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padi 05-04-20 09:12 AM

Discord-Server
 
Hi,

we're happy about the massive interest regarding our mod and decided to grant the interested community access to our Discord, so you could get in touch with us easier and be informed sooner about new releases and upcoming features.
Also if you want to help us with remarks, suggestions, beta-testing, or in any other way that's also the prefered way to go since it is easier to get the information spread to all developers.

This is the link to the Discord, we hope to come in contact with you soon: https://discord.gg/8XAMaSs

Aquelarrefox 05-05-20 08:15 PM

a version for nygm could be great, im making a hybridation from nygm and russian gwx that is really interesting and adding this to the frankenstein would be interesting.

U301 05-06-20 08:58 AM

Quote:

Originally Posted by Aquelarrefox (Post 2668581)
a version for nygm could be great, im making a hybridation from nygm and russian gwx that is really interesting and adding this to the frankenstein would be interesting.

I agree with you.

KUrtz

padi 05-09-20 09:52 AM

Hi Community,

here are some sneak peaks from the smoke floats in bad weather conditions.

Stay tuned for more news.

https://i.ibb.co/pjW3cyJ/Smoke-Float-1.png
https://i.ibb.co/5nGwRVt/Smoke-Float-2.png
https://i.ibb.co/9tFyfgb/Smoke-Float-3.png
https://i.ibb.co/WG2Tbbn/Smoke-Float-4.png
https://i.ibb.co/sFXgzHM/Smoke-Float-5.png
https://i.ibb.co/p4SyMyC/Smoke-Float-6.png
https://i.ibb.co/zHjK5YG/Smoke-Float-7.png

John Pancoast 05-09-20 10:28 AM

:o Wow ! Blocking vision too ?

gap 05-09-20 10:37 AM

Quote:

Originally Posted by John Pancoast (Post 2669442)
:o Wow ! Blocking vision too ?

Yes, it does for the player and it will really complicate U-boat attacks. :up:

Unfortunately we couldn't make smoke screens to affect AI visual sensors as well as player's vision though.

The smoke floats will be ignited directly on the decks of the ship classes which historically carried them or, as you can see from Padi's screenshots, they will be dropped as actual floating smoke-generating devices. As the real HC floats they will emit smoke for ca 20 minutes and they will sink after ca. 40 minutes from when they were dumped. Not all the ships of a given class will carry them, but only a few selected vessels based on ship loadout.

John Pancoast 05-09-20 10:47 AM

Quote:

Originally Posted by gap (Post 2669444)
Yes, it does for the player and it will really complicate U-boat attacks. :up:

Unfortunately we couldn't make smoke screens to affect AI visual sensors as well as player's vision though.

The smoke floats will be ignited directly on the decks of the ship classes which historically carried them or, as you can see from Padi's screenshots, they will be dropped as actual floating smoke-generating devices. As the real HC floats they will emit smoke for ca 20 minutes and they will sink after ca. 40 minutes from when they were dumped. Not all the ships of a given class will carry them, but only a few selected vessels based on ship loadout.


Outstanding ! Unfortunate about the AI sensors, but blocking player's is more the point I would think.

gap 05-09-20 11:07 AM

Quote:

Originally Posted by John Pancoast (Post 2669447)
Outstanding ! Unfortunate about the AI sensors, but blocking player's is more the point I would think.

Yes, indeed!

Another little shortcoming is that we couldn't find a way for triggering the smoke effect as soon as a submerged submarine is detected. For now, the destroyers equipped with smoke canisters will only use them against ships, surfaced submarines and raised periscopes at a maximum range equal to the range of their visual sensor. We could also make them to start laying smoke during depth-charge runs, when they are about on top of the estimated U-boat position, but I am not sure that such a tactic would make any sense.

John Pancoast 05-09-20 12:05 PM

Quote:

Originally Posted by gap (Post 2669456)
Yes, indeed!

Another little shortcoming is that we couldn't find a way for triggering the smoke effect as soon as a submerged submarine is detected. For now, the destroyers equipped with smoke canisters will only use them against ships, surfaced submarines and raised periscopes at a maximum range equal to the range of their visual sensor. We could also make them to start laying smoke during depth-charge runs, when they are about on top of the estimated U-boat position, but I am not sure that such a tactic would make any sense.


Even having them is great, anything else is a plus. I wouldn't consider no screen for a submerged sub a problem.
I know smoke was a common surface battle tactic. Any idea how often it was even used against subs ?

gap 05-09-20 12:31 PM

Quote:

Originally Posted by John Pancoast (Post 2669481)
Even having them is great, anything else is a plus. I wouldn't consider no screen for a submerged sub a problem.
I know smoke was a common surface battle tactic. Any idea how often it was even used against subs ?

I have not any document close by hand - Padi probably can be more detailed on this respect - but yes, there are a few accounts of smoke screens being used for convoy protection against submarines, though their main employment was indeed in surface engagements and during amphibious operations. Their usage was quite common during both World Wars, but it gradually rarefied with the progress of radar technology in mid-to-late WWII.

John Pancoast 05-09-20 12:35 PM

Quote:

Originally Posted by gap (Post 2669492)
I have not any document close by hand - Padi probably can be more detailed on this respect - but yes, there are a few accounts of smoke screens being used for convoy protection against submarines, though their main employment was indeed in surface engagements and during amphibious operations. Their usage was quite common during both World Wars, but it gradually rarefied with the progress of radar technology in mid-to-late WWII.

:up:

gap 05-09-20 01:17 PM

Quote:

Originally Posted by John Pancoast (Post 2669495)
:up:

BTW, I think CCoM simulates smoke screens as well, though I don't know how accurately. From my side, I assure you that I, Padi and Kendras have watched tens of pictures and videos and read many documents describing naval smokes and their usage, and we have made any effort to reproduce them as realistically as possible within the game limits. :salute:

Aquelarrefox 05-17-20 07:51 PM

How to know if a model used in a megamod as nygm or gwx, is viable to use the equipment file in this mod?

padi 05-24-20 03:12 PM

Quote:

Originally Posted by Aquelarrefox (Post 2671329)
How to know if a model used in a megamod as nygm or gwx, is viable to use the equipment file in this mod?

What do you mean?

Aquelarrefox 05-24-20 11:01 PM

Quote:

Originally Posted by padi (Post 2672650)
What do you mean?

It's only need to check is the number of nodes in equipment is the same that in your files or what other thing should be checked?


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