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View Full Version : [REQ] Sensor mods


CCIP
03-22-07, 05:24 PM
I've tested enemy sensors plentifully, and I would please like someone to begin taking a look at these. nvdrifter's mod would have been excellent, I hope he brings it back.

I can pull forward some research if someone isn't convinced. The creepy thing in SHIV so far is that I have never actually been properly detected and attacked. All the detections were brief and inefficient, with me eluding attack in just one pass. Silent Running + Ahead Slow = cruise control for evasion.

I think the myth of incompetent Japanese ASW is unfounded - it should be no more incompetent than Allied ASW between 1939-1941. Certainly not superb and never achieving what Allies could do, but at least capable.

I'm comparing, for example, my outing on an S-boat during the invasion of the Philippines, I made several successful attacks and was NEVER detected. By comparison, S-38 - the only boat to historically sink a ship in the invasion - was pinned for dozens of hours (on multiple occasions), and took severe damage. It was a real bummer to be able to cruise around unpunished in the game.


So, please. There is extensive research and work available from major mods like NYGM and GWX for SHIII as regards sensors. I hope this can be incorporated into SHIV sensors, and soon.

Schlageter-JG26
03-22-07, 05:32 PM
I haven't gotten to sensors and attack ranges yet, but I will second the motion that we give this attention.

I tried the 1st Quick Mission which is against a combined CV and BB fleet and managed to SURFACE.... dash forward.... go to periscope when they finally began firing on me at roughly 4000m and continue forward, firing a barage that took out the Kongo and reloading to kill one of the carriers.

In the meantime, only two DDs dropped depth charges anywhere near me despite highly active sonar. At the same time, the fleet crippled itself. Ships stopped. Ships went to flank and rammed one another. Others just throttled back to 4kn and steamed slow wide arcs. That was IT other than a near-ramming incident and I was able to park literally below and between two heavy cruisers, a DD and a CV which were all just feet from one another at various angles. Ridiculous!

As for campaign AI, I have only done two patrols and both were on Easy career setting, but the DD escorts and their convoys continue to do the same tactic: DDs run in fear about 30km NW while convoy splits into 2 or 3 sections and basically drops anchor so I can bust out my deck gun and torch them with impunity.

Not sure if that is a sensor fix so much as AI tweaking and I don't know what is necessary to do that.

CCIP
03-22-07, 05:37 PM
Well I don't have much problem with AI as yet - in fact they've behaved very well so far. I wasn't much bothered by AI in SHIII after the sensors were properly modded, so I can imagine SHIV being possibly better.

My problem is underwater detection and evasion. Beginner players might not find it so easy, but they don't know the ins-and-outs of how it works yet perhaps. For experienced players that do, though, it's really a no-brainer and doesn't make for much effort in evasion at all.

Redwine
03-23-07, 02:16 PM
When sensor of SH3 was discused, i remember some USA NAVY information, about WW2 subs, at silent runing was very stealth, an hydrophone must be between 50m to detect it... of course if you was pinged by active sonar... bad luck. But the hydrophone has lot of job to detect a sub in silent runing condition.
The info was from USA NAVY. :up:

I think so we must to be well protected at silent running.

I made a mod to obtain a good silent running protection for SH3... it works fine, if you dont do any stupid thing, you remain well protected. So you can maneuver to be not exposed to the active pings... :up: