View Full Version : spotted my scope at 3000 yds, at night?? yeah, right
I donīt know you guys, but this issue is plain BS.
I was making my approach (submerged) to attack a small convoy at night, about 3000 yds away when they suddenly started evading. I could "barely" see them, how on earth could they spot my scope on a medium-rough sea??
Im re-reading "submarine" by E.Beach, where he tells plenty of succesful night attacks (some of them NOT EVEN SUBMERGED), and their preys had not a single clue they where there until the first torpedo reached its victim.
Is there any way to mod this?
Thats an awesome book. ive proberly read it 5 times allready.
DrBeast
03-05-08, 10:07 AM
Before you go down the modding road (although I agree that those Japs seem to possess some sort of night-vision!), here's a simple tip: DO NOT use Time Compression when in the vicinity of enemy ships. TC appear to give them uber-sensors (the higher the TC, the more sensible their sensors become).
If you really want to mod this, however, here's a simple solution:
Go to Data\Cfg and find the file Sensors.cfg. MAKE A BACKUP!!! Open the file with Notepad. Find this line, under ;Visual:
Visual light factor Change the value. The higher it is, the more difficult it is for the enemy to spot you at night.
Same goes for Visual fog factor and Visual Wave factor; raise those, and the enemy is less likely to find you when it's foggy and wavy, respectively. Don't go overboard, though, increments of 0.1 will suffice.
kv29, we've all felt your pain. The game is not perfect by any stretch. I do not believe the game takes any environmental factors into AI sensors. So pretend every approach is at 1400hrs on a clear summer day. Speed and angle of the approach are a lot more important than time of day and/or weather conditions. Those only seem to factor into our attacks, sensors etc. Have fun!
Or go with the above fix!
Major Johnson
03-05-08, 10:56 AM
My question is, are you (kv29) using any mods?? Supposedly the TM mod makes the Japanese better than in the vanilla version, which may or may not be historically correct, that's not my call. Personally I found the destroyers in SH1 hard to get away from, I don't need them tougher than that in SH4. :stare:
thanks for your responses, guys.
No, Im not using TM at the moment.
Drbeast, I think I will follow your advice and fiddle a bit with that value.
BTw, I never TC when making a run or while evading, those are the funniest parts of the game!
DavyJonesFootlocker
03-05-08, 12:08 PM
I need to know- What speed were you going?- If high speed then the noise may be heard by the escorts, if there were any.
letterboy1
03-05-08, 02:46 PM
Night or day, I tend not to get noticed because I never move in the vicinity of other ships unless I'm evading or my presence is otherwise already made known. I position myself well in advance of their approach and wait in ambush. And I try to be as fast as possible with the scope.
joejccva
03-05-08, 04:01 PM
Heheh I do the same thing with my scope. I was up against 2 jap destroyers last night, and created my firing solution. Fired off 2 fish, then started firing a few salvos. Then I immediately lowered scope right after like they were going to see me after I fired my torps. :)
Sometimes I like firing off some torps, and then doing the evasive manuever where I dive deep and do hard to starboard. Adds to my excitement and immersion level I guess. :o
Torpex752
03-05-08, 05:34 PM
I'm using TMO, was surfaced, under 8 knots, no moon and got within 1500 yds before I was spotted. I noticed that when submerged and speeds above 2/3 will get you detected within @4000 yds. I've been able to come in at 2/3rds ok when making approaches.
Frank
kv29, without mods most of the IJN ships have radar. Even the fishing boats.
tater
Fincuan
03-05-08, 06:50 PM
And even with mods all the merchants have hydrophones, something to think about when approaching a lonely merchant submerged :)
kylesplanet
03-05-08, 08:00 PM
Night or day, I tend not to get noticed because I never move in the vicinity of other ships unless I'm evading or my presence is otherwise already made known. I position myself well in advance of their approach and wait in ambush. And I try to be as fast as possible with the scope.
I do the same thing as far as waiting in ambush but I pose another question: Do you just sit there and hover? I admit I do but I don't think the ship could maintain its bouyance for very long (in real life of course) Any thoughts?
Ducimus
03-05-08, 08:26 PM
Sub Buoyancy is something ive wanted to mod for awhile now. Theres two routes to go, positive or negative. Personally, i prefer the negative buoyancy model, as it makes the most concious change in sub behavior. Positive buoyancymodel is offset by just setting your depth a little deepr then your desired depth. Sub eventually stops before broaching, so at that point your back to a neutral buoyancymodel, and then, whats the point?
Unfortunately, the negative model is alot harder to implement, and some of the underlying mechanics in the game seem to make the positive model not work so well. Granted i haven't put much effort into it, but initial testing wasn't very promising on it, so i moved on to other projects that i knew i could get working.
THE_MASK
03-05-08, 08:37 PM
There pretty good at listening for propellor cavitation you know .
Not all the merchants have hydrophones, and many that do don't have them for all dates.
Munchausen
03-06-08, 03:19 PM
Do you just sit there and hover? I admit I do but I don't think the ship could maintain its bouyance for very long (in real life of course) Any thoughts?
It was done. See Mendenhall's "Submarine Diary," pages 7 and 205. (I think there's a quote from it somewhere around here.)
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