Quote:
Originally Posted by волк
What's this gui on the screenshots? It looks interesting
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Quote:
Originally Posted by Sailor Steve
Looks like the 6-Dials Simfeeling mod from FLB_Sale.
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The GUI is a private combination of several mods among others the 6-Dials Simfeeling mod. The notepad down in the right corner informs you if you have new orders or malfunctions (via SH3 Commander).
Quote:
Originally Posted by Obltn Strand
I never have done so comprehensive mapping of target ships.
As what comes to radio contacts I agree. Much more difficult to intercept. Keeps me quessing and about half of those actually escape.
Single ships usually turn once or twice before I have reached to a good firing range. Perhaps a turn per per hour. Rarely enough to seriously affect to their eventual demise. Lone ship travelling less than say 16kts, if spotted, is sunk anyway. However near patrolled coastlines when they suddenly turn away and MTB or some other patrol craft appears in horizon some ships have managed to escape.
Convoys become more difficult. As they turn towards me escorts do the same. This has more than often ruined a good attack position.
I count this mod among those that I don't sail without. Thanks man.
What happens if I shorten distance between turns?
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Thanks for the feedback! I agree that ships without escorts (and speed below your submerged speed) do not gain much by zigzagging.
However, with escorts the situation is considerably more difficult (if you do manual targeting). I had to do the comprehensive mapping when I was hunting 2 or 3 ships escorted by a radar-equipped escort. I submerged several times for an attack, but it was always spoiled. Then I had to wait until the distance was large enough again to surface and over-take them again... all the time the ships came closer and closer to their destination.
Shortening the distance between turns should be possible, but you should be aware of the following:
1. You can quickly overload the campaign layers with too many waypoints.
2. The shorter the legs, the closer the ships remain to their main course. As a consequence, you might get into a good firing position many times with just positioning yourself on the main course line.
3. I don't know how serious it is, but convoys might get too confused by too close waypoints. They need a longer time to get their correct formation after each waypoint.
The main core of units in the campaign layer consists of unescorted ships. If you do not want them to zigzag, you can shorten the distances for the others considerably. For myself I keep some unescorted ships zigzagging because
a) it takes a bit longer to sink them and thus, chances are higher that something goes wrong.
b) catching radio contacts of single ships is more involved. I really like guessing to which harbor a ship might travel.
Cheers, LGN1
PS: I have been working on a version for NYGM. If any NYGM player would like to test it and/or has some special wishes, please let me know.