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View Full Version : Capturing and sinking of steamers mod?


drakkhen20
02-06-11, 10:52 AM
Just wondering if this proceedure could become a mod or not?


"When dealing with steamers, commanders should observe the Prize Regulations at all times. Sinking a steamer without warning is prohibited, unless it is a warship or escorted by a warship or aircraft.
When stopping steamers, proceed cautiously as the enemy is known to employ decoys (armed ships but disguised as merchants - Q ships). For this, at least two torpedoes are placed on standby and ready to fire. While remaining submerged, inspect the steamer at close range for any suspicious characteristics. Nationality markings and ship designations should be observed whether they are permanent or have been tampered with. Be on the lookout for makeshift superstructures and suspicious cabin windows, as these are signs of concealed guns.
If the ship bears no suspicious characteristics, then surface at a minimum safe distance of 4000 meters astern of the steamer. Act resolutely to stop the steamer and order the crew to board their life rafts and abandon ship. If any resistance is encountered, then it is treated as hostile and may be sunk immediately. Acts of resistance includes not stopping immediately, failure to obey instructions, sending radio messages of any kind, or not evacuating the ship promptly.
Should the need arise to conduct further inquiries, never send a boarding party to board the steamer. Instead, ask for the ship's papers to be sent over. A close watch should be kept on the boarding crew coming alongside. The boat's crew must be armed with submachine guns and automatic pistols on the conning tower, so as to prevent any hostile actions such as the lobbing of hand grenades.
During the entire time of operation, the U-boat should keep a minimum distance of 4000 meters behind the steamer. Point the boat at the steamer and keep directly behind the stern to prevent any surprise artillery fire - in the event, only the stern gun of the steamer can be used. Ships have a natural tendency to broach to one side, and any broaching should be countered with counter maneuvering. If such movements are repeated suspiciously, then open fire at once with live ammunition. The danger zone is in the immediate vicinity of the steamer, on which submarine traps (if any) pin their greatest hopes on.
As per standard procedure, four lookouts must be posted to scan their respective horizons for ships, the sky for aircraft and the surface for periscopes. Lookouts are to strictly carry out their duties and are forbidden from observing the happenings with the steamer, or lest the boat be surprised by a lurking enemy. It should be noted that gunnery fire may be heard by ships in the neighborhood, although they may not be in sight. If this is the case, ships may suddenly arrive at top speed. As a counter measure, the crew must be ready for a crash dive. The diesels are always kept running to conserve precious time during a crash dive.
To sink the steamer with torpedoes, maneuver underwater and fire at point blank range. If it becomes necessary to use explosives to scuttle the boat, securely fasten bundles of explosives to the hull below the waterline. The best places are the hold and the engine room. Placing explosives above the water line or in cabins or cargo rooms is virtually useless. In the event of insufficient explosives, the sea-plugs may be opened although this is somewhat time consuming. In large ships, smash the windows to prevent the forming of air pockets. "

This was sent to me per www.uboataces.com (http://www.uboataces.com) newsletter, its published out of the sub commanders handbook. Its sounds really awsome if it could be a mod. Any suggestions???:salute:

StarTrekMike
02-07-11, 11:26 AM
I was also wondering if some sort of system could be put in place to simulate the rules that were in place at the beginning of the war.

I would not expect to be able to take up a MP-40 and shoot from the bridge but some sort of script that could allow for ships to "give up" when you fire a shot at it and release a life boat or something.

This would no doubt be a scripting nightmare.

Mike

stoianm
02-07-11, 11:35 AM
I was also wondering if some sort of system could be put in place to simulate the rules that were in place at the beginning of the war.

I would not expect to be able to take up a MP-40 and shoot from the bridge but some sort of script that could allow for ships to "give up" when you fire a shot at it and release a life boat or something.

This would no doubt be a scripting nightmare.

Mike

I am using a mod where, a ship, after was sunked, release a life boat in SH5 - Wooden_Lifeboats_Mod_1.1 - maybe will suit your taste:up:

http://www.subsim.com/radioroom/showthread.php?t=179521 (http://www.subsim.com/radioroom/showthread.php?t=179521)

StarTrekMike
02-07-11, 01:31 PM
Thanks for the tip on that mod (I missed the lifeboats from SH4) but I was thinking more along the lines of unarmed merchants releasing a lifeboat or two when you fire a deck gun shot at them.

This single shot would be a sort of "shot across the bow" but would require a hit (for scripting purposes).

It would add a whole new level of difficulty when you cannot just fire some eels at any ship flying the wrong flag, you would have to linger a bit and worry if backup is on the way.

it would also make prize rules notifications from Bdu mean something.


Perhaps it could be done?

Mike

drakkhen20
02-07-11, 02:00 PM
i think it could if someone can manipulate the AI to atleast randomly put some sort of area(such as the bow) to be hit by a deckgun shell and makes a choice based on numbers wether to stop, deploy a life boat. then radio bdu and it becomes marked on your map as sunk and is registered as such i would guess or you could be ordered to scudal it with your deckgun. the idea is out there from what i can read....:salute: