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KaleunMarco 11-24-21 12:38 PM

Quote:

Originally Posted by Bubblehead1980 (Post 2780075)

Something that does not discuss is how your location on earth (in SH 4) has can affect your experience. I was not sure about this, but when explained by a veteran modder or two and base don my experience in extensive testing, would say yes. I was surprised this was modeled in the sim but have learned that SH 4 is a bit more complex than initially seems.


I don't have enough experience in the Atlantic side of things to comment on how this plays out there, as may be modeled differently etc . Long and Lat do effect visual sensors as well have been told and noticed, fog comes in to play as does the light. Ah, the complexities of SH 4 lol.

what you state seems to be true in the ATO, also.
most of the time when we patrol in the North Atlantic we can find a therm at a very shallow depth, sometimes 20 m.
never find one of those in the SW Pacific.
in the Pacific, therms are rarely found above 200 feet, some as deep as 300 feet.

fog is another matter.
even "light" fog masks visual contact to 2 or 3 nm, which is really, really close. This is effective for both sides.
We can detect by radar-detection or radar so i must assume that the verdampt British and Americans can do the same.

in the ATO, Coastal Command aircraft can detect us via look-down radar through fog from a great distance....maybe 25 km, and come directly at us.

Bubblehead1980 11-24-21 12:47 PM

Quote:

Originally Posted by KaleunMarco (Post 2780081)
what you state seems to be true in the ATO, also.
most of the time when we patrol in the North Atlantic we can find a therm at a very shallow depth, sometimes 20 m.
never find one of those in the SW Pacific.
in the Pacific, therms are rarely found above 200 feet, some as deep as 300 feet.

fog is another matter.
even "light" fog masks visual contact to 2 or 3 nm, which is really, really close. This is effective for both sides.
We can detect by radar-detection or radar so i must assume that the verdampt British and Americans can do the same.

in the ATO, Coastal Command aircraft can detect us via look-down radar through fog from a great distance....maybe 25 km, and come directly at us.


Interesting. That is true, I believe I did find one at 90 ft on a recent patrol though. However, that is too shallow to hide under lol as they were still ble to track me with ease and put charges super close until I went to 375 ft, but most layers are found somewhere between 150-300 ft.

Yes, I do recall in OM that it became hell to run a patrol in 1943 onwards, mainly due to aircraft. I had to heavily modify the airstrike.cfg and others to stop the absurd number of planes inherent in SH 4, but their skill an ability to detect, hunt made it difficult to survive even with reduced number. I believe once or twice I made it to fall 1944 but always ended up getting killed, by AC or hedgehogs/DC from nasty escorts. I did not mind because it reflected reality of Allied ASW by that point. TMO planes are inherently dangerous, esp early war without radar and in late war, they have a sensor simulating MAD, can detect and depth charge player submarine at 300+ feet, one nailed me at 375, caused serious damage.

KaleunMarco 11-24-21 12:54 PM

Quote:

Originally Posted by Bubblehead1980 (Post 2780082)
Yes, I do recall in OM that it became hell to run a patrol in 1943 onwards, mainly due to aircraft. I had to heavily modify the airstrike.cfg and others to stop the absurd number of planes inherent in SH 4, but their skill an ability to detect, hunt made it difficult to survive even with reduced number.

yes, i have done the same. otherwise playing is just too tough and no fun at all.


Quote:

I believe once or twice I made it to fall 1944 but always ended up getting killed, by AC or hedgehogs/DC from nasty escorts.
hedgehogs....do not speak to me of hedgehogs. they are the devil's spawn!

Bubblehead1980 11-24-21 01:02 PM

Quote:

Originally Posted by KaleunMarco (Post 2780083)
yes, i have done the same. otherwise playing is just too tough and no fun at all.




hedgehogs....do not speak to me of hedgehogs. they are the devil's spawn!


lol yes they are evil. I recall a great career in OM, made it from 1939 to October 1944...attacked a convoy. Two US DE stayed behind hunting. Boat was a wreck from DC but no hits from hedgehog. 17 hours under water, surfaced at night, as got underway....aircraft spotted, forced a dive. Well here comes the DE's again joined by two more. Evaded them about 45 minutes but could not shake them. Finally a JCB Class DE came in with hedgehogs and got a hit, hull damage, flooding, then a second one came in, boom, another hedgehog hit, hull collapsed game over. Honestly, prob should have been over after first hedgehog hit. Know of any boats that survived a hedgehog hit?

Japanese never deployed ahead throwing ASW mortars (hedgehog) but were developing them, so on a very limited basis in TMO they now appear in 1945...provide a nasty surprise.

KaleunMarco 11-24-21 01:30 PM

Quote:

Originally Posted by Bubblehead1980 (Post 2780085)
l Know of any boats that survived a hedgehog hit?

we have, in a Type 7C, but it was not the full load of hedgehog and we were damaged so badly that, once we had shaken off the verdampt British escorts, we had to terminate the patrol and RTB.

Bubblehead1980 11-24-21 01:43 PM

Quote:

Originally Posted by KaleunMarco (Post 2780089)
we have, in a Type 7C, but it was not the full load of hedgehog and we were damaged so badly that, once we had shaken off the verdampt British escorts, we had to terminate the patrol and RTB.

How about in real life, during the war? Are any known to have survived a hedehog hit?

KaleunMarco 11-24-21 02:42 PM

Quote:

Originally Posted by Bubblehead1980 (Post 2780090)
How about in real life, during the war? Are any known to have survived a hedehog hit?

oh, i'm sorry, i misunderstood your context.
who can say if one survived such an attack?
Doenitz lost 75% of his boats and seamen so i am not sure any of that type of documentation survived a mission let alone the war.

Bubblehead1980 11-24-21 02:50 PM

Quote:

Originally Posted by KaleunMarco (Post 2780101)
oh, i'm sorry, i misunderstood your context.
who can say if one survived such an attack?
Doenitz lost 75% of his boats and seamen so i am not sure any of that type of documentation survived a mission let alone the war.

No prob. Well, was wondering if any took a hedgehog hit and made it back to port to tell about it. Possible some survived initial hit and were lost after, en route home etc. The explosive charge on the hedgehogs were not the large, but enough to hole a submarine from what I understand.

Mad Mardigan 11-24-21 03:54 PM

Quote:

Originally Posted by Bubblehead1980 (Post 2780103)
No prob. Well, was wondering if any took a hedgehog hit and made it back to port to tell about it. Possible some survived initial hit and were lost after, en route home etc. The explosive charge on the hedgehogs were not the large, but enough to hole a submarine from what I understand.

If memory is serving Me right... :hmmm: & I think it is... hedgehog explosives, the detonator, was not in what depth it was before going off, the verdampt things were made with a contact fuse. Meaning that with their ability to be fired off well ahead of the charging in destroyer or escort ship so enabled with the devil's spawn things... the charges would sink down at a fast clip...Any making contact with the hull, well... it's be a bad day for the crew.

The explosion from it, would be right there, on the subs hull... very much guaranteeing hull damage & the sub getting holed.
Of course, the verdampt things, did not need to be big, owing to the... knowledge of explosives being advanced, at the time they were intro'ed into the war, that what was used for depth charges, would not work for those devil's spawn things...

"big things come on small packages" expression, comes to mind here. :yep:

:Kaleun_Salute:

M. M.

Imarider 11-30-21 11:13 AM

Quote:

Far as the fog factor goes, like I said it's not that is really doubles their visual range, as there are a host of other factors but lowering it to 0.5 does remove some of a handicap caused by fog on visual sensors. I did this because at 1.0 the handicap is pretty strong and when checking weather, there seems to be a light fog present majority of time and noticed it hinders the escorts, allowing player to get away with a bit too much in daylight and esp at night, at times even rendering escorts too ineffective on surface at night, when combined with a dark moonless night, and a fog.
If there are multiplication then if the fog factor = 0.5 the more fog make AI vision better and the fog factor = 1 make no handicap.

Imarider 12-04-21 05:43 AM

Quote:

Originally Posted by Imarider (Post 2780890)
If there are multiplication then if the fog factor = 0.5 the more fog make AI vision better and the fog factor = 1 make no handicap.

Well.., i don't know how it came to my mind, but this is mistake. Here is simple calculation (for example): fog factor*fog(some value)=handicap. Then more fog (or less) don't influence vision itself without fog factor or fog factor=0. So don't take attention on it.

Bubblehead1980 12-04-21 01:12 PM

Quote:

Originally Posted by Imarider (Post 2781414)
Well.., i don't know how it came to my mind, but this is mistake. Here is simple calculation (for example): fog factor*fog(some value)=handicap. Then more fog (or less) don't influence vision itself without fog factor or fog factor=0. So don't take attention on it.


I meant to respond lol but been busy in life and time on SH 4 has been spent creating new campaign orders...which can be quite time consuming.

Yes...to keep it simple....0 means fog has no effect, number larger than 0 increases handicap. So 1.0 is a pretty strong handicap in the fog, 0.5 is somewhere in between. I have been testing and still deciding on the perfect balance for this setting. As mentioned, settings on the particular visual sensors in the AI Sensors.dat file also come in to play. So fog will handicap a merchant more than it will a escort and a capital ship. This can be used to simulate the superior optics for gunnery a escort or capital ship will have, range finders etc. Then if they have radar which acquires you, they go into "alert" mode and their visual sensors may spot your sub, then they begin to track you visually in the hierarchy of sensors used by the AI.


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