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#1 | ||
Sea Lord
![]() Join Date: Jul 2012
Posts: 1,690
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Now, I don't have the game and I am on the fence, I'll probably wait until I see more of how the game developement progresses and in which direction. That being said, I have for starters one question (for the time being).
Different games have different ways of dealing with lighting conditions for an attacking sub. In https://www.history.navy.mil/researc...t-convoys.html there are a couple of snippets that read Quote:
Quote:
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#2 |
Captain
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I don't believe moon-path or sun position makes any difference - yet. That will likely change if and when we get playable escorts where human lookouts will be scanning the surface of the sea. At which point using the position of sun and moon to not present a readily visible silhouette to the escorts will be important.
I'm guessing here, but I would be surprised if visibility to AI escorts was kept to shorter distances than that of a human crewman. Plainly having it the other way around would defeat the whole point of playable escorts! Personally I'd like to see the current bands of visibility (in different light levels) done way with, so that U-boat commanders cannot know, with the current certainty, that they remain undetected; nor indeed if a particular escort is player manned or AI.... |
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#3 |
Sea Lord
![]() Join Date: Jul 2012
Posts: 1,690
Downloads: 30
Uploads: 0
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Detection or not is, of course, in the code and there are several ways about it. In some games, it's distance and distance alone with a set distance within which the sub is detected, regardless. A more sophisticated algorithm takes daylight and rarkness into account effectively giving you 2 distances, one for each half of a 24 hr day. A more sophisticated algorithm deals in probability for detection and here ambient lighting conditions could be one of several factors alongside distance.
Having the light in the sub during night ops either turned off or set to red could also be coded to make a difference. |
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