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I can make the ship AI in SH5 do basically anything I want (to a degree). I could have them skew off course before dropping depth charges to simulate inaccuracy. There just isn't enough flexibility built into the ship AI to do what I want (available function wise). And ship AI is the best AI of all the AI in game :nope:
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For a U-Boat to escape, the escort has to have problem locating it or holding contact. There could be many factors: green escort crews, poor sonar equipemnt (more of a problem in early war years), poor sound conditions (i.e. thermal layers, plentiful sea life, temperature variations, currents, noise), water disruption caused by DC explosion. So an escort working alone would have a harder time re-acquiring contact since it would lose contact when it dropped the DCs and the ensuing disruption would mask the U-Boat. On the other hand, when you have 2+ escorts working as a group, one can keep a fix on the U-Boat while the other attacks. A green escort crew would have more trouble locating the U-Boat and would be more likely to drop DCs in a spot where the U-Boat is not. (In SH4, I have been under DC attacks where the AI dropped DCs far from me, but close enough to be heard). All escorts should have some problem dropping DCs at the correct depth. Determining correct depth of a submarine was a problem during the entire war. (However, I seem to recall that in the SH series, the AI will always drop DCs set at the correct depth?) Varying sound conditions: finding a U-Boat in the middle of the North Atlantic in winter after a storm is more difficult than in the North sea :arrgh!:. This is probably more of a problem since the underwater sound model in SH is very basic. However, if we had one or more thermal layers at random depth and of random intensity, this would go a long way towards creating the same thing. Would this be possible with a script? :hmmm: |
All the above is true, and don't forget the 'cone of silence'. No active sonar of the period could point down beyond a certain level, so every escort, no matter how accurate the information or how good the crew, was essentially dropping blind. A good u-boat kaleun could take advantage of that by starting his evasion just as he heard the destroyer accelerate into it's attack run.
Walker's major tactic for the hunter/killer groups was to have all six destroyers fan out and comb an area. When one of them picked up the u-boat, he became the 'hunter'. He would match speeds and stay behind the target, guiding the others in on their runs. This way, even when the water was disturbed after a run, he was still in a position to pick up the target all the sooner. And if he couldn't, they just fanned out and started all over again. The u-boat wasn't going very far very fast. |
:hmmm: Captain Frederick Walker...
From "Victoy in The Pacific": http://i189.photobucket.com/albums/z...tingMethod.jpg A four-part BBC WW2 People's War - part 1 http://www.bbc.co.uk/ww2peopleswar/s...a5024224.shtml part 2 http://www.bbc.co.uk/ww2peopleswar/s...a5024297.shtml part 3 http://www.bbc.co.uk/ww2peopleswar/s...a5024332.shtml part 4 http://www.bbc.co.uk/ww2peopleswar/s...a5024396.shtml A highly recommended book http://www.amazon.com/Escort-Command.../dp/0553126679 |
nice excerpt Jan. I also saw took this one from the links you posted:
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I wonder if this can be applied to the game, limiting "operation plaster" tactics to veteran+ HK groups after june 1942. |
the devs tried to implement a 'line abreast' formation into the AI but it doesn't work :nope: Everytime you try to use the function it CTDs the game. This is probably the reason why they commented it out on release. They had good intentions but poor implementation.
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so how does the "operation plaster" tactic work in IRAI? I saw 5 different types listed in your init.aix file. Quote:
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Hello,
with 3-4 hunters really knowing what they do (like Walker) few boats stood a chance for sure in 1944 and '5. However there are a few errors or misconceptions in the BBC texts, one of it being that even if you heard a distant escort pinging you would still hear the other "slow" sloop cruising right above you, and you will also hear the splash of the charges that tell you what is going to come. And remember the sloop may not be too slow, otherwise it will tear off its own stern when dropping the charges .. a starting attack run IS being heard in a sub, even without hydrophones. As well a U-boat was faster than sloops or corvettes, so once surfaced and out of gun reach it would be able to escape - as long as there is no real destroyer capable of 20+ knots in the hunter group. In the link i posted about ASDIC it also shows that the escort ships of the convoys did not spend much time to hunt a U-boat, they had to stay by the convoy and often did not have the training the hunter groups had. Their experience certainly grew with the war .. A U-boat being forced to dive was usually out of the fight for hours, if it ever caught up again with the convoy at all - this alone was a victory for the escort. Now that i have met Walker personally at least 4 times already in 1939 along with his MkIV eyeballs being well able to see from thousands of meters (in 50 meters visibility due to fog, night and storm) the next time i hope to run about another chap who is not that perfect yet :shifty: :rotfl2: Greetings, Catfish P.S. Very interesting to read even the plaster methods have been thought of by the dev team, they obviously know their stuff, but similarly obviously did not have enough time to implement this stuff. So as far as i have understood all kinds of detection can be changed, even thze crews getting tired, but tthe AI itself is not changeable ? But then this is not bad at all since it would reflect the real thing .. just leave out the special techniques in the early times - possible ? |
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