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Old 03-26-21, 09:49 AM   #2960
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When O'Kane took command of the Barb, he really pushed the depth limits. He would have a sailor in control to let him know when the deck plates started to warp. He determined his max depth was 565-590 feet. He thought the boat would go deeper still.
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Old 03-26-21, 05:04 PM   #2961
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Default Controlling a Deck Gun

Have we figured out how to switch manual control of a deck gun when we have two installed?
by this i mean that you can be driving a Gato or a Balao late in the war with a bow deck gun which you can control manually.
the option to install both a bow and stern gun becomes available and you take it.
when you put to sea, you can only control the stern gun.
can somehow we change that manual control back to the bow gun?
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Old 03-27-21, 10:01 AM   #2962
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Near as anyone can tell, the game does not have the functionality built-in for a dual-deck gun set-up to be selectable for the player. You can "see" the AA gun has the choice in the sim file, but the deck gun only has the one "player" position. Attempts to add a 2nd choice to the database results in two "trees" named the same, which is not a good condition for computers - so "no", does not look like it can be done, short of altering the already baked cake. Which ever gun is the "default" for your boat is the one you can take control of, so put your best "gun" and "watchman" people on the other gun, and the so-so guys on the one you might take control of, unless of course, you never take control of the gun, then distribute your crew accordingly. The 20mm "deck gun" is treated like a deck gun though, and it will shoot at surface targets when within range. However, it does not do AA, since of course, it is set to "Deck Gun"... Which leaves me wondering why ships (including the AI subs) with dual-purpose 5" guns can shoot at planes with AA rounds, and the player's sub cannot?... but alas, the AI is what it is...
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Old 03-27-21, 10:36 AM   #2963
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Originally Posted by propbeanie View Post
Near as anyone can tell, the game does not have the functionality built-in for a dual-deck gun set-up to be selectable for the player. You can "see" the AA gun has the choice in the sim file, but the deck gun only has the one "player" position. Attempts to add a 2nd choice to the database results in two "trees" named the same, which is not a good condition for computers - so "no", does not look like it can be done, short of altering the already baked cake. Which ever gun is the "default" for your boat is the one you can take control of, so put your best "gun" and "watchman" people on the other gun, and the so-so guys on the one you might take control of, unless of course, you never take control of the gun, then distribute your crew accordingly. The 20mm "deck gun" is treated like a deck gun though, and it will shoot at surface targets when within range. However, it does not do AA, since of course, it is set to "Deck Gun"... Which leaves me wondering why ships (including the AI subs) with dual-purpose 5" guns can shoot at planes with AA rounds, and the player's sub cannot?... but alas, the AI is what it is...
the default WAS for fore deck gun.
after the change to fore and aft deck guns the default was changed to aft.
how did that happen?
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Old 03-27-21, 11:42 AM   #2964
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Depends upon the gun configuration. You cannot control the 20mm, so if your "default" was the fore gun, and you went with the 20mm fore, and 4" aft, then you follow the 4" gun... strange, but that's what it does...
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Old 03-27-21, 07:47 PM   #2965
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Originally Posted by propbeanie View Post
Depends upon the gun configuration. You cannot control the 20mm, so if your "default" was the fore gun, and you went with the 20mm fore, and 4" aft, then you follow the 4" gun... strange, but that's what it does...
no, no, we don't use no stinkin' 20mm.

i'm talking about the 5 inchers. deck guns, man. Let me hear your guns! Your guns! blam. blam. blam!

i was able to control the bow 5 incher then we took on the stern 5 incher and now i am stuck manning the stern 5 incher when i want to man the bow 5 incher like i was doing prior to the change.
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Old 03-27-21, 09:27 PM   #2966
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Default Multiple Spawns at Truk

I think this was reported/discovered earlier, but just in case...

Left PH on 8/25/43 in Gato (does it ever get assigned under a different name?) bound for Guam to drop off an agent. Completed that task and headed to Truk to see what I could see. Arrived Truk and a day or so later encountered a IJN TF on 9/9/43 leaving by the West channel. Pursued and intercepted. Sank 2 Light Cruisers. and made a good escape from the multiple escorts.

Decided to check out the lagoon - entered via North channel and went South. Encountered a LARGE group in the center of the large lagoon pool consisting of 2 or 3 Nagato BB, 2 Taiyo Escort CVs, and multiple DDs.

Attacked closest Nagato firing 4 torpedos under a screening DD - BB went down, but no credit given. Attacked 2nd Nagato, also with 4 torpedos. It went down and we got credit.

Attacked the nearest Taiyo with 3 torpedos. It blew up, wiping out the other Taiyo and at least one DD as it went. Final credit out of the group was one BB and one Escort Carrier. Better than nothing, plus I escaped with no damage to the boat or injuries to crew.

The ships were all clustered together in a large mass, but were not cutting into or overlaying each other. I'm sure this is one of those spawn date things, but I'm reporting it in case there is something useful here.

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Old 03-27-21, 09:36 PM   #2967
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Decided to check out the lagoon - entered via North channel and went South. Encountered a LARGE group in the center of the large lagoon pool consisting of 2 or 3 Nagato BB, 2 Taiyo Escort CVs, and multiple DDs.

if you plan on re-visiting Truk, beware of mines and subnets.

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Old 03-27-21, 09:59 PM   #2968
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no, no, we don't use no stinkin' 20mm.

i'm talking about the 5 inchers. deck guns, man. Let me hear your guns! Your guns! blam. blam. blam!

i was able to control the bow 5 incher then we took on the stern 5 incher and now i am stuck manning the stern 5 incher when i want to man the bow 5 incher like i was doing prior to the change.
I wonder... The cam file is what holds the players "position" for the deck gun... There is only one "Deck Gun" camera available in the listings, whereas there are an A01 and an A02 listing for the AA guns in the database... so why does the game care which end of the sub you are on? Just the addition of the dual-deck gun set-up and it "defaults" to the rear gun?... I've looked at the dual 5" 25 UpgradePack set-up, and it doesn't list "aft" or "bow" for either of the guns... again like a game "default" at work here... but it uses the M02 Position when it does that. The fore mounts are M01... Either way though, there is only one deck gun camera, and apparently, the game chooses for us, preferring the aft position, if available (the last one initialized??). Unless someone knows something more...
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Old 03-27-21, 10:10 PM   #2969
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Originally Posted by torpedobait View Post
I think this was reported/discovered earlier, but just in case...

Left PH on 8/25/43 in Gato (does it ever get assigned under a different name?) bound for Guam to drop off an agent. Completed that task and headed to Truk to see what I could see. Arrived Truk and a day or so later encountered a IJN TF on 9/9/43 leaving by the West channel. Pursued and intercepted. Sank 2 Light Cruisers. and made a good escape from the multiple escorts.

Decided to check out the lagoon - entered via North channel and went South. Encountered a LARGE group in the center of the large lagoon pool consisting of 2 or 3 Nagato BB, 2 Taiyo Escort CVs, and multiple DDs.

Attacked closest Nagato firing 4 torpedos under a screening DD - BB went down, but no credit given. Attacked 2nd Nagato, also with 4 torpedos. It went down and we got credit.

Attacked the nearest Taiyo with 3 torpedos. It blew up, wiping out the other Taiyo and at least one DD as it went. Final credit out of the group was one BB and one Escort Carrier. Better than nothing, plus I escaped with no damage to the boat or injuries to crew.

The ships were all clustered together in a large mass, but were not cutting into or overlaying each other. I'm sure this is one of those spawn date things, but I'm reporting it in case there is something useful here.

That is one of several instances of the Combined Fleet at "rest" at Truk - "hiding out". They were basically frozen after Midway, and then Yamamoto gets shot down... adrift on an endless sea of despair without a paddle... As KaleunMarco says though, you do have to be careful of the mines in the area... - You see the fleet venture forth every once in a while, like they leave to go challenge the USN near Wake at one point in time, but then hold up at Kwajelein for a few days, then come back to Truk, and then park south of Dublon for a time again...
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Old 03-28-21, 10:11 AM   #2970
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Originally Posted by propbeanie View Post
I wonder... The cam file is what holds the players "position" for the deck gun... There is only one "Deck Gun" camera available in the listings, whereas there are an A01 and an A02 listing for the AA guns in the database... so why does the game care which end of the sub you are on? Just the addition of the dual-deck gun set-up and it "defaults" to the rear gun?... I've looked at the dual 5" 25 UpgradePack set-up, and it doesn't list "aft" or "bow" for either of the guns... again like a game "default" at work here... but it uses the M02 Position when it does that. The fore mounts are M01... Either way though, there is only one deck gun camera, and apparently, the game chooses for us, preferring the aft position, if available (the last one initialized??). Unless someone knows something more...
i think i know a work-around but.....why do i NEED a work-around?
just askin'
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