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-   -   Torpedo realism question... (https://www.subsim.com/radioroom/showthread.php?t=85068)

Beery 10-04-05 04:54 PM

Quote:

Originally Posted by oRGy
Quote:

Originally Posted by Beery
An important part of good simulation design is compensating for this element. A really good simulation will make you want to fire as many torpedoes as real commanders did, despite the fact that you know it's only a game. One way to do it is to lessen the torpedo effectiveness so that it has a range of effectiveness that randomizes the resulting explosion - so that one torpedo might sink the ship as effectively as a real torpedo, or it might not. This has the effect of making the player want to fire more torpedoes at the target because he knows one torpedo alone may be ineffective.

My first thought was that your idea is a terrible method to force aggression and simply wouldn't work..

It's not an idea. It's just an example. It was the first thing that came into my head as an example. No one is going to be reducing torpedo effectiveness. I actually think they're fine just the way they are. I always shoot a couple of torpedoes mostly because that's what BdU tells us we should do.

Beery 10-04-05 04:58 PM

Quote:

Originally Posted by oRGy
...two immediate fixes suggest themselves - first, that the "She's going down" message is removed and you would instead have to visually confirm that you sank a ship...

Yeah, but how do you do it? If you remove the message you still get a blank report, and anyway, the UZO or periscope 'lock' disappears as soon as the ship starts to sink.

deckard 10-04-05 06:42 PM

Quote:

Originally Posted by Beery
Quote:

Originally Posted by oRGy
Quote:

Originally Posted by Beery
An important part of good simulation design is compensating for this element. A really good simulation will make you want to fire as many torpedoes as real commanders did, despite the fact that you know it's only a game. One way to do it is to lessen the torpedo effectiveness so that it has a range of effectiveness that randomizes the resulting explosion - so that one torpedo might sink the ship as effectively as a real torpedo, or it might not. This has the effect of making the player want to fire more torpedoes at the target because he knows one torpedo alone may be ineffective.

My first thought was that your idea is a terrible method to force aggression and simply wouldn't work..

It's not an idea. It's just an example. It was the first thing that came into my head as an example. No one is going to be reducing torpedo effectiveness. I actually think they're fine just the way they are. I always shoot a couple of torpedoes mostly because that's what BdU tells us we should do.

i have been planning on modding this in my personal game for the same reasons you mentioned above beery, if there is a intresst i might try and make a public mod of it,
and if anyone is intressted in joining the project they are welcommed :)

Der Teddy Bar 10-04-05 07:03 PM

As a result of the faulty magnetic exploder, the u-boats were forced to rely only on impact detonations from March 1940 to December 1942.

I quote from Grand Admiral Karl Doenitz's Memoirs 'Ten Years and Twenty Days'

Quote:

We made an analysis of 816 hits scored by u-boats between January and June 1942;

From January 1940 to June 1942 there were 816 hits scored by u-boats.

327, or 40% sunk with 1 torpedo
311, or 38% required two or more torpedoes
178, or 22% escaped after being hit with 1 to 4 torpedoes
He goes on to say

Quote:

To sum up, the analysis showed that a large number of ships escaped being sunk during those years which were the most favourable for u-boat operations thanks to the lack of an effecient magnetic pistol.
Unfortunately time stopped the Dev's implementing a depth variable and the issues with the magnetic detonator are not as accute as it was in the war. In all, with the depth issue, angle of impact and the premature detonations there were instances where some boats returned with 50% torpedo failures.

Kpt. Lehmann 10-04-05 10:40 PM

I DO NOT agree with the possibility of lessening the damage.

I also think we are okay where we are pretty much.

If the pistols can be modded to be less effective and torp damage increased, then we may have a more "accurate" simulation of the torps in SH3... however, I think you can see where this can turn into a contest for self proclaimed "experts."

One good thing to do in the meantime would be simply to remove the "she's going down" message anyway. Sure you would still get the blank report, but if you are rather busy at the time, you may miss it. It might take a vital few seconds to verify it by periscope lock if that is something you are in the habit of doing.

Its not perfect, but can add to the "fog of war."

oRGy 10-06-05 07:56 AM

Quote:

Originally Posted by Beery
Quote:

Originally Posted by oRGy
...two immediate fixes suggest themselves - first, that the "She's going down" message is removed and you would instead have to visually confirm that you sank a ship...

Yeah, but how do you do it? If you remove the message you still get a blank report, and anyway, the UZO or periscope 'lock' disappears as soon as the ship starts to sink.

Well, I was sort of speculating on what an open-source subsim would play like. ;)

Whether the "She's going down" message can be modded out altogether, well I haven't really looked into it yet.

Beery 10-06-05 09:50 AM

Quote:

Originally Posted by Kpt. Lehmann
I DO NOT agree with the possibility of lessening the damage.

I also think we are okay where we are pretty much...

The one thing that I think really needs to be done is to make torpedoes less reliable in terms of getting to the target in the first place. The premature explosions on certain torpedoes helps, but I feel torpedoes are still generally more reliable (straighter running and more accurate in terms of the depth they run at) than their real life counterparts. The catch is, I've no idea how to mod this.


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