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View Full Version : Reality! Exactly what am I trying to accomplish?


Wulfmann
08-13-06, 10:55 AM
In spite of many well done improvements to SH3 no one, self included, has mastered the fine line between competent deadly A/S ships and a chance to escape for player.
Either there is little chance of your demise or little chance of anything but your demise!
The sensors and cfg files are like an old Mercedes suspension. Change one thing and it can affect many other things which then also have to be adjusted.
But, wandering around in hopes of on a solution has not succeeded either.
For the last month I have changed one something in the cfg or sensors and done a patrol.
But, what do I want?
What will satisfy me?
Here is a list, IMO.
Accurate convoy screens. That means in 1943 12-20 escorts with sweepers out front then 3 in front close with the flanks layered by escorts and 4 or more bringing up the rear.
All of those at 3 crew rating so that sneaking in has a maybe one in three chance if done correctly and at 1knot. If detected any further desire to attack the merchants would be 90% sunk for U-Boat. If U-Boat gets in it has one chance to fire and dive away. If it maneuvers and evades at peri depth it is unlikely to survive..
However, once the U-Boat, for any reason dives deep it should not be that the escorts will surly sink him. He must have the ability to escape. On this the fine line is most critical.
I am using 1943 because that is the critical year of U-Boat vulnerability.
My problem has been simple. I can either surely get away or I can not no matter what I do. It is a very very small thin line, apparently!!!
Many things have been edited to arrive at what appears to be a possible (note, possibility) solution
I have found that I can only change one value at a time or too many things are affected.
I have reduced the effect on both DCes and Hedge Hogs. The Hedge Hogs were actual not very effective in real life but in SH3 they almost always score a hit or two on each pass.
This reduced damage means one can survive to fight the damage but by making the escorts more effective they can hit you more often so it encourages you to do what real U-Boats did, dive and attempt escape.
That one hit and you go to crew screen and half the men are red before you get the black screen was not working for me as it was the norm. I wanted a slower death
As mine is now if I do not go silent (not just reduce speed) and then do not go to one knot, I will not survive. If I did not reduce the damage affects on the DCes and HGs I would never get to that point.
I also want this settled in a reasonable amount of time. I have had 4 hour real sessions and 20 hour TC sessions (when the DD ran out of DCes but kept me down) and while real it does not make for a desirability to play the game so a compromise of one to two hour hammering is what I desire.
I also believe 1943 plus convoys should be so hard to penetrate and track ¾ of your attacks will be long range hope for shots because the ability to drop in at the exact angle to be between the extensive screen and make inside attacks will be extremely unlikely (but still enough to want to continue to try when possible)
The present 1943 career is particularly good in advancing these desires.
2 patrols ended with no sinkings both with unsuccessful long range attacks.
One patrol was very good with another good and the rest mediocre.
Seven patrols with 107K. Better than a real1943 total score would have been but half the average before these changes.
Only 3 times was I able to get into a convoy at all. Last night I picked off the 2 sweepers (they were pinging me) and because they were so far in front I went off silent and flank speed (merchants at 310) while I reloaded. I then sank 2 more and was badly damaged. Had it not been a clear calm night I would never have been able to make good shots. Fixing the repairs I sank a fifth escort with a stern shot as I fired two spreads of pairs into the convoy one of which was a calculated aim. I sank two big ships (luckily) and dove away fast as I could.
I counted 7 warships on the hydrophone but there were likely more on the other side blocked by merchants. I was pounded for over an hour with major (Orange) flooding in half the compartments and the rest (yellow) flooded as well with all my flak guns destroyed. They were not losing track of me so I dropped form 130 to 180 and went to 1knot. In an hour they were not as close with the DCes and I had no further damage. Almost 3 hours after the dive I was clear but with 3 fish left I was in no shape to continue.
I should not have been able to sink 5 escorts in truth but even that did not leave the convoy undefended in the least so while I got 2 ships the ones that got through this November 1943 day surely spells the end of the Third Reich.

That is what I am looking for. The ability to survive and the chances for success very difficult. Not exactly realistic yet but closer than I have been.

I do not believe I am there yet but at least I am encouraged unlike the last couple moths where I questioned if the line could be found at all.

Wulfmann

GT182
08-13-06, 01:10 PM
Sounds good Wulfmann. That's more realistic than what I've been seeinging my career. Mind you it's only mods I've picked and no Rub, NYGM or GW. I do have a changed Sensors file that HW3 sent me. I believe he changed it so the destroyers and such are not as likely to lock on to you all the time as before. After a good 45 to 60 minutes they give up. If they do lock on to you they are tenacious as all hell. If you can give them the slip...and decoys will help greatly, then you have a 50/50 chance to survive.

On the other hand, if you use TC of more than 2 then you are more likey to get caught or picked up again by their sensors. But even using no TC will not guarantee you're "out of the woods". I was just jumped by a destroyer in heavy fog on my last patrol. I was rammed and had extensive damage, damaged conn and flak guns, flooding and a destroyed port electric engine. Flooding was stopped but just barely after 20 minutes. We almost went down. Once away from him and the convoy repairs were made but left with only 64% hull integrity. Lucky it was a glancing blow. LOL Then upon using the event camera, what do I see? The same destroyer we had the collision with is sinking. No credit for it but she went down from the collision. Not sure any of this is "real" but it sure made me sit up and take notice for a bit.

Pablo
08-13-06, 04:40 PM
Hi!

Maybe you should cut back on the number of escorts. HX229 (March, 1943) had 38 ships that were initially guarded by four destroyers and two corvettes - some escorts straggled or detached with survivors of sunken ships, while other escorts joined the convoy during its crossing. When the U-boats hit, it had only five escorts (three in front and one on each flank). See this URL for more details:
http://www.warsailors.com/convoys/hx229.html
Pablo

Wulfmann
08-14-06, 12:59 PM
The allied counter offense began in April/May and from that point on convoys had rings in layers. They also had three or more sweepers well in front.
I hardly think making the norm for the later war based on an exceptionally weak escort for one convoy makes sense.
The thing is to alter the dates so such a convoy has those few escorts and ends in March with the same convoy renamed and starting in April, 43 having what it really would have. 12-20 is actually conservative.
The fact on perfect conditions I can sink 5 escorts in SH3 (rare) that never happened in real life.
By your escort count I would then have unrealistically decimated the convoy.
That is fine if that is your choice for fun but I am striving for a closer realism for my U-Boat.
Having a realistic number of escorts means there are too many to even play a sink them, reload and pick off merchants which is very unreal. This way no matter how good you are at sinking escorts there is no point in doing it as there are always more so the idea is to find a way to get at the merchant ships and survive.
That is what real U-Boats did and I am trying to force myself to act like they did by making the situation more like they faced.
At least that is the desire.

Wulfmann

Pablo
08-14-06, 09:31 PM
The allied counter offense began in April/May and from that point on convoys had rings in layers. They also had three or more sweepers well in front.
I hardly think making the norm for the later war based on an exceptionally weak escort for one convoy makes sense. OK, how about
Convoy HX 255 (sailed September 2, 1943): 55 ships, 8 escorts
Convoy HX 276 (sailed January 21, 1944): 69 ships, 9 escorts
Convoy ON 270 (sailed December 3, 1944): 49 ships, 5 escorts
etc.Perhaps if you provided some data and sources to back up your assertions? I suggest the site I identified in my previous post (http://www.warsailors.com (http://www.warsailors.com/)) as a starting point.:know:

That is fine if that is your choice for fun but I am striving for a closer realism for my U-Boat.Not this again....:roll:

Having a realistic number of escorts means there are too many to even play a sink them, reload and pick off merchants which is very unreal. This way no matter how good you are at sinking escorts there is no point in doing it as there are always more so the idea is to find a way to get at the merchant ships and survive.
That is what real U-Boats did and I am trying to force myself to act like they did by making the situation more like they faced. Well, actually the Germans did try a "sink the escorts first" strategy starting in September, 1943, when they attacked two convoys (ON-202 and ONS-18), with a combined total of 12 escorts (about six from each convoy). The U-boats sank four escorts, but only a few merchant ships since their operations were severely hampered by air cover in the form of B-24 bombers.

Based on this historical example, perhaps the answer is not in the number of escorts, but in creating a combination of multiple escorts and air cover over/near convoys. Once the escorts drive you deep, you can't surface and run ahead of the convoy without running into lots of allied air cover. If the planes are suitably modelled it shouldn't be too hard for them to either keep you down or sink you if you try to duke it out with them.

One could also create hunter-killer task forces (escort carriers with large numbers of escort vessels) on patrol that would respond to the position of your attacks.

Pablo