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View Full Version : [TEC] Dept Charges?


Hawk_345
09-29-07, 09:41 AM
This is an idea from the general froum.

Is it posible to mod the DD'S and their load out of DC's to a realistic level or realatively realistic level since we sink more tons then most skipers in RL ever did and can we make their "guessing" depts, a little bit more random, because right now they more or less know your exact dept all the time, not very realistic.

If it is possible, maybe a possible project for a moder to do in his/her spare time.

ReallyDedPoet
09-29-07, 10:01 AM
This thread is somewhat related: http://www.subsim.com/radioroom/showthread.php?t=122267&highlight=depth+charges


RDP

3Jane
09-29-07, 10:05 AM
Compound interest on the explosives.

Hawk_345
09-29-07, 10:10 AM
alright, thanks, that thread really does explain most of whats going on.

tater
09-29-07, 12:44 PM
I'm on it ;)

tater

tater
09-29-07, 01:19 PM
BTW, regarding the IJN DC loads carried, making them realistic would REDUCE the effectiveness of IJN ASW making players able to sink even more tonnage than RL.

That's really the gameplay balance.

I think the ultimate goal for AI/ASW tweaks is to have the ASW assets attack you more, but kill you less. To the extent their attacks are persistant enough to let the convoy/TF get away, they do their job and rteduce tonnage sunk to more realistic levels.

tater

mrbeast
09-29-07, 03:04 PM
From all the accounts I've read the japanese dropped a lot of DCs. Sometimes dropping them at random to try and scare off lurking subs.

Might be interesting if that could be written into the game somehow, have green ASW crews use this rather panicky tactic while more experianced crews are a lot cooler and use the stock tactics.

tater
09-29-07, 03:14 PM
That's more than we can mod I imagine. Early war, though, they would have to team up to drop a lot. The 36 DCs carried by many IJN DDs was the count AFTER they had 4 throwers added. Apparently early in the war they carried far fewer than 36 DCs. The early war Kaibokans carried only 12 DCs. The minesweeper in game? On non-escort duty it carried TWO DCs. Not 2 racks, 2 depth charges. I think from a gameplay standpoint I'd not have any ship carry fewer than maybe 6 DCs.

OTOH, it might be interesting to see the effect of a really crappy crew on a really capable ship.

Perhaps I should try Bungo Pete with his skill set to AI=0. I'd be looking for lots of attacks, but no where near me :D

If it worked, we could make some ersatz escorts, give them GREAT hydrophones, but awful crews. They might detect you and drop a mile away...

tater

FAdmiral
09-29-07, 03:24 PM
If it worked, we could make some ersatz escorts, give them GREAT hydrophones, but awful crews. They might detect you and drop a mile away...

tater

OR they might not detect you at all and drop the ashcan right down your neck....

JIM

tater
09-29-07, 04:14 PM
Hehe, true. You might get hit by a meteor running on the surface, as well :D

tater

Hawk_345
09-29-07, 05:05 PM
well i understand we cant have realistic levels of DCs ingame because of the player vs AI factor, but we can definatly lower them to under 100 right? because now its seems like they have 100's.

Im glad to see you are working on this tater.

tater
09-29-07, 05:17 PM
They DO have hundreds in some cases. They typical DD in SH4 has at least 80 DCs when it should be 36 or so later in the war, and far fewer early on.

There is a problem, however. To realistically limit them, I need to make loads of changes because I need to install a few different rack types, etc. The escorts need to be able to evolve more capability over time as they did in RL. Many DDs that saw escort duty more frequently got DC thrower upgrades. For many of them I need to add nodes to allow this (the typical number was 4 throwers). I have tests, I just need to dial it in some more.

When I get it figured out, I will likely make a couple different versions for people. I'd think less in terms of easy vs hard, and more in terms of the flavor of the damage. I was thinking that you could have a large radius like the stock game (maybe 30m instead of 40m), but a smaller explosive range of HP damage. The goal would be to tune it more towards system damage than HP damage (as redwine has been working on). The other variant would be just reducing the radius as RFB and TM have done. All with fewer DCs stored aboard.

swdw
09-29-07, 10:26 PM
There is a problem, however. To realistically limit them, I need to make loads of changes because I need to install a few different rack types, etc. The escorts need to be able to evolve more capability over time as they did in RL. Many DDs that saw escort duty more frequently got DC thrower upgrades. For many of them I need to add nodes to allow this (the typical number was 4 throwers). I have tests, I just need to dial it in some more.
This is quite an undertaking. How much access do you have to tweaking the AI? I can see additional issues with more experienced escort crews being better wtih the sonar and placing the DC's, being better at maneuvering their escort, gaining understanding of US sub tactics making them more effective, etc.

As you pointed out theres a LOT more to this than people may think and maybe making the DC's depth accurate was a method of play balancing the game because the AI might not be sophisticated enough to handle all the variables.

Thank you for what you are already doing and the other mods you've developed. Impressive work is an understatement This is a great sim community and I've only been lurking for a few days and posting for one, but appreciate the people here already.

tater
09-29-07, 10:35 PM
The AI itself is a black box. What we can control are the sensors, and a few settings like how long the AI will persist in prosecuting an attack, etc. The only other control is by picking AI skill levels (0 through 4). Testing the interaction between sensor settings and AI skill levels is... time intensive. On top of that, somewhat subjective.

tater