SUBSIM Radio Room Forums

SUBSIM Radio Room Forums (https://www.subsim.com/radioroom/index.php)
-   SH4 Mods Workshop (https://www.subsim.com/radioroom/forumdisplay.php?f=219)
-   -   [WIP] Prolonged DC Evasion (https://www.subsim.com/radioroom/showthread.php?t=125784)

Wilcke 11-29-07 05:31 PM

this is really interesting stuff.....looking forward to the finished product.....I would love a 3-4 hour standoff....

Wilcke

Ducimus 11-29-07 05:31 PM

Im a work.. tired, and not much sleep, don't have the files in front of me, but feel i need to alter the DC's in next TM version a little bit. Im just afraid to over do it because i dont have time to adquetly test any changes.

edit:
Maybe up the radius to 16
tighten accuracy to 10 , 7 or even 5.
decrease sink rate from 3 to....2.

I know the DC sink rate is not historical, but im using this, in conjunction with players forward movement and depth , as a supstitute for a loose depth accuracy .

edit:

or maybe
15 max radius
15 or 10 accuracy
2.5 sink

tater 11-29-07 05:36 PM

Peto, this is great work, and speaks for itself. If it gets bundled, it'll get bundled.

My rule is throw stuff out and see what sticks :D

tater

tater 11-29-07 05:44 PM

Well, it's accurate as long as the 95s were used. The type 2s were introduced in 43, so some boats would still have the 95s til at least the end of 43, IMO. Maybe some later in backwaters.

tater

Peto 11-29-07 05:58 PM

tater: Thanks for the encouragement! :yep:

Ducimus--don't worry too much about the depth charges yet IMO. I think you'll find the mod I'm working on has a serious impact on what needs to be done with them--and maybe less work than you are currently thinking. Take a nap when you get home :up:!

Wilke: In certain conditions you may wish it was a 3-4 hour stand-off. It has the potential to go much longer at times ;).

tater 11-29-07 06:08 PM

I am liking the direction this is heading.

In general, from my reading, it seems like ASW prosecutions in ww2 on US subs could be very cursory, or affairs that tested the ability of the boat to remain submerged. Even with the absurdly high stock DC counts, they go through them VERY fast in stock, which is perhaps why they loaded so many on the ships.

Holding a sub down, but not killing it, is very historical, too.

So a mod, or set of mods that makes it possible to have long prosecutions, but not always, would be a great thing. The blind spot makes their DC run dash possibly less accurate, making survival better for the sub, but not a walk in the park.

In your testing, you need to try 2 tests, too.

In one test, your escorts are the leaders of whatever group they are in.

In another test, make some merchants, and a merchant is the leader. The AI behaves differently for TFs vs Convoys. A TF is ANY group where the lead ship is a warship. 100 merchants with a PT boat as the leader is a task force. 100 CVs with a fishing boat as the leader is a convoy.

The escorts will be more persistent in a TF than a convoy.

tater

Peto 11-29-07 06:20 PM

The second test you mentioned has already been done tater.

I'll try a task force scenario later this evening.

After that, I'm going to try it out in real application--ie, in career mode--along with a little SD radar thing I'm working on that'll make planes less likely to be detected all the time ;).

Edit: I'm also working on 2 versions of a fairly large Lingayen Gulf scenario. About 80 ships were involved in the invasion force (3rd Fleet plus AP's and Auxilerys).

ReallyDedPoet 11-29-07 06:22 PM

Guys this stuff sounds fantastic, well done :yep::up:


RDP

panthercules 11-29-07 09:07 PM

Quote:

Originally Posted by Peto
along with a little SD radar thing I'm working on that'll make planes less likely to be detected all the time ;).


Oooh oooh - I'm liking the sound of this - almost all the RL patrol reports I've read so far seem to be full of entries mentioning that their radar got knocked out for hours or a day or two at a time by water coming down the hatches or some other reason, so something that would in effect simulate periodic outages and let some planes sneak in undetected by radar would be a great addition :up:

Peto 11-29-07 10:54 PM

Quote:

Originally Posted by panthercules
Oooh oooh - I'm liking the sound of this - almost all the RL patrol reports I've read so far seem to be full of entries mentioning that their radar got knocked out for hours or a day or two at a time by water coming down the hatches or some other reason, so something that would in effect simulate periodic outages and let some planes sneak in undetected by radar would be a great addition :up:

And that goes without saying that SD radar just wasn't reliable in the 1st place. It had 4 weak spots where planes could get in closer without detection and was very bad at picking up anything at low altitude.

Not making promises on the radar yet. Just saying that, "I'm starting to work on it."

:yep:

Peto 11-30-07 02:06 AM

1 Sub Chaser, Competent crew, 0 wind--Still a serious challenge getting away.

TF with DD as group leader: It's up to you to get away. They don't leave :nope:.

Elite SC, wind 10--still difficult.

I didn't play through any of these all the way--just over an hour each to get an idea of how it would go.

I'll try a couple large scenarios tomorrow and probably try career mode for a while to see how it goes.

Something I have noticed: Results are inconsistent even in the same scenario. I think this is a good thing because it indicates that the X factor is still important. To say that on the average, things are more challenging would be a serious understatement IMO.

tater 11-30-07 10:50 AM

An interesting effect that I don't think is in game is how sonar is FUBARed by DC explosions for a while. This is a good reason to prevent the escorts from turning around and dropping again right away.

I still need to try making a Kgun that points at a rack model so I can set a reload time...

The new S3D will probably help rather a lot.

tater

Peto 11-30-07 04:06 PM

Yep. I wish dc noise was a factor for escorts. It feels wrong to hear another escort pinging away while the ocean is roiling from explosions. The larger blind zone doesn't "fix" that but it decreases how often it occurs.

Just patched up to 1.4 and added TM. Did a complete reinstall of the program 1st and then defragged. I almost did an OS reinstall but--well--I hate doing that if no one pays me to :shifty:.

I'll be testing again in a few minutes. I'm cautiously optimistic about how this is going :hmm:...

Peto 12-01-07 11:07 AM

Just about ready for Beta. Will release this mod later today (perhaps sooner than later ;)).

Peto 12-01-07 01:28 PM

Regarding Depth Charges: Something I've been meaning to mention but keep forgetting--One of the reasons I like the +/-X setting for depth of detonation is because it addresses the fact that in real life, deoth charges were inaccurate. Drop a barrel in the water and it is almost certain to not sink straight down but it will typically veer off at an angle as it sinks. The allies compensatedfor this with the Tear-drop design but I'm not certain the Japanese did this (maybe with the type 2?). Maybe tater knows.


All times are GMT -5. The time now is 08:27 AM.

Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright © 1995- 2025 Subsim®
"Subsim" is a registered trademark, all rights reserved.