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#1 |
Machinist's Mate
![]() Join Date: Sep 2002
Location: hamburg
Posts: 122
Downloads: 0
Uploads: 0
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hi there
after going through the campaign layers recently, i thought id share my result with you guys. its not ment to be a big thing or something, but since a reduction in general traffic is much needed, i just uled it. i adjusted every convoy, jap merchant, taskforce and troop transport entry. the devs realy did some improvements with the different layers, but made some of the vanilla sh3 mistakes again. sadly towards the end, they just had one layer covenering the timeline from 10/44 to 8/45, while they have a seperate layer from 12/41 to 2/42. ![]() anyway, i dont claim this to be "realistic" or something. other persons with much more indepth and detail knowledge, will have a go on the layer in the comming month, im sure. - reduced the single merchant traffic spawn probability by 50% to 75%, depending on the timeframe. - lowered the convoy and trooptransport spawn probability by 50% to 75%, depending on the timeline. - deleted basicly all those "bonus" double or tripple merchant contacts away. implementing these puzzled me in sh3 too. why would two unarmed merchants travel together? one of them would lose the chance of utelizing his higher speed for no gain. -adjusted many convoy group contents. the devs didnt realy put much "love" into this. towards the later timelines, most convoys are simple clones of each other, with the same ship spawn probabilitys. they also missed out the constant increase in escort strength, plus the fact that the japanese started to use more and more minor vessels for convoy protection duty. like minelayers etc. i added several destroyer and subchaser entries. -adjusted many troopconvoy entries. boy the japanese had a huge linerfleet. well you could come to the conclusion when taking a look at the campaign layers. i edited some of them away all together. especialy the ones traveling from japan mainland to luzon and back in the 10/44 till 8/45 layer. im not entirely sure but wasnt the philippines campaing over by early 45? whatever, there is still more than enough to shoot at. -adjusted the target of opportunity report probability to a very low value. i always hated this mega 3000km radar, where you would have all sorts contacts popping up, regardles of where you are. i know that they serve a immersion purpose, but imho this outweights the contacts spam factor by far. you will still get some anyway, so you can readjust ur decaytime to normal, incase u have it on 0 , like me. -nerfed taskforce contents. they where too many and had strange composition at times. the devs where putting tankers into task forces with bb's and cv's, which made them travel at a convenient 10 knots cruising speed. i adjusted content of these, and upped the traveling speed, to lower the "shooting fish in the barrel" factor. well, thats all i can remember changing atm ![]() http://rapidshare.com/files/23202058...vers1.rar.html
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