Quote:
Originally Posted by TorpX
I don't think you understand how the math works here. By using a low value for depth precision, you are not limiting enemy depth charge patterns. They AI will always "set" them at your depth. They will explode at your depth, whatever it is. By increasing the value, there will be some error, at least. Neither way is strictly realistic, but if you use a larger error, that will make the ashcans somewhat less effective, which is what you want after all.
About the AP value, I don't know if it would matter that much. It is already pretty low (12.0). However, I think the blast can still total your hull, even if the AP value is less than the hull armor value. It just has to use "brute force", that's all. With only have 35 hit points, I am surprised they work as well as they do. What do the torpedo warheads have, 200? 
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I am aware how it works, was describing how it should work as it did in real life.However, the AI does set the depth based on last sonar contact before deploying, when player enters their "blind spot", when they quit pinging just before deploying the charges.This is time player can change depth, direction etc. With depth precision set to 1.Player has two options, can try to add some depth 20-30 feet and get under the pattern or can just go ahead flank and ride the storm out.Thing is, especially in later war with more skilled escorts, that "lose time" between the last ping and deployment of charges, when AI seems to set the depth on the charges, is short.Player goes too early, may still end up with full pattern at his depth.
True, neither are exact reality but I feel it's closer than having the depth precision set to five or seven, there the escort is basically saying okay we we are going to set them to explode at all these varying depths.I feel them being set to one depth is closer to what the japanese really could do(50, 100, 200, 300, 400, 500 feet) and forces player like I said, to ride it out or try to get UNDER the charges, which subs usually did.
Noticed in my testing eventually the AI (depending on skill) gets snowed and will drop at last depth, thinking you are still there.Example, I was in a Gato, they kept dropping at 300 feet, when in blind spot, I went ordered 350 feet, was at 330 when charges blew, shook boat nicely, caused some minor damage to conning tower and deck area, I leveled off at 350, escort came back around, pinging, I decided to try to ride it out before going any deeper(since Gato class boats didnt purposely go deeper unless absolutely forced) and they he dropped at 300-310 feet estimated depth, no damage since I was 40-50 feet below the explosions this time.
Well 35 hit points is a lot when you think about it.Subs max hit points are 300 I saw in the files opened with S3D.Figure a Type A/B escort in mid late war can deploy 16 charges in one attack between the rollers and y guns.35x16=560 hit points.Now, they have to be close, really close to get full hit points and not all will be close enough to even score that many but a large pattern, the points start adding up.35 is still enough to wreck a bulkhead and cause flooding if close, destroy vital equipment.Get two ro three close ones at once, have a problem.
I have been hesitant to reduce the armor level the charges can penetrate as figured would make them ineffective against subs but going to try it out, i reduced it from 12.0 to 11.0, subs armor is 12.0, we will see what it does if anything.