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View Full Version : Are speeding up vessels before the torpedo strikes hard coded?


Tempest555
07-05-12, 01:09 AM
I had him dead to rights. :mad:

magic452
07-05-12, 01:37 AM
Yep. Some have tried to fix this but not much success. :nope:

I'll shoot one fish at or in front of the bow and get the target to commit to a course of action, slow down or maintain speed. I'll shoot two or three more based on that. You use a few more fish this way but you do get more hits.

Second method is to track the target till dark or bad weather.

Magic

doulos05
07-05-12, 02:51 AM
Where are you aiming your fish? And what are you shooting? I always shoot my first fish at MOT and I've never had a merchant dodge my fish. I've also never had warships (except destroyers) dodge them, though they do usually speed up enough to move the impact point aft of the aim point (and I love watching pretty booms, so I always external view and put the camera on the superstructure of the target so I can pretend to be a lookout, "Torpedo! We're doomed!!!"). The destroyers in this game behave like drag racers, so they can get out of the way. But that raises the question, why the heck are you wasting perfectly good fish on escorts? Unless you've got a convoy that's completely unarmed except for escorts and you intend to surface and deck gun them to death, I don't see what you accomplish doing that.

boonie
07-05-12, 04:36 AM
But that raises the question, why the heck are you wasting perfectly good fish on escorts?

some escorts are pretty fat tonnage wise. Like the Akitsuki dessie (2700 ton), on par with alot of smaller merchants.

Why do people always ask why kill escorts? its perfectly normal to want to do away with potential threats. With the escort gone it opens up alot of avenue to attack like being able to switch off silent running and reload + higher underwater speed/maneuver/stunts without a slight care of noise or repercussions etc etc.

There are game play mods that reduce this jack rabbit insta take off behavior. I forgot the name. some mega mods also feature this (RFB and GFO iirc, not sure about the rest)

Hinrich Schwab
07-05-12, 05:00 AM
I had him dead to rights. :mad:

It is an annoying bug. If the AI spots a torpedo, it sometimes magically goes to flank speed instantly just to make a player mad. The AI's ability to spot and detect torpedoes is much better than historical accounts imply. Most failed attacks were due to bad shooting solutions and duds. Aspect change was uncommon.

Hylander_1314
07-05-12, 05:38 AM
You might want to try this,

http://www.subsim.com/radioroom/downloads.php?do=file&id=942

Webster's Ship Manuvering Fix for v1.4 and v1.5

"I made this mod to eliminate the way ships in the game (mainly the destroyers) can take off from a dry stop like drag racers or how they can stop on a dime or zip forwards and backwards without even hesitating for a second. Anyone who has ever been on a boat knows this is impossible for ships to do, there is no traction or brakes on water."

Armistead
07-05-12, 07:52 AM
Nope, it's not hard coded..Webster's mod works pretty good, someone else made one, but can't recall his name. All the ships have the ability to a degree, but since most merchants have a lower max speed it's not a big issue with them, but large warships, sucks watching a carrier go from 14kts to 24 kts in one second.

Like Magic said most of us us shooting patterns to deal with it, fire one to the bow to hold ship at speed, MOT, stern.

doulos05
07-06-12, 12:58 AM
some escorts are pretty fat tonnage wise. Like the Akitsuki dessie (2700 ton), on par with alot of smaller merchants.

Why do people always ask why kill escorts? its perfectly normal to want to do away with potential threats. With the escort gone it opens up alot of avenue to attack like being able to switch off silent running and reload + higher underwater speed/maneuver/stunts without a slight care of noise or repercussions etc etc.

I guess it's just the way I play. 1) I've noticed that they dodge my fish far too easily (yeah, I could run the mod, but I don't want to mod over TMO too much and I'm about to switch to FOTRS anyway). 2) I've only got so many fish. I don't want to waste fish on low tonnage targets. If I'm attacking a convoy, I only shoot 4000+ ton targets. Honestly, I usually even pass up low tonnage singles unless it's been a fairly slow patrol. The way I see it, the US Navy didn't give me a submarine and 80 top notch sailors so I could piddle around with tiny targets. They want big targets sent to the bottom. Preferably warships, but merchants are great too.

Tempest555
07-06-12, 01:30 AM
Thanks the interia file seems to work-all my dud torpedos go underneath him rather then astern now :haha: {always play with historical settings. No really I can see the difference. Anyhow-sometimes you can't help to take on a destroyer or an escort. Actually I don't go looking for a fight with them.

Hinrich Schwab
07-06-12, 03:56 AM
...all my dud torpedos go underneath him rather then astern now :haha:
Take the target's draft and subtract 12 feet. Set the torpedoes to this new depth. You should hit. ~8-12 feet is the average depth a deep runner would go. This continued until June of 1943 when most of the MK14 torpedo problems were resolved. :up:

Hylander_1314
07-06-12, 04:16 AM
Just set the depth as shallow as possible, and they usually hit. Or bounce off.

CptLoonee
07-06-12, 05:44 PM
I find it a little unrealistic, but less challenging that it would be in real life when ships started pulling tight circles and figure eights to avoid torps.

Tempest555
07-06-12, 11:17 PM
Kaibokans and Chidoris they are set as shallow. Unless there is another way more often then not they bounce off or run underneath.

Hylander_1314
07-07-12, 04:51 AM
I have had it happen, where I set a torpedo depth to 5ft, only to have it pass right under a ship with a 20+ ft draught. And the sea was rather calm, with no waves, or waves so small as to not affect the vessel's pitch and roll.

Tempest555
07-07-12, 01:38 PM
Well the ship acceleration physics I altered on the TYPE D Kaibokan from FOTR 1.3 addon (by altering the parent ship CO Kaibokan Ship SIM filel ) after looking several warship SIM files in SAP_v0.5_Stock-RFB-Only mod file and getting some idea what was changed and I think I tamed the jack- rabbit on that Kaibokan D HAHAHA I blow their stern up in the stock training mission I altered-unlike before the torpedo would just pass close astern as this tub sped away. But as frustrating as the duds are-I'm satisfied since historically the captains of submarines were just as frustrated. I leave it go with the fish bouncing off or going underneath the hull.

Oh yeah mod soup for one of my 3 installations.

Ach du lieber Gott.
:Kaleun_Party:
My own Dukes Mixture in that sim files-CO Kaibokan in FOTR 1.3 combat doesn't act strange in turns, in attack sequence and sinks normal-just appears to be slower off the start.
http://img.photobucket.com/albums/v348/Tempest555/physics.jpg

Hylander_1314
07-07-12, 02:27 PM
One thing else you can do, and it will help make ships ride the waves better, is add a submerged draught setting too. It will make them rise and drop with the waves too, so they tend to drop into the troughs of the waves, and rise with the peaks. And if timed right, and a torpedo does run a little deeper than it should be, if the ship is in the trough when the fish arrives, it has a better chance of going off, and it looks better in the game too.

For the same vessel, I added a 6.0 to the Submerged Draught setting, and rides the waves like a boat should.

Tempest555
07-07-12, 02:39 PM
So your never satisfied to HAHAHAHA I'll look at it but believe me I strive mightly balancing to play the game and mod the game. It isn't easy.

First love in all my games is SH4.

merc4ulfate
07-09-12, 05:17 PM
I enjoy the uncertainty. I just look at the merchants speeding up as a sign of good watchmen on board their ship. The brain is a fast instrument. Upon sight you can sometimes estimate the exact time and know if you can go flank and have it miss or slow down and have it miss. OR ... that your Fish food!!

We do not always have to have a mod for everything ... the boys in the boats certainly didn't!!

:arrgh!:

Just ran into an Asashio off the coast of Kiska. I sank the merchant with her but she honestly didn't put up much of a search for me. I got her attention with the three fish spread and she sprinted on me. They all missed and she came after me. I turned all ahead flank scope up ... I wanted her to follow me. I fired three more fish aft at 0 and then 5 degrees left and 5 right. One got her head on in her turn. She turned away and came to an all stop some distance away. I fired three fish set at 5 degrees, 8 degrees and 10 degrees right of her bow. I fired at less than 2000 and she sprinted again but took one fish in the starboard side. Now her top speed dropped to 3 and I raced along at flank to put an aft shot on her .... Down she goes.

I have learned to get used to the sprint ... and planned for it.

Yeah I use more fish ... but this is about the fun of the hunt!!