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Old 12-28-21, 01:28 AM   #319
Mad Mardigan
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Join Date: Sep 2016
Location: Grand Rapids, Mi.
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wolf_howl15

Quote:
Originally Posted by Bubblehead1980 View Post
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.
Am very much, looking forward to the new update release with bated breath, Bubblehead1980, My subsim chum.



M. M.
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