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Old 04-16-09, 09:11 PM   #32
Peto
Ace of the Deep
 
Join Date: Jul 2007
Location: The details of my life are quite inconsequential
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Convoy Formations: Convoys (especially Atlantic/Allied). Default settings of 1000 yards between columns and ~500 yards between ships in columns, typically wider that they were deep. A little "scattering" would be a nice touch too. Stragglers would be Great! Bad weather could also scatter ships over a wide area and force the escorts to play a game of round-up when the weather abated.

Historical Zig-Zag patterns with potential speed changes on legs of the pattern.

Escorts Searches: Escorts searching for a submarine should be able to do Line-Abreast, Ladder and Box patterns. Historical Escort Groups should be more effective at this than Independants.

Ability of escorts to hear depth changes with passive sonar (hull popping, blowing & Flooding tanks, trim pumps etc).

Mission Editor AI options: The option of giving an escort crew novice lookouts, competent gunnery crews and an elite sonar gang etc. The ability to choose Poor, Novice, Competent, Veteran, Elite, Random, Random Good, Random Average and Random Poor as crew options. These settings can apply to Depertments individually--Visual, Gunnery, Radar, Sonar, Damage Control.

Tweak AI Crew settings so a competent escort crew can be dangerous...

Randomization of Equipment Updates. It would be a nice touch if escorts did not automatically get their electronics/weapons updated at the same time.

Visual sighting parameters could be really opened up so it is possible to slip by an escort at 400 yards (or less)...

Escort DC Expenditure: Escorts should not "always" drop all their dc's on a suspected sub location. They should also be able to make educated guesses where to make blind drops by estimating where a sub "could" be since it was last contacted.

Convoy Effects of Submarine Location: A submarine inside a convoy should be very difficult to locate whether it's surfaced or submerged. The merchants were camoflage to a submarine. Also, Cargo ship crews were natoriously blind--they were intent on station keeping more than looking for subs. When they did see one, about all they could do was attempt a ram. MERCHANTS IN CONVOY SHOULD NOT BE ABLE TO PINPOINT A SURFACED SUBMARINE TO AN ESCORT!!! THE ESCORT SHOULD HAVE TO LOCATE IT BASED ON ITS OWN MERITS AND LOCATION!

Depth Charges: Should have historical sink rates. Ash Can types should also have a "tumble" factor as they didn't sink straight down but tended to wobble in deflection somewhat. This was an issue until Tear-Drop dc's were introduced. Depth settings should be "best-guesses" by the escorts. Dropping patterns with different depth settings should be a possibility. Depth Charge racks should have a few duds in the mix.

Depth Charges should also be dropped in patterns. After the 1st hits the water, the soundman should remove his headphones if he wants to be able to hear tomorrow. Only one "Depth charges in the water!" report please...

Thermal layers/Ocean Dynamic Environment: Sonar conditions should be variable. Thermal layers should exist at varying depths, be of various strengths, have boundaries (typically large areas though) and sometimes not exist at all. Sonar conditions can also be somewhat varied--perfect surface conditions don't always equate to perfect sonar performance. Flat calm water is currently the best sonar condition for escorts. In the real world, this is not true. With no surface chop or turbulence, eddies created by ship screws and depth charges take longer to dissipate and create a difficult sonar environment. Rain also greatly reduces the effectiveness of passive sonar systems--both surfaced and submerged. The best sonar conditions are typically a somewhat choppy sea state. Consider the ocean to be like the sky where clouds are the layers and murky visibility equates to murky sonar performance.

Historical currents through straits (Mindoro, Gibralter, etc) would be a nice touch.

Type 147 (Sword) Sonar: Should be a secondary active sonar system used in conjuntion another active system. It should be short range (~1200 meters max) and have look-down capabilities. Modelling it as a long range system makes it far too powerful. This would be especially important for multiplayer possibities...

Active Sonar with an A-Scope. The ability for adding this to moddable escorts (in the hope of multiplayer escort vs submarine).

Historical and "intelligent" aircraft. This includes the limitations of units not capable of night patrolling.

I may add some things about subs eventually!
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If your target has a 30 degree AOB, the range from his base course line equals the current range divided by 2.
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