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Old 05-20-17, 07:26 PM   #22
Sniper297
The Old Man
 
Join Date: Dec 2005
Location: Philadelphia Shipyard Brig
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Need a court martial to decide between keelhauling and flogging at the gangway, it ain't seamanlike to just flip a doubloon for that.

Yeah, I got sh3_missioneditor_v17.pdf and have read it, particularly amusing is about setting the speed to zero with "docked ship" unchecked so they'll attack when they get a contact;

You can simply set the speed to 0, and then rely on the AI to do something. For example, if a destroyer, destroyer escort, patrol craft or frigate are alerted to the presence of a U-boat, they will increase speed and head towards it. This is fine in harbours, where destroyers can be parked with 0 speed and then they will head towards the U-boat, if it is detected. (You do need to be careful, as the destroyer AI is not smart enough to cope with obstacles, such as docks, wharves or land)

Section 8.1.4 covers spreading them out to avoid having them break formation, recommending 700 to 800 meters separation, but even with 1000 meters minimum it doesn't do anything about escort captains who get bored and want to do bizarre stuff like sweeping 6 miles BEHIND the convoy then rejoining at high speed and colliding with bigger ships and sometimes each other. Near as I can tell there's no cure for that, I completely remade convoy 12 with 5 destroyers instead of 7, 5 ships instead of 11, 1000 meters minimum spread. Start tracking them on radar they're in a perfect formation, one escort peels off for a sweep, then another, then the lead escort doubles back to cut through the convoy and gets rammed and sunk by one of the passenger liners, eventually you have five ships in formation with the remaining 4 escorts sniffing around so far behind the convoy they don't even notice when you start sinking the ships they're supposed to be protecting.
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