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Old 12-22-05, 05:30 PM   #12
Der Teddy Bar
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Join Date: Jan 2002
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I have won no friends with this reply... a bit rushed...

Quote:
Originally Posted by Friedrich Guggenberger
The variations in speed from waypoint to waypoint, is just too erratic, going from 6 kts at one segment, to 9kts at another.
I cannot see an issue with this. Currently in SHIII even with manual TDC it is simply a matter of point and shoot. It is so easy that I have a 99% hit rate at 100%. No merchant, escort & warship is affected by sea state. But if we allow ourselves to think outside the square, we might consider that the ship has some engine problem where they had to slow down, or they have speed up as they are behind scheduale or want to miss the oncoming storm...


Quote:
Originally Posted by Friedrich Guggenberger
Even taking into account weather (Which is already modelled. The rougher the weather, the more it impacts speed.) The speed variations is just too large. Even for realities sake.
This is incorrect. Only the player's u-boat is slightly affected by the sea state. Any merchant, escort & warship can travel at maximum speed in the worst weather conditions. Easily tested in a custom mission, set up a ship to go in a square, apart from the corners, the ship will maintain the specified speed regardless of the weather. If you had read my review you would have seen this.

We again come back to the fact that merchant, escort & warship are not affected by the sea state and can travel at maximum speed in the worst weather conditions. In WWII convoys were often slowed through bad weather.

Quote:
Originally Posted by Friedrich Guggenberger
A Convoy could ONLY travel as fast as the slowest in the group
But, the slowest in the convoy had to be able to do several knots better than specified convoy speed. That is, if the convoy was set at 7 knots, then the ship had to do at 9-10 knots. A ship that could only do 7 knots was not allowed in the convoy.


Quote:
Originally Posted by Friedrich Guggenberger
In the game, Convoy behaviour is more rigid than anyone would like. But not too rigid that it doesn't fall outside the realms of believability. On the most part.
I feel this is not true. As has been pointed out by other members, you can take the reported speed etc as gospol. However in real life, there are too many instances of several u-boats loosing a 'whole' convoy in bad weather or after being forced to submerge. Why? No pinpoint speed or exact course, an enemy that would change course to shake off a u-boat. Now if WWII convoys were anything like SHIII they would never have lost a convoy, ever.

In WWII convoys could and would change course by hundreds of miles if a u-boat/s were suspected of being in the area. They would try and loose an attacker at the earliest practical time, considereing such things as letting everyone know and the like. This does not happen in SHIII.

can't see past your nose because the weather is so bad? Ha, who cares, we will use the satillite navigation system, accurate down to about 10 metres.

When weighing up the 'erratic' speed changes as compared to steady as she goes at 7 knots, not matter what the sea state, with convoy reports being precise to the knot and direction, surely you would have to agree that the 'erratic' waypoints variations makes for a more realistic experience.

The first release is a proof of concept and to attain feedback that it all appears to work. The next version will be more surgical where the Bismark and the likes are not modified. Convoy wise, 2 knots either side is not too 'erratic' or radical when one considers the points I have made. And really, is it such a hard thing to come to terms with a convoy going from 6 knots to 9 knots?

I can understand some find comfort & safety in knowing a convoy and/or a ships speed. It allows for a more successful experience.
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