View Single Post
Old 12-28-21, 01:07 AM   #318
Bubblehead1980
Navy Seal
 
Join Date: Apr 2009
Location: Florida USA
Posts: 7,192
Downloads: 621
Uploads: 44


Default

Quote:
Originally Posted by lonehawknz View Post
It was me! The TF's for both actions are there and perform as expected. RSRD had them travelling slightly different tracks. Yours are more accurate.

In "my" Java Sea, Haguro was disabled by Exeter, who was promptly sunk herself, along with De Ruyter and Houston. Java and Perth escaped. Desdiv58 were absolute monsters and sank Harusame and Ushio as they tried to attack me! Four-pipe heroes indeed!

I delivered the coup de grace on Haguro which was pretty much dead in the water, so felt a bit cheaty - but not so different to what happened to Lexington in real life of course.

And just to clear up the earlier comment - I wasn't saying it was unrealistic to represent these battles in the sim. Of course not. Just that a sub commander of the time would of course not have had knowledge of exactly where the encounters would occur, whereas I of course do!! Crystal Ball!

Doesn't alter the fact that, like you, it's the part I enjoy most - watching these battles unfold. Great work Commander!
Nice! Glad you found it. What is interesting to me is battles in SH 4 do not always turn out the same way in many cases, so keeps things interesting. Couple things coming soon. After some altering of sensors, enemy surface ships will engage each other at more realistic distances, especially in daylight, so no more point blank fights every time. In testing, I had heavy cruisers dueling with one another at 12000-15000 yards, depending on various factors. The one test I did with BB's had them firing at about same distance, little further. At night AI ships tend to fire on one another from 6000-10000 yards, possibly further if have radar, optimal visibility etc. Fun part is none of them were opening fire on player submarine from such distance, since a sub is difficult to spot. With the gunfire error angle increased, they do not have sniper like gunfire and battles last longer, some even matching with history in time and results.

I also plan to have AI destroyers and other surface ships so equipped, firing torpedoes. I will try to make the Japanese torpedoes superior in performance since they were for most of the war. Should be interesting to

Glad you noticed the more accurate route. I attempted to make the traffic in my mod, especially the battles such as this, historically accurate as possible...in both the composition of forces, the routes they take, position at certain times etc. Of course, this was time consuming and difficult at times, since the world in SH 4 is not round, so the distances and times are a bit off from reality, so had to get creative at times when scripting the movements.
Bubblehead1980 is offline   Reply With Quote