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View Full Version : In the immortal words of Ali G ‘Respect’, a new way of playing…


Der Teddy Bar
06-02-06, 08:08 PM
Previously we could approach a convoy with little regard to being detected and worse yet little concern that it had 4 escorts. We could travel up and down the English Channel as if we owned it, or at least had our name on the lease.

We could attack a convoy and resurface and attack it again all before brunch.

The NYGM Tonnage War 2 will go a long way to address these short comings.

The previously visually blind Escort AI will now detect you at greater distances, when at a normal alert condition. Your profile and even your approach speed will go a long way to either you remaining undetected or in you getting detected.

While improving the daytime distances we have also reduced the night time distances that an escort might detect you at.

While improving the Escorts Visual abilities we have in relation to the improved Escort Visual abilities reduced the Merchant Visual abilities especially in regards to the night time. We have done this by adding an additional Visual Sensors for the merchant ships and another for the smaller craft.

As previously mentioned your aspect and speed will play some part in you being or not being detected.

When you show your smallest aspect, bow or stern, then your chances of being detected are reduced. Once you start showing the side aspect of your u-boat the chances of being detected are increased substantially.

For example, if under certain weather conditions you might get detected bow on at 3200 metres when you show your profile that would almost double that distance over 6000 metres.

Speed has also has an impact on your ability to remain undetected. At ahead standard you are at the compromise speed, fast enough to get around and not excessive in allowing you to be detected.

However at flank speed you might be detected at ranges that when at ahead standard you were not. Alternatively at a speed less than 7 knots you might not be detected till much closer or at all.

Elaborating on the new additional Visual Sensors…
- The Merchant Visual Sensor has in comparison the Escorts Visual Sensor a reduced range and capability. The reduced capability is most evident at night.
- The Fishing Vessel Visual Sensor is the same as the Merchant Visual Sensor with reduced range to be in line with the vessels height.
- The Elco Visual Sensor is the same as the Escort Visual Sensor reduced range to be in line with the vessels height.

When the AI goes into a High Alert state the detection ranges will greatly increase as the AI is now actively looking for you. This means that where as previously you might have been able to get within 2000 metres of the ship undetected you might now find that you are being detected at 5000 metres.

The AI can now see your periscope and snorkel. While the detection of these items when the AI is in normal alert mode is very low, when the AI is in a high alert mode the detection of your periscope may occur up to several thousand metres away. Remember, on high alert the escort AI is actively looking for you.

I have no idea how long the AI will stay in High Alert.

Underwater detection has been greatly enhanced with the Glingon Cloaking Device now a thing of the past. That is, ahead slow and silent running will not allow you to sail right up to an escort undetected.

Now to remain undetected by a close by escort will require <2 knots and silent running and if the escort is on high alert, 1 knot and silent running.

ADSIC, the escorts now use it, a lot!

I cannot stress enough, the escorts are not super impossible, they are not all seeing, BUT, they are more effective.

So how was it really? In the video interview with Jurgen Oesten he relays how in 1939 while submerged, inferring that he was just not found due to any previous action, he was detected and attacked by a lone destroyer.

He goes on to say that the destroyer was very accurate and that the destroyer knew exactly where he was. This destroyer gave his u-boat a massive work over with him eventually ending up on the bottom at 134 metres with his u-boat extensively damaged and unable to move. He also relates that the hull was buckled in from a depth charge that also knocked the port diesel engine off it mounts.

It is inferred to have been over many hours possibly in double figures. On the 3rd night they surfaced to find that a trawler had been left there to watch for the u-boat possibly surfacing!

Shallow waters were a very dangerous place for the u-boats, yes there were sound detection difficulties, but compared to deep water, shallow waters were very dangerous.

With the AI now more actively using the ADSIC shallow waters are now very dangerous. It is not impossible to survive 1 maybe 2 escorts with skill and some luck when in shallow waters of 50 metres or less, but more often than not, you will find that it will end tragically.

With ADSIC the key to minimising your chances of detection will be minimising your profile, stern on or bow on is key.

I would like to point out that using speed when appropriate is now as important as staying silent and slow. I am not referring to using speed to avoid depth charges, but using speed to move away from the escorts search area.

Before the NYGM hydro/sonar update it was simply a matter of going slowish and silent running. This is now not enough.

It is now very important to remove yourself from the search area a soon as possible. This can only be done by increasing speed when the escort is in a position not to detect you, i.e. in his baffles or far enough for a small speed increase. This is very hard to judge and requires a lot of attention.

It also requires a cool head as hearing the ping does not always mean that you are nailed, even if the u-boat warning icon goes red. I can confirm that even when the u-boat warning icon goes red and the pinging is driving you up the wall that the escort will at times continue on. This has been confirmed through external view testing. It can be a battle of nerves and speeding up as you are already detected may actually ensure that you are!

I want to stress that the escorts are not all hearing or all seeing and that when you think that you have escaped you may find that sometimes bad luck will find you. For example I had removed myself from the basic search area of the escort (confirmed by external view for testing purposes) and had thought myself to be home and hosed as they say. When the escort was either moving away or changing to a new search area and I was redetected as it pass close by. In the end I did manage to escape, but we must not confuse bad luck with all seeing and all hearing.


What I am trying to say is that the AI is to be respected and that if your game play does not change to a more historical way then you will find yourself in whole lot of pain most of the time.

So if the escort sees you hide as soon as possible and stay hidden for as long as possible.

Salvadoreno
06-02-06, 08:30 PM
Are all these values going to work with the next SH3 Commander and Heminiscents thermal layers and other sensor changeS?? Or do they not conflict at all?

HEMISENT
06-02-06, 08:41 PM
Teddy
This sounds great, can't wait for TW version 2. I know this requires humongous amounts of testing and we all want it to be as right as possible, but...
The question is.. When?



ps. just kidding, take all the time you need

Der Teddy Bar
06-02-06, 09:17 PM
Are all these values going to work with the next SH3 Commander and Heminiscents thermal layers and other sensor changeS?? Or do they not conflict at all? We will have to check that out after launch as I/We have not looked at these.

I will say that the values are so interlocked that changing one value by as little as 0.02 can result in changing the detection possibilities from low to always...

I feel that the new hydro/sonar settings bring into play a real cat and mouse experience where you the player do actuall have some bearing on the result.

As such, I am hoping that these values might be such that the need to constantly change them will no longer be required.

Der Teddy Bar
06-02-06, 09:24 PM
The question is.. When?

Actually that is a tough one. It is ready to go, but I am not sure that we have prepared the end users enough.

It really is a step up in intensity and one cannot race through an escort encounter anymore.

THE_MASK
06-02-06, 09:43 PM
I am going to hold my breath until its out . READY SET GO :o :oops: :doh: :dead:

HEMISENT
06-02-06, 10:22 PM
Are all these values going to work with the next SH3 Commander and Heminiscents thermal layers and other sensor changeS?? Or do they not conflict at all?

As for Thermal Layers the only line that is edited in the AI.Sensors.dat file is the Min Height= setting for Hydrophones and Sonars. Whatever settings NYGM uses in the entire AI.Sensors.dat file remains as default.
If Commander loads a TL file then only that particular line will apply.

Example: Launch SH3 thru Commander(you have been randomly issued the TL file for 260m but you don't know it yet) Using the TW mod their AI.Sensors.dat is now the default. All their settings remain as advertized. If/when you are detected and are forced to dive deep the NYGM sensors are all operating per NYGM specs. When your boat gets close to 260m the
the sensor effectiveness will gradually degrade(providing you are going very slow and don't do anything stupid). Keep in mind that different year sensors all have variations to the Min Height=. This was done to avoid the hard ceiling effect. since you have no idea what boat has what year/model sensor degradation may occur as early as 250m or as late as 280m.
Of course once NYGM v2 comes out I'll test Thermal Layers, Malfunctions and Sabotage files to make sure everything is compatible.

Hope this helps.

HEMISENT
06-02-06, 10:26 PM
Actually that is a tough one. It is ready to go, but I am not sure that we have prepared the end users enough.

Well, this end user is prepared. I recommend two versions for release. A hard core version and the standard NYGM TW version for those who are not into the really intense gameplay.

Salvadoreno
06-02-06, 11:24 PM
As for Thermal Layers the only line that is edited in the AI.Sensors.dat file is the Min Height= setting for Hydrophones and Sonars. Whatever settings NYGM uses in the entire AI.Sensors.dat file remains as default.
If Commander loads a TL file then only that particular line will apply.

Example: Launch SH3 thru Commander(you have been randomly issued the TL file for 260m but you don't know it yet) Using the TW mod their AI.Sensors.dat is now the default. All their settings remain as advertized. If/when you are detected and are forced to dive deep the NYGM sensors are all operating per NYGM specs. When your boat gets close to 260m the
the sensor effectiveness will gradually degrade(providing you are going very slow and don't do anything stupid). Keep in mind that different year sensors all have variations to the Min Height=. This was done to avoid the hard ceiling effect. since you have no idea what boat has what year/model sensor degradation may occur as early as 250m or as late as 280m.
Of course once NYGM v2 comes out I'll test Thermal Layers, Malfunctions and Sabotage files to make sure everything is compatible.

Hope this helps.

Awesome Hemisent:up: I hope everything will go swimingly :rotfl: with NYGM V.2 and the new SH3 Commander. I love what you do and i love what Teddy does, but i cannot choose because both of you guys have tried to capture ultimate realism with the destroyer aggression, AI, etc..

Der Teddy Bar
06-02-06, 11:50 PM
Well, this end user is prepared. I recommend two versions for release. A hard core version and the standard NYGM TW version for those who are not into the really intense gameplay.
Not a practical idea, a good one, but not practical.

Der Teddy Bar
06-02-06, 11:50 PM
I am going to hold my breath until its out . READY SET GO :o :oops: :doh: :dead: :rotfl:

panthercules
06-02-06, 11:59 PM
Oh man does this sound great - one thing I have noticed so far in this career (on my 16th patrol so far - January 1942) is that something does seem to have happened for the worse as far as escort AI goes when compared to my earlier careers (which were generally run using various old RUB versions before I started messing with NYGM and GW on this career). I am always pretty conservative with my approaches and don't do anything stupid to attract them, so I don't expect to get hammered all that often. However, I have still made quite a few convoy attacks (and several against the same convoy over the space of 2 or 3 days), and have been surprised by a few escorts looming out of the fog/mist at 400m range when I zigged and the convoy zagged while I was trying to shadow them in heavy storms, and in all those many DC attacks I was never really hurt badly or even very often felt that the escorts had much if any idea where I was - no protracted escapes, just an hour or two of creeping away at 2 knots and silent running while they dropped DCs behind me and then gave up and headed off.

I have been detected on the surface by escorts a few times this career at about 7 or 8,000m range, when my speed and profile would lead me to believe I should not have been spotted visually, so I have suspected that those verdammte British must have some of that newfangled radar on some of their ships by now, but as far as I can tell I have never had my scope spotted so far this career at any speed or distance. I'd love to see this kind of thing really work to improve and make more uncertain the experience regarding detection. I'm amazed that you have been able to address all those varied detection scenarios, and I especially like the idea of a meaningful difference between daytime and night time spotting and escort vs merchant spotting chances. I can't wait for this thing to come out - bring it on http://www.subsim.com/radioroom/images/icons/icon14.gif

BTW - almost forgot the one item from my wish list conspicuously missing from the list of great things about to happen - somehow, you just gotta figure out how to make the moon state (phase and relative position) matter - it would just be too cool if you had to worry about that too during those early war night surface attacks. Come on - how hard could it be? :)

Observer
06-03-06, 12:15 AM
Tonight I updated the Randomised Events.cfg and the Miscellaneous.cfg with the next hex offsets in order for the randomized crush depth and thermal layers portion of SH3 Commander to work. These optional files will be included in the next release of NYGM TW 2.0. Please note that it will only impact crush depth and sonar min depth.

Der Teddy Bar
06-03-06, 01:21 AM
panthercules,
You are right that in 1942 most of your issues will be radar related.

I was testing elco visual detection in late 1940 and was getting detected at distances that were excessive and was at a lose to explain why, until to my surprise I discover that the Elco gets a radar set in June of 1940!

[Sensor 5]
NodeName=R01
LinkName=TypeSC
StartDate=19400601
EndDate=19430601

It is most likley that NYGM will have a look at the radar after the release of TW 2. It is hoped that we may be able to reduce its 'instant' detection ability without knee capping it and have heavy sea states play a bigger part in reducing its excessive abilities.

If I remember correctly, it was not until some time in 1944 did the allies finally attain a set that was not adversly affected by rain etc. After all, it was with the HuffDuff that the allies were able to ‘see’ the u-boats on or over the horizon, not radar. It was something that the allies allowed the world to believe for many decades.

When the AI in in a normal alert state the persicope detection is not as high as we would have liked, but it is not invisible. This is a direct result of making the night time vision less effective. Yes it is hard to see how they could be related but they are.

That said, they are not totally blind to the periscope and when the AI are in a high alert state, well, I suggest not using it.

Moon phases, never going to happen in SHIII.

JScones
06-03-06, 01:40 AM
Tonight I updated the Randomised Events.cfg and the Miscellaneous.cfg with the next hex offsets in order for the randomized crush depth and thermal layers portion of SH3 Commander to work. These optional files will be included in the next release of NYGM TW 2.0. Please note that it will only impact crush depth and sonar min depth.
Note that there are data file changes to SH3Cmdr R2.6, which will be released within the week. Miscellaneous.cfg is one of a few files that will no longer exist. And R2.6 will also come with eight different Randomised events files (one for each war year plus an optional "whole war" file).

This is one of the reasons why I announced quite a while ago the availability of an SH3Cmdr PR2.6 for modders to test for compatibility with their creations. Perhaps even more important for your team now that R2.6 will include by default the ability to commence careers with "experienced" crew - I suspect that it may impact your finely tuned crew configs. There's a thread about this in this forum if you haven't seen it.

I do recommend that you test NYGM 1.03/2.0 with the latest SH3Cmdr R2.6, because once it's out, I don't intend making "compatibility" changes because modders didn't test it adequately beforehand - the offer's been there to all for a month or more now and the NYGM team is about the only crew not to have taken the offer up.

Another thing I welcome from the NYGM team, or any mod team, is updated "Ship displacements.cfg" and "Ship names.cfg" files containing any extra ships that their mod may include. I feel that as the files have never been updated, they may be somewhat out of date. I need you modders to help keep it current, not for my benefit, but for the benefit of your users.

Wulfmann
06-03-06, 10:44 AM
I really need to pay more attention to what you are doing so I do not pull my hair out doing research on something you have already worked out.
That said realism is subjective.
What I mean is real 1943-45 convoys had 20-30 escorts with sweepers out front of our lead DD with extended screens and with Hunter killer groups behind to relieve the escorts once they arrived to take over attacking the U-Boats.
I admit that 20-30 as realism is excessive at this point but right now I am at 8-10 with tweaking the ships and sensors. (all 3 rated)
My feeling is one should be easy enough to escape (Osten’s was not typical by other accounts) 2 should be dangerous and 3 or more should be extremely difficult.
However, realism would also mean 12-36 hours of being held under and I can tell you 4 plus hours is not as much fun as one might think in real time; 1X (You have virtually no chance at anything but 1X)
My point is realism needs to have real screens and I find that the screens only start to go double row above 9 escorts. Try a convoy with say 15 and you will see the flanks get layered escorts, which is real, no sneaking in from the side across the bows of modern escorts.
They developed the FAT torpedoes for a reason.
We need to be forced to act and react as real Kaleun’s did and against the quantity and quality of the known enemy.
Making a convoy attack very difficult that has 4 escorts is not at all real. Even in late war a big convoy with only 4 escorts would be slaughtered. Coastal convoys had 4 escorts by 1944. testing late war convoy attacks against such small numbers does not imitate reality at all, IMO
I have redone all the English traffic (those multi ship groups) to be heavily escorted coastal convoys. Very nice to see 3 or 4 merchant ships and 2 to 4 escorts and this was what Post D-Day U-Boat activity represents.
We need to edit the dates so after D-Day the patrol grids are real, ergo around England and not how they are.
Anyway I will try to pay closer attention to your post so I benefit from your research and I may even have a valid point myself once in a while!

Wulfmann

Stiebler
06-03-06, 11:24 AM
Re Wulfmann's heavily escorted convoys:

The new NYGM 2.0 has up to 15 escorts (typically 10-12) disposed around late-war convoys.

Above about 10 escorts, frame-rate perceptibly slows once you approach the convoy (I'm using a standard 1024 MB RAM/ 256 MB graphics card/ 2.0 GHz CPU, which is probably of slightly above average specification for SH3, and well above Ubisoft's stated minimun requirement). I'd hate to play against 30 escorts just for this reason, quite apart from any other.

This number of escorts, with NYGM's new sensors for escorts, provides a very serious barricade to any U-boat trying to reach the merchant ships. You will soon find, just like a real U-boat commander, that it is safer to fire salvos of long-range torpedoes from outside the screen.

Stiebler.

Stiebler
06-03-06, 11:43 AM
Lest anyone be concerned that the new, realistic, NYGM TW 2.0 escort sensors are too sensitive (as they will appear to be on first encountering them), let me cite some examples from my own testing. To make it tough, in Sept-Dec 1944 (North Atlantic, North Sea).

The real trick is to go to silent running at 1 kt, at the deepest depth possible. I find the stealth meter to be indispensable. While this may sound like cheating, I've always taken the view that, whereas the real captain had a crew of 50 to tell him who is close and who is not, the SH3 captain has to derive the same information from the computer - via the stealth meter.

In practice:
a) Convoy attacks - always approaching these 12-escort late war convoys submerged, towards the edge of the convoy. Firing from outside the screen usually, but if necessary move in under the merchant ships to make the escorts' job harder. Naturally, fewer sinkings than previously. One of the new un-nerving aspects of attacking convoys is when it suddenly turns towards you.
b) Caught by hunter-killer group of three destroyers in North Sea north of Scapa Flow, while trying to return to Bergen. After about half an hour of real time, managed to slip away (deep water).
c) Attacks on two of the new UK east-coast convoys in shallow water - evaded escorts quite easily actually, but forced to fire from so far away that only one ship sunk from each convoy.
d) Caught by two warships while trying to enter Rosyth harbour (shallow water). Again, evaded finally.

After a day or two (real time) to learn the knack of avoiding the escorts, suddenly everything has become a much more exciting challenge. Brilliant work again by Observer (hydrophones/asdic) and Teddy Bar (sightings/radar)!

Stiebler.

NYGM Tonnage War Mod - Leading Edge Realism (http://www.subsim.com/phpBB/viewtopic.php?t=49428)

Wulfmann
06-03-06, 04:10 PM
10-12 sounds very good. First I have ever heard that anyone has tried to have so many in any (released) Mod.
I will be interested to see how you tweaked things particularly the ships rudders and props. I have decided to vary these so no merchant type is alike (by very little say 0.055 or 0.057 or 0.058 or 0.06) same with warships but less like 0.035 or 0.037 or 0.04 etc etc)

I hope this new variation of tweaking finally gets us extrame difficulty in a realistic manner that allows survival.

Wulfmann

Der Teddy Bar
06-03-06, 05:17 PM
10-12 sounds very good. First I have ever heard that anyone has tried to have so many in any (released) Mod.
I will be interested to see how you tweaked things particularly the ships rudders and props. I have decided to vary these so no merchant type is alike (by very little say 0.055 or 0.057 or 0.058 or 0.06) same with warships but less like 0.035 or 0.037 or 0.04 etc etc)

I hope this new variation of tweaking finally gets us extrame difficulty in a realistic manner that allows survival.

Wulfmann
Actually the NYGM Mediterranean Campaign update by Charlie901 has been there done that :up:

panthercules
06-11-06, 01:34 AM
Actually the NYGM MediterraneanCampaign update by Charlie901 has been there done that :up:

Sorry if this is already answered somewhere else - I've not had much time to follow the latest flurry of NYGM release threads and am kinda stuck waiting till I get back from my current patrol before I start messing with trying to install the latest NYGM release, but does the latest NYGM-TW already include the Med campaign update you mention above or do you need to D/L and add it separately?

Thanks for all the great work - I'm hoping the dust settles a little by the time I get back to port though, 'cause I've managed to get thoroughly confused about exactly what ship and u-boat damage models and vis/spotting models are included in what versions and whether you can just D/L and install one package or whether or how many patch/fixes/etc you might have to add on after you D/L the basic new version of NYGM to get the full effect of the latest improvements. So much good work seems to be going on that it's hard to keep up. I guess that's a good kind of problem to have, conpared to the alternative, but it does get confusing to us mere mortals around here.

Der Teddy Bar
06-11-06, 03:58 AM
Actually the NYGM MediterraneanCampaign update by Charlie901 has been there done that :up:
Sorry if this is already answered somewhere else - I've not had much time to follow the latest flurry of NYGM release threads and am kinda stuck waiting till I get back from my current patrol before I start messing with trying to install the latest NYGM release, but does the latest NYGM-TW already include the Med campaign update you mention above or do you need to D/L and add it separately?

Thanks for all the great work - I'm hoping the dust settles a little by the time I get back to port though, 'cause I've managed to get thoroughly confused about exactly what ship and u-boat damage models and vis/spotting models are included in what versions and whether you can just D/L and install one package or whether or how many patch/fixes/etc you might have to add on after you D/L the basic new version of NYGM to get the full effect of the latest improvements. So much good work seems to be going on that it's hard to keep up. I guess that's a good kind of problem to have, conpared to the alternative, but it does get confusing to us mere mortals around here. The massive Mediterranean Campaign update by Charlie901 is included in the NYGM TW 2.0

We have also included as an option the great Harbour Traffic by Rubini :up:

In addition, I am very excited about Stieblers additions to the NYGM Tonnage War Campaign.

British Coastal Convoys
- London to Firth of Clyde
- Liverpool to London
- Hull to Dundee
- Dundee to Hull
- London to Southhampton
- Southhampton to London
- Hart to Harwich

Tanker Convoys
- Port of Spain to New York
- Curoco to Charleston
- Curoco to Galveston
- Mombassa to Capetown

Atlantic Convoys
- Halifax to Iceland
- Iceland to Halifax
- Porto Rico to Azores
- Axores to Porto Rico
- Coruna to the Canary Islands
- Durban to Zanzibar
- Rio to Freetown

D-Day
- London to Antwerp

Where appropriate we have 39 to 43 & 43 to 45 versions