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Nice post! and interesting read, and just goes to show how much room for development in the game there is ;)
What you said about the british subs not being able to dive below 100m though is not correct, i have a book on WW11 subs and the British dropped a (i think it was S=class) in to the depths for depth testing to something like 300m before it crushed! |
Hello,
thanks at least we know there's room for improvement - an ... elegant description :D For the "S"-class - 300 meters would be 900 feet. I think only the latest german boats were capable of that in 1944/45. England did not have the alloys - but i admit it is hard to find the diving dephts of the british boats, this is seldomly mentioned in the data sheets (ahem) - so not sure, but here they talk of 300 feet, or appx. 92 meters : http://books.google.de/books?id=hMaS...0depth&f=false (I know it's only the internet, so it might be wrong ;) ) Thanks and greetings, Catfish |
quite simply the game "cheats" and its done on purpose and with very good reason.
if sitting on the bottom worked in the game as it does in real life then you would find it too easy to evade and elude your attackers and by default it would make the game too easy so they want you to die often and find no escape from attackers so the game stays "intense" and thrilling to you. this increases the games appeal and popularity as well as sales and this is why destroyers always know your exact position and depth from 5nm away. its been like that in all the sh games. lets face it if the game worked as real life you could follow well established practices that make success rates very high and the game would always feel too easy and lose your interest. |
its a catch-22, if the escorts cannot find you, players complain about the "brain dead" AI, if they kill you all the time, players complain about the "superhuman AI"...:damn:
for example, if you look at the passive/active sonar detection cones in the stock game, you find that they are actually quite small and easy to evade (unless you play with map updates off/no external views :ping:)... for example.. http://img193.imageshack.us/img193/3996/scope005.jpg speed 1 knot, periscope just breaking the surface. Escorts cannot hear me (yellow cone), pick me up on SONAR (red cone) and the periscope is still outside of visual range (grey cone). On the other hand, you can easily mod the game to increase the reach of the sensors so the escorts will find you and kill you each and everytime. |
Here an Asdic scan from a WW2 destroyer.. as you can see, it's a 'no brainer' to workout where to release DCs, even after about 5 pings.
http://www.vanjast.com/IL2Pics/Asdic.jpg |
Hello Webster,
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But is it really demanding too much, if the AI and detection methods seem not to have changed in more than 10 years, in a developing sim ? Do they still use the same basic program since all this time ? I admit there certainly are all kinds of improvements, but it is still just of all the basic things that do not work correctly. It is difficult to program the algorythms, it has to sell, it is only a small niche etc. etc. I just wish it would be not so ;) Greetings, Catfish |
Hello Bilge_Rat,
you are certainly right, but i do not use any map updates, so i am not so clearly seeing which destroyer detects me, and which does not. So i am not able to use the angles to sneak through .. The problem is it is mostly much more than 5 destroyers, and it is then very hard to evade .. Anyway the fourth time i was able to sink the BB and one freighter, AND sneak away. The 10 destroyers were still damaging me now and then, but i used a trick that worked: I rose from 150 to 100 meters right after a DC attack, and behaved as loud as possible. Then i turned the rudder to hard starboard, went to silent running using the rest of the speed for turning, and went down to 160 meters going (slowly) away at 90 degrees from the original course. This time they lost me (after 4 hours of chasing). Thanks for your explanation, it seems their hydrophones have a very short detection range (?) Greetings, Catfish |
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for example, PQ-17 mission, stock game, PD, speed 1 knot, escort passive: http://img169.imageshack.us/img169/8786/escorts0001.jpg the sub is almost invisible now increase speed to 3 knots and the escorts could detect you from farther away: http://img8.imageshack.us/img8/6769/escorts0002.jpg I dont use this when I play the campaign, but it is a useful tool to understand how and when the escorts can detect you. The sensor modeling in SH5 is actually quite sophisticated. The sensor's effectivenes in the stock game is a bit on the low side, but not unreasonable. The big problem is that a lot of the attack/search scripts apparently did not work as designed. Thankfully, modders have done a lot of work in this area. |
Personally i've never used contacts on the map, i feel its a bit of a cheat, though it is interesting as you said to see how they work in-game.
I feel, that for the best balance between historical accuracy and gameplay, they should (like anything in war) be no right or wrong, no fixed answer to detection. The idea that an enemy destroyer WILL detect you when moving in all but the most obvious of positions or WILL NOT detect you when performing other actions, is not the way forward. The enemy crew down to the individual, technology, and general allertness of the crew, mixed in with weather conditions, time of day, and undersea thermals, all contribute to whether or not you will be detected in reality, the countless stories of U-boat crews strenghen this view. For me, the most important thing is that it is 'Random' always, but odds in favour of detection or not depending on conditions / year / Your own skill. This way you carry the tension throughout the sim, never really sure whether their find you or not!! |
Hello Poacher886,
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well said, if you play by the book programming wise you will succeed, if not thy get you - too predictable. As some "Teddybaer" always says it is the lack of uncertainty that kills the immersion, but this is probably the hardest thing to implement in a sim ... if you think of the usual "if - then" code. I will also admit that the programming of detection is a lot more complicated than in SH3 or so it seems from the screenshots and changing conditions, but then it seems it does not always work right - Thanks and greetings, Catfish |
Hi all,
I am sure I read somewhere, although I can't remember where, that asdic could detect large lumps of metal (namely U-boats) while lying on the bottom. In fact it was not unheard of for destroyers to mistake shipwrecks, in shallow waters, for U-boats and attack with depth charges. |
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''added watch crews and fatigue to the ship AI''
This plus the fact i can change the AI with the IRAI difficulty parameters . AI is pretty darn good . I have my non merchant settings 0.93 They havnt been predictable at all . As a sub captain its getting annoying , just the way i like it . |
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