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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Swabbie
![]() Join Date: Feb 2007
Posts: 14
Downloads: 8
Uploads: 0
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I think in SH3 the decoys are very unrealistics. When a destroyer comes and it very close to me I deploy a decoy, he stop and starting to go backward.
The real decoy did this in WWII: A small decoy can't stopped a destroyer immediately. When he was very closed to a sub and the sub deployed a decoy, the destroyer didn't stop, because he gone fast and he isn't a car with handbrake. When the sub was far and used the decoy the destroyer can't find him, because his sonar get false signals. I think this is the biggest bug in the game, and I hope to if somebody fix it. THX! |
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#2 |
Rear Admiral
![]() Join Date: Apr 2006
Location: Swindon, England
Posts: 10,151
Downloads: 35
Uploads: 0
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Its not the decoy
Its the AI movements Ships can stop on a sixpence lol They can also accelerate faster than most race cars from a standing start Hardcoded behaviour |
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#3 |
The Old Man
![]() Join Date: Nov 2002
Location: Syracuse, NY
Posts: 1,481
Downloads: 22
Uploads: 3
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I had observed the same ship AI pattern when they were hunting me and almost hit one another. It was almost as they had brakes.
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#4 |
Chief of the Boat
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AI behaviour of ships is out of everyones control
![]() I wish the decoys would work like that because I seldom get out of a tight fix even when using them ![]() |
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#5 |
Stowaway
Posts: n/a
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i personally love sending a fish at a DD from 600 yards while he was doing 24 knotts and see him stop dry like he hit a wall and as the fish passed him he was at 21 knotts again before even moving 10 yards lol.
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