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-   -   I tire of this!!! (https://www.subsim.com/radioroom/showthread.php?t=153248)

Frame57 07-05-09 01:57 AM

Quote:

Originally Posted by SteamWake (Post 1127342)
What the hell does that mean? :o

You got spotted, deal with it. Its a freakin game.

Oh btw and stationary at periscope depth... yea thats realistic.

yeah I have...Its called trimming the boat:salute:

Red Devil 07-05-09 01:28 PM

Quote:

Originally Posted by Arclight (Post 1127642)
For realisms sake, maintain speed at all times when submerged..

Fairy snuff, but if the 'simulation allows it, why not?

Armistead 07-05-09 04:13 PM

Quote:

Originally Posted by WEBSTER (Post 1127970)
he was refering to the fact that when a sub is stationary in real life it cant hold steady at any depth so staying at periscope depth while stationary was impossible in reality.


on the subject of detection, as others have eluded to already, if you change the detection for a surfaced sub to be close to what you consider realistic (not everyone will agree on what really is a realistic detection range) then the flip side is you make it equally impssible for you to be detected when submerged so the game becomes so easy its unplayable for most peoples liking.


there are quite a few things in the game that we put up with for the sake of most things working as they should be so we put up with some things just not being able to do even though they were done in real life.


there is an unspoken rule of thumb that after you've posted a dozen complaint threads its time to learn modding and create mods to fix the things you are complaining about. im not being sarcastic here, im being honest.

people here will bend over backwards to help you learn and understand anything you need to know if you are willing to try to make the game better.

only by people fixing the things that bother them do we have all the mods you see today so join in making this game better and use your frustration as motivation to find solutions or understand the games limitations better and along the way im sure you will make a few mods of your own that we can all enjoy. :up:

There are several things the game doesn't do to match exact realism. However, if one desires he can work around many of these things. Simply, it's true the boat won't hold depth with no speed, so you can just give it 1/2 to simulate reality. There are several things like this you can do.

Overall, this is the best sub sim. However, it may not be for everybody. If I had nothing but complaints over and over, I would find another game.

Red Devil 07-05-09 04:35 PM

Like you quite rightly state, there is rarely anything like perfection in sims. I say that we should enjoy it for what it is, and has to offer. I am currently still running on stock 1.4, but hope to be back up and running on the full RSRD as soon as possible.

Its ok to ask questions but not in a 'moaning' way. The genius type people who deliver these Mods, don't have too. They could site at home and play 'keepsie' with their Mods, but they don't, they share it with all of us. For that I am very grateful.

My only 'complaint' is the forum in so much that I find it very hard to navigate to something that 'I think was there, but no its not, now where was it again' type of thing. I know its me, but .........................

Arclight 07-06-09 12:55 PM

Quote:

Originally Posted by Red Devil (Post 1129251)
Fairy snuff, but if the 'simulation allows it, why not?

I agree, play however you want. Just intended as an explanation to Steamwake's post which you responded to. ;)

lurker_hlb3 07-06-09 07:00 PM

In reference to this post:


Quote:

Originally Posted by pythos (Post 1125981)
How the hell can a ship 5000meters away see my boat when it is running awash, in night time conditions, with rough seas, and no moon?

This is another problem I have with SH4 after reading that Donitz, got less than 500 meters from his targets, on the surface, at night, in still waters, and never get sighted.

What parameter controls the AI's night visual capabilities?

Submarines are low in the water, and small, they should be near impossible to see at night in rough seas, yet the merchants are spotting my boat 5000 meters out, when I am near bow on, proceeding at 2/3rds ahead.

This is ruining the game for me.


  • SH4 does not differentiate if your boat is fully surfaced or decks awash
  • The only way your going to be detected at 5000 meters is if you are presenting the merchant with a “broadside” view of your boat. If you were presenting a “head-on” view then it will detect you at about 1200 meters.
  • The SIM.cfg controls the “AI's night visual capabilities”

In reference to this post:

Quote:

Originally Posted by dcb (Post 1127422)
OM escort visual sensors are pretty uber

as designed, I wanted to be “hard”

In reference to this post:

Quote:

Originally Posted by dcb (Post 1127422)
Now, if we speak about AI detection (OM 705), I also noticed the AI hydrophone to be pretty useless. Test scenario: my sub at 20 meters depth, going flank speed. Above me, two destroyers set to elite. Year 1941. I am able to evade them at flank speed every time, they never can hear me, even though I make a hell of a noise.


If you would do a little research, you would find that the escorts for that time period [ 1941] use the Type 123 ASDIC which was a World War I era piece of equipment and not that good against modern subs [ detection range set to about 3000 meters ], also based on a test case I did, using a Type A&B and a Type G&H class DD under the conditions describe ( except DD’s were set to Veteran vice Elite ) , the DD’s were able to detect me and engage.


In reference to this post:


Quote:

Originally Posted by dcb (Post 1127803)
Actually that's how modding began, RR, by putting numbers into the game engine and seeing what happens, so that to bring the game to one's liking. Proof stands this old post, in the pre-SH4 era, which shows values pretty similar to what I found myself. Even before Ducimus got involved with SH4, there were a lot of people who tweaked the AI sensors & settings back in the SH3 era, in the quest for realism, for recreating the tactics of those days. Once again here is the living proof.

http://www.subsim.com/radioroom/showthread.php?t=93771


Ducimus was involved back then with the rest of us. If you want to read a "serious" thread on this subject, look at this


http://www.subsim.com/radioroom/showthread.php?t=86629




Last as I've stated before, "If you don't like the way it works, Fix it yourself."



Oh by the way, if you' re too lazy to fix it yourself you can try this:

http://wwwnew.filefront.com/13983377...for_OMv710.rar


It is a SIM.cfg file I built for my "custom" SH3 install some time ago. I would recommend trying it out on the 'RUM 400921 U100' single mission. If you play your cards right you can "thread the needle" between the escorts and attack HX-72 up close and personnel. If your not happy with the results, just de-install it

dcb 07-06-09 11:47 PM

Quote:

Originally Posted by lurker_hlb3
as designed, I wanted to be “hard”

Yes, I know about your "as designed" policy and I have no problem with it. It's your mod, you do it your way, nobody should ask you to change it. That's why I started to fix it myself to my own liking, so that I can recreate the realistic tactics of the time, within the limits of the game engine.

Quote:

Originally Posted by lurker_hlb3
If you would do a little research, you would find that the escorts for that time period [ 1941] use the Type 123 ASDIC which was a World War I era piece of equipment and not that good against modern subs [ detection range set to about 3000 meters ].

Yes, I understand your point, but going flank speed at 20 meters depth, 2000 meters away from the destroyer, should wake up even a deaf hydrophone operator. If you put your naked ear in the sea you should still be able to hear the noise and cavitation. It's flank speed!!!!!
Once again, I know it's "as designed" and have no problem with it, as long as I can mod it myself (which is what I'm doing right now, in a long series of test scenarios).

Quote:

Originally Posted by lurker_hlb3

Thank you for the link, I'll read it tonight, because it's pretty long. And I'm all aware about Duci's involvement here, I appreciated what he did, I'm using part of his FTT mods (remember?) in my SH3 install. I was just proving that he wasn't the only who approached sensors here, as stated by a previous poster.


Quote:

Originally Posted by lurker_hlb3
Last as I've stated before, "If you don't like the way it works, Fix it yourself."

That's precisely what I'm doing and what I'm helping others to do, like pythos in this thread. Many people here tell newcomers "don't like it, mod it yourself" but don't give them a hint about where to start from. Need proof? Just read this rather long thread. The OP question was "could you please help me mod it to my taste?"
First, answers were like "don't like it, play something else". Then it came to "don't like it, mod it", with the short variation of "don't start putting numbers into the game, because you don't know how to do it."
Then it came to various chatter and general advice, nothing concrete to answer his plea.
In a 36-post thread I was the only one who gave the OP the answer he needed in the first place: i.e. how he should mod the game himself!

Quote:

Originally Posted by lurker_hlb3
Oh by the way, if you' re too lazy to fix it yourself you can try this:

Just check my previous posts, starting back from 2005, and see whether I'm too lazy for modding or not. The simple fact that I'm not very active here doesn't mean I am inept or lazy about modding. BTW, I even contributed to a major SH3 supermod some time ago and I beta-tested for another in the past (yes, I know, vanity is ugly).:D
Anyway, thank you for the file. I will try it tonight.

Red Devil 07-07-09 07:07 AM

Can I just say one thing. Lets not be, or appear to be, too hard on the excellent Mod manufacturers in this premium site. They do not have to do this. Should a mod have a glitch, bug, whatever you want to call it, just report it as fact, with as much detail as possible, without moaning. We, the punters, do not have a right to these software updates. Appreciate what you have, and enjoy. :know:

lurker_hlb3 07-07-09 05:15 PM

Quote:

Originally Posted by dcb (Post 1130047)

Yes, I understand your point, but going flank speed at 20 meters depth, 2000 meters away from the destroyer, should wake up even a deaf hydrophone operator. If you put your naked ear in the sea you should still be able to hear the noise and cavitation. It's flank speed!!!!!
Once again, I know it's "as designed" and have no problem with it, as long as I can mod it myself (which is what I'm doing right now, in a long series of test scenarios).

Would you please provide the parameters your using in your test case:

1. Location ( Lat / Long )
2. Date and Time
3. Type of Escorts, Number of escorts, part of a group or a single unit
4. Type of Uboat

My concern is that are you 'above' or 'below' the "layer" ?

As someone who use to chase subs for a living, I do understand how sound travels underwater.

Red Devil 07-07-09 06:23 PM

The thermal layer is a massively valuable asset - to the submarine. It is a virtual barrier for asdic waves, most are deflected back from it, allowing the submarine that much more of a chance to be undetected.

Once submerged, a World War II vintage submarine was severely limited in its options. With the exception of the late-war German Type XXI and Type XXIII, capable of a submerged speed of 16 to 18 knots, and the even more sophisticated Japanese I-201 class, which could manage 19 knots submerged, and none of which had any significant effect on the war, World War II submarines were limited to a top underwater speed of 9 to 10 knots. At that, such speeds would quickly drain the batteries with the result that the effective speed of a submerged fleet submarine was barely three knots.

With these limitations on speed and endurance, a submarine couldn't effectively run away from a pursuer. The only option was to hide, trying to maneuver to avoid being caught in the escort's active sonar.

Research had discovered that water temperature often varied with depth. Even more importantly, the changes in temperature were frequently fairly abrupt, so that the sea water would form layers. It was soon discovered that these thermal layers affected sonar performance.

Below a thermal layer, a submarine's active sonar performed poorly when trying to acquire a target. Conversely, a surface ship's sonar pings were reflected and scattered by the layer as well, allowing the submarine to hide beneath it.

More: http://www.fleetsubmarine.com/bathythermograph.html

dcb 07-08-09 03:48 AM

Quote:

Originally Posted by lurker_hlb3 (Post 1130460)
Would you please provide the parameters your using in your test case

Yes, of course I will, actually I'll send you the whole test mission, but please wait until tonight (hopefully), because now I am at work, and my Internet connection at home didn't work yesterday and was still down this morning. I hope they'll fix it today.
BTW, I tested your NYGM sim file and I like it. It's definitely closer to what we are used here to call "realistic."

Nexus7 07-08-09 05:10 AM

Maybe a silly question but i wonder: why do you need MOD's to fix bugs, and don't have the game developer fix them instead ?

I can understand that MOD's frenzy in DW as Sonalyst has gone AWOL, but what about Ubisoft ?

AVGWarhawk 07-08-09 07:29 AM

Quote:

Maybe a silly question but i wonder: why do you need MOD's to fix bugs, and don't have the game developer fix them instead ?

Not a silly question but a very good one. I'm guessing those that look at dollars and cents only wanted to go so far in patching. I would say the major bugs were patched. Other minor annoyances were left alone. Why? Probably because UBI knew these would be modded into nothing resembling what was originally created by the developers so why bother? To casual gamers these minor bugs would not be noticed. That's my take on it.

The game will never be dead nuts perfect. Then again, no simulation is dead nuts perfect. In a way that is a good thing because those who like to create and make mods continue to look at and improve the game all the time. SH3 is an excellent example.

Rockin Robbins 07-08-09 07:44 AM

We have mods because we will never all agree on what is "right." And there are always multiple ways to do it "right" anyway. We're dealing much less with objective realism and much more with personal preference and prejudice.

If the game were "perfect" we would have as many mods as we do now. Modding is half the fun of the game. The better the game the more fun the mods are.

Looking at mods as nothing more than fixing defects is a very limited way of looking at what mods are and what they do. "Bug" (because we can't agree on what a bug is) fixing is a tiny and insignificant part of what modding is all about.

dcb 07-08-09 09:51 AM

Quote:

Originally Posted by Rockin Robbins (Post 1130713)
Modding is half the fun of the game. The better the game the more fun the mods are.

I wholeheartedly agree, 100%, to this. :salute:
To me, at least, it is even more than half the fun, as I actually spend more time modding than playing the game.:D


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