![]() |
SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
|
![]() |
#1 |
Frogman
![]() Join Date: Jun 2006
Location: Pennsylvania
Posts: 309
Downloads: 102
Uploads: 0
|
![]()
I'm on my second patrol, it's November 13, 1939 and I'm in a VIIB off the southern coast of Ireland. I was sinking a tugboat with deck gun and 20mm fire when two destroyers came on the scene. Not a problem, I'm figuring the tugboat sent out a distress call.
So I crash dive deep, make a 90 degree turn, drop my speed to 1 knot and start trying to minimize my profile to the escorts. They manage to blow off one of my rudders, but I don't take any other serious damage, with hull efficiency at 99%. A few game hours pass and I notice a third escort on the scene. Then a fourth. Then a fifth. I see on the navigation map that I'm near fairly deep water (200+ meters), so I creep for it, still trying in vain to evade. Having reached the deep water, I wait for a depth charge attack. Once it arrives (didn't have to wait long with six escorts on me), I killed my engines and let my boat settle to the bottom, which was 211 meters. After several hours, a sixth escort arrived on the scene. Ok, so that's the scenario. These six escorts have been on station for so long, well over 24 hours, that I'm at about 20% oxygen and they're showing no signs of giving up. Here's my question: Is this realistic? I can't recall a single instance of a U-boat being hounded by six escorts for this long, especially in 1939. I can't see why a pair of destroyers would need to call for reinforcements unless they ran out of depth charges. Once my boat when to the bottom, I could see leaving 1-2 escorts on station to wait and listen, but all six? Any clarification would be greatly appreciated. Thanks! ![]() |
![]() |
![]() |
![]() |
#2 |
Frogman
![]() Join Date: Jun 2006
Location: Pennsylvania
Posts: 309
Downloads: 102
Uploads: 0
|
![]()
Post mortem: I ran out of oxygen while trying to get to the surface, though I certainly would have been demolished had I suceeded in getting there, as I was surrounded. I thought it was interesting that I received the "instant death" screen, indicating "Not enough crew".
I took a look with the external camera just before all of my crew died at the same time. One of the escorts had moved off. The remaining five were three Tribal class Destroyers and two C-Class Destroyers. Ouch. ![]() |
![]() |
![]() |
![]() |
#3 |
Blade Master
![]() Join Date: Jan 2002
Posts: 1,388
Downloads: 0
Uploads: 0
|
![]()
SubConscious,
This is a great result for the NYGM BIE Mod. I hope the exerts below make your loss easier to come to terms with. I quote from page 68 in the book 'The War at Sea 1939-1945' by Captain S. W. Roskill DSC, RN On the 19th of September a report was received by Admiral Forbes that a U-Boat was stopping and sinking fishing trawlers off the Butt of Lewis. He at once sent 10 destroyers and naval aircraft to hunt her and the result was the sinking, the next day, of U 27 and the capture of her crew There was no doubt that, once asdic-fitted vessels knew where to seek their quarry and enough of them could be spared to do the job properly, a promply executed hunt could achieve success - especially if aircraft were there to help. Sumerised from pages 46-49 of the book 'U-boat Ace The story of Wolgang Luth' by Jordan Vause On the 24th of May at 0300 after attempting to attack 2 escorts (?) he was detected and counter attacked and damaged. At 0700 he played dead , at 1100 he had patash cartridges passed out,. Finally in late afternoon one of the warships dropped a marker buoy over U 9's position... more charges were dropped... At 0024, after 21 hours underwater... Luth emerged and imediately , about 300 metres away, confronted the dark presence of a British destroyer.... There are more such stories in the 1st & 2nd U-Boat Flotilla books. The NYGM British Isles Escort Mod v1 has NO scripted escorts anywhere around the English Isles. That’s right, none, all escorts are continually generated and are deleted at the end of the plotted course. Eventually we will replace the escorts at Gibraltar, in the Med and along the American East Coast etc. To presume that the NYGM British Isles Escort Mod will make it harder is only partially correct. The NYGM British Isles Escort Mod v1 is more than just removing the ‘canned’ escorts which made traversing the English Channel in 1945 a walk in the park. As always, NYGM are aiming to replicate the historical conditions, and in some cases, particularly early war this may result in certain areas having less escorts. What is so exciting about the NYGM British Isles Escort Mod is the randomness. Escorts now have random patterns with unlimited way points ranging from 5 up to 300 kilometres on radius and at each way point there is a random chance of a course change. The randomness of the escort’s course will create a very dynamic environment. The dynamic numbers are achieved through course variations that result in escorts sometimes staying longer or even leaving early. For example, in the Dover straights I have seen instances where there were 10 escorts making it suicidal to try and pass, yet at other times there were only 2 escorts making passage through the Dover straights a breeze. For a more specific example, on September 10, 1939 you may not be able to pass through the Dover straights, however on September 12, 1939 the passage is possible due to fewer escorts or the escort’s location/s. Escorts will also more often than not, now travel in groups of 2+. While there will be singular escorts, for the majority, there will be either 2 or 3 escorts in a group, including Elco’s. In the extreme but rare instances, where the random chance has played its part, there may be up to 5 destroyers is a group! The escorts groups will also be spread out over a large area, sometimes up to 2000 metres. This will for the most part make attacking an escort group a very poor choice and a very risky proposition. The escort groups start and finish essentially in port. I have done this for several reasons, firstly, that is where they should start and finish at! It gives a sense of realism seeing the escorts coming and going from a ‘port’ to other areas and in addition it reduces the need for port specific escorts, especially at the start of the war. For example, the escorts going and returning from Southend to Dover or Lowestoft are creating enough escort traffic to not warrant any dedicated escort for the Southend-on-sea area. The same goes for the Northern Channel where the escorts travelling from the Firth of the Clyde to the Northern Approaches and to the Irish Sea negate the need for channel specific escort/s. This is not to say that port specific escorts, conforming to the British Isles Escort Mod principles are not required or should not be added. Even with the large amount of traffic starting from and returning to the Firth of Forth it has been necessary to add a dedicated escort route. These are some examples (not a complete list) showing the port the escorts start and finish at and the destination: Firth of Forth travel to Hartlepool, Hull, Inverness & Lowescroft. Firth of the Clyde travel to the Northern Approaches & the Irish Sea. Bristol travel to the Bristol Channel & the Celtic Sea. Portsmouth travel to the Southern Approaches and the English Channel Southend travel to Dover & Lowestoft Loch Ewe travel to Loch Ewe and Hebrides Scapa Flow travel to the Faeroes & Shetlands The waypoints have been laid out to best cover the specific area and no two courses, even if in the same area, are the same in layout or waypoint variation. You will have great difficulties in learning an escort’s path, I would go so far as to say, it will be near impossible. You will need to pay particular attention as there is always a chance of the escort/s that you saw leave will come back, either directly through the default course or through a course variation. For example, you see an escort in grid AM92, or for this escort, waypoint 10. The escort passes by and you are not detected.. There is a chance that the escort may double back either indirectly or directly. Indirectly in that the next waypoints 13, 14 & 15 in grid AM68 may have the escort passing back through AM92 again. Indirectly where waypoint 12 might have a % chance that the escort will loop back to waypoint 8 and then onto waypoint 9, 10 etc. Directly in that the next waypoint, 11 may be have a % chance of the escort returning to waypoint 10. Not all waypoints double back, some do skip forward. However you should never assume that an escort will not return within a very short space of time. Escorts now cover a much larger patrol area. For example, escorts in the Irish Sea will take in these grids, AM67, 68, 91, 92, 94, 94, 97 & 98. With escorts now covering a larger patrol area the chances of an escort responding to a merchant ship sighting you also increases. So there will be few places where you can leisurely attack a merchant ship without concern of an escort responding. Remember that while the NYGM British Isles Escort Mod looks very busy, the escorts are randomly generated and after completing the designated route exit from the game. In 1939 it is possible for example, to travel from St Georges Channel through to the beginning of the North Passage without encountering a single escort, of course other times you may encounter several. That is the beauty of this mod. ![]() ![]() ![]() ![]() |
![]() |
![]() |
![]() |
#4 |
Grey Wolf
![]() Join Date: Apr 2005
Posts: 798
Downloads: 3
Uploads: 0
|
![]()
Hmm. Interesting. Once around summer 1942 we were harassing a convoy heading to America, somewhere east of Greenland. I hit it over three nights, and I noticed when I surfaced the third night after my last attack that a lot of boats were trailing the convoys. A transport, and at least 3 warships of some kind. This was in addition to the two warships sailing escort. They were perhaps 5-10 nm behind. And they definitely was not there when I met the convoy first time. Have they been assigned by the AI or was it just a lucky coincidence that an ASW task force was following the same route?
__________________
"The power of the executive to cast a man into prison without formulating any charge known to the law, and particularly to deny him the judgment of his peers, is in the highest degree odious, and the foundation of all totalitarian government whether Nazi or Communist." - W. Churchill |
![]() |
![]() |
![]() |
#5 |
Watch
![]() Join Date: Aug 2006
Posts: 26
Downloads: 0
Uploads: 0
|
![]() ![]() They always thinking outside the square. how many in NYGM cause they do so many new things alll the time. |
![]() |
![]() |
![]() |
#6 |
Frogman
![]() Join Date: Jun 2006
Location: Pennsylvania
Posts: 309
Downloads: 102
Uploads: 0
|
![]()
Thank you, Der Teddy Bear, for your very informative and thoughtful reply. For the record, I don't have a problem with my sub being sunk, as we all know that the odds are definitely stacked against the U-boat.
![]() I've been doing some research into the fates of U-boats and trying to come up with predictor variables. According to my notes, U-27 was sunk by British destroyers HMS Fortune and HMS Forester. This is not to say that the other 8 destroyers didn't participate, just that they weren't credited for the sinking. From what I have read, there were a total of 16 Tribal Class Destroyers in the Royal Navy. I thought it was unusual to see three of them in such close proximity, but I suppose this isn't outside the realm of possibility. To clarify: The initial pair of destroyers that I encountered consisted of one Tribal and one C-Class. The other three destroyers (and one other escort I didn't identify before sinking) came on station later. This was another aspect that I thought was odd, but apparently not totally improbable (just unlucky on my part ![]() The other question you answered (the one I have been intending to ask) was about the efficacy of attempting to sink escorts - whether doing so would eliminate that ship from the enemy's roster so that it couldn't be encountered again (potentially a good early war strategy, prior to the Lend-Lease act). I figured that this would be a nightmare to code and didn't expect it to be a very likely possibility. Still, it's good to have the confirmation that sinking escorts would only have limited short-term benefits. I have been enjoying NYGM TW 2.2 immensely and will no doubt continue to do so. Thank you and your development team for putting together such an enjoyable mod and for your willingness to be so responsive to questions. ![]() |
![]() |
![]() |
![]() |
#7 |
Rear Admiral
![]() |
![]()
SubConscious
Bottoming the boat will not help you in SH3. You have to lose contact with them on passive and actve sonar for however long the lost contact time is, as defined by the sim.cfg file. (if its 30 to 40 mins, you have to not allow them to regain contact with you for the next 30- 40 mins if they're to go away.) 211 meters is not deep enough to get under their sonar cone most likely. So long as they get a contact, they'll probably never go away, and anytime a ship "spots" or otherwise contacts a sub, any warship/plane in the area will respond if it the time to get to the broadcasted location is within the lost contact time. IE, if your 30 mins away and the lost contact time is 40, you'll have a new friend joining the party. |
![]() |
![]() |
![]() |
#8 | |
Blade Master
![]() Join Date: Jan 2002
Posts: 1,388
Downloads: 0
Uploads: 0
|
![]() Quote:
May I also add that next time there may not be additional escorts turn up. But are you willing to risk that? :hmm: |
|
![]() |
![]() |
![]() |
#9 |
Frogman
![]() Join Date: Jun 2006
Location: Pennsylvania
Posts: 309
Downloads: 102
Uploads: 0
|
![]()
Ducimus,
Thank you very much for bit of information. I was just wondering why the escorts were pursuing me when historically, the British didn't know how deep U-boats could go until they captured one. Using this logic, I figured that suddenly stopping both maneuvering and engines immediately after a depth charge attack and drifting to the bottom would be recognized as a "kill" (though I was sorely tempted to blow some ballast to give the ruse a greater effect). One never knows how the "logic" of the code is written until one asks. ...or until a generous person such as yourself offers the information. Thanks for the enlightenment! ![]() |
![]() |
![]() |
![]() |
#10 |
Sea Lord
![]() Join Date: Mar 2005
Location: Grid CH 26, Spain ,Barcelona
Posts: 1,857
Downloads: 204
Uploads: 0
|
![]()
Two lessons learned .. today :hmm:
Don´t stop in the bottom , continue moving very deep at low speed And not risk your boat sinking small tug boats in dangerous waters, unless you can run away some miles and dive until the night fall also tug boats where used as a inteligence ships for weather and submarine repports. ![]()
__________________
But this ship can't sink!... She is made of iron, sir. I assure you, she can. and she will. It is a mathematical certainty. Strength and honor |
![]() |
![]() |
![]() |
#11 | |
Frogman
![]() Join Date: Jun 2006
Location: Pennsylvania
Posts: 309
Downloads: 102
Uploads: 0
|
![]() Quote:
![]() ![]() Live and learn... or in this case, sink and learn. |
|
![]() |
![]() |
![]() |
#12 |
Rear Admiral
![]() |
![]()
The AI, really isnt much of an AI at all. It's very mechanical; at least i think so. Certain criteria have to be met in order to illicet a response from a DD/DE. If your actions do not meet the criteria the game looks for, the "AI" simply does whatever. The AI is rather booean in nature.
Randominess in their attacks seems primarly through enviormental variables on weather or not they see you to begin with, variables that effect their accuracy, or crew ratings which i beleive effect threshold response values. Honestly having a fairly good idea on how the AI works isnt very fun, takes all the mystique out of the game and turns it into a mechanical exercise. |
![]() |
![]() |
![]() |
|
|