View Full Version : Depth charges depth
Hi all,
This is one thing I’d love to have… depth charges exploding deeper than actually :yep:
But I suspect there is no way to get them under 150m.
Is the explosion depth hardcoded, or did I missed a setting somewhere? :hmmm:
Any idea?
:Kaleun_Salute:
Mister_M
05-13-23, 01:45 AM
One day, I've tried to make the DC explode if they reach a certain depth, and I've found no way to do that. So, I guess it's all hardcoded.
One day, I've tried to make the DC explode if they reach a certain depth, and I've found no way to do that. So, I guess it's all hardcoded.
Thanks for your feedback.
That’s what I’m thinking too, cause didn’t find anything about DC depth.
We can adjust the DC falling/sinking speed or the explosion precision, but that’s about all…
I’m thinking to try to find a turnaround if we can’t set the DC explosion deeper…only thing we can kind of restrict is the U-Boot depth… meaning I will decrease the U-Boot random crush depth in Commander…as compromise, even if it’s not 100% historically accurate (but shouldn’t be that far).
This way, passing the depth gauge red line should make you think about the risks :D
:Kaleun_Salute:
Mister_M
05-13-23, 02:48 AM
Yeah. Remember that it's an old game, and it will never be a true "simulation", even with mods and hardcode adjustments. It only intends to recreate a certain "atmosphere", all is illusions... :03:
You can make it easy or hard, but it's impossible to make it "real".
The only realistic thing in this game is that the U-boot can go underwater.
Yeah. Remember that it's an old game, and it will never be a true "simulation", even with mods and hardcode adjustments. It only intends to recreate a certain "atmosphere", all is illusions... :03:
You can make it easy or hard, but it's impossible to make it "real".
The only realistic thing in this game is that the U-boot can go underwater.
Agreed :up:
Found interesting settings to restrict U-Boot depth :yep:
Crossing red line will progressively give you damages…gauges brakes one after one, water leak, lost of hull percentage etc…until sub will just implode :D
Still testing :03:
:Kaleun_Salute:
Hooston
05-13-23, 04:54 PM
Don't be so hard on the game! Yes, there are 1000000 things wrong with it as a simulation, but it's great strength is there is so little information available to the player that you only see most of the problems if you "cheat" with external views or use the various automatic functions. This paucity of information means it actually stands up very well compared with more modern simulations which cannot seem to resist putting huge amounts of graphics on the plot.
I always thought that allied depth charges were set way too shallow, I don't remember which book this came from, but maybe the developers read the same book! Based on a better reference Wikipedia says that the max depths were fairly quickly set to more or less correct values. However deep submarines seemed to have a lot of immunity, to the point of evading hundreds of charges. I guess this is because the charges took 30s or more to arrive at depth and escorts never really got good at depth measurement. GWX is a bit silly in that the charges are so accurate in depth you can reliably evade simply by going up or down by 30m or so.
Is the answer to drastically reduce the accuracy setting for all levels of escort competence? Would this lead to some charges exploding way deeper? This would be realistic and also make the late war game a bit less impossible.
Is the answer to drastically reduce the accuracy setting for all levels of escort competence? Would this lead to some charges exploding way deeper? This would be realistic and also make the late war game a bit less impossible.
I don’t think escort skill level would change anything to depth charges depth, meaning could explode deeper than actually.
Escort skill only change their capacity to detect you underwater & surfaced :03:
:Kaleun_Salute:
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