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#991 | |
Navy Seal
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#992 | |
Seaman
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Beery pleas reconsider to make Japs sensors slightly better also. It is not bad to have a bit reality together with some tension when attacking convoys. It is very accurate to the reality that we are forced to use our periscope as seldom as possible. I am saying that because I have noticed that in RFB mode they can hardly detect my periscope. Even if it is core version set up it would be better to rise AI detectors up. |
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#993 |
Navy Seal
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I actually agree on the sensors, and I am certainly not one to exaggerate the abysmal state of IJN ASW practices to be better than they were. Reading Blair, it is clear that while the prosecutions were ultimately ineffective the large majority of times (as Beery has accurately pointed out with his goals in terms of survivability), they still made frequent attacks on our submarines. They bombed and spotted periscopes. They almost always reacted to torpedo wakes, and DCed around the launch point.
I have been playing with a mod to make the AI spot my periscope. I get spotted if I don't maintain discipline regarding how much I keep the scope up, but if I am careful, I'm pretty safe. This is very realistic, IMO. I find myself raising the scope manually, making a quick circuit, then trying to rush my observation. I would argue that the time to detection of an up scope should probably be longer than strictly realistic since we have to do things that crew would do in RL. The seconds it takes to click back tot he right page in the manual, etc. tater |
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#994 | |
Admiral
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Location: Silver Spring, MD, USA (but still a Yorkshireman at heart - tha can allus tell a Yorkshireman...)
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Having said that, even if such evidence is forthcoming, making Japanese sensors better may be a very bad idea because the state of the AI is such that destroyers, if they spot us, are putting depth charges right on top of us even when we're deep and this aspect of the game is, as far as I'm aware, hard-coded. Since this is the case, making sensors even slightly better may cause the game to generate 100% casualties every time the enemy drops depth charges. This would hardly be a step towards greater realism. Currently the poor sensors are the ONLY things that counterbalance the HUGE unrealism of the AI's superhuman aim. Job #1 of RFB - the 'prime directive' if you will - is aimed at getting simulated careers with tonnages and survivability matching the reality as close as possible. The details of how we get there are important too, but only as long as they fit within the parameters imposed by the 'prime directive'. In SH3 we found that destroyer sensors were often very difficult to make truly realistic because any increase in effectiveness had a huge effect on survivability - an effect that could not be overcome. If the sensors can be adjusted so that they just spot periscopes at an historical rate I'm very willing to include such a mod, but not if it means that the sensors always immediately spot a periscope at a certain distance, or if it means that sensors get better in other ways.
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"More mysterious. Yeah. I'll just try to think, 'Where the hell's the whiskey?'" - Bob Harris, Lost in Translation. "Anyrooad up, ah'll si thi" - Missen. Last edited by Beery; 06-25-07 at 12:08 PM. |
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#995 |
Medic
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Regarding decoys....
Has anybody seen "Up Periscope" with James Garner (was on at the weekend in the UK) in this they used a decoy which generated bubbles... now i know its only a film but i'm sure that was an actual sub they were in, im convinced it was a Balao... question is was that original equipment from 1943-45 or a later addition when it was filmed in 1959? |
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#996 |
Stowaway
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So, what exactly decoys do in SH4? They reduce enemy sensors effectiveness?
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#997 | |
Admiral
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Actually I'm probably going to put them back in based on the evidence I've seen already, but it would be perfect if there was some definitive example of some kind of noisemaker being used in 1942-43.
__________________
"More mysterious. Yeah. I'll just try to think, 'Where the hell's the whiskey?'" - Bob Harris, Lost in Translation. "Anyrooad up, ah'll si thi" - Missen. |
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#998 | |
Silent Hunter
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Beery, here's one for you: the max torpedo firing depth for the fleet subamrines is too shallow. Fleetsubmarine.com states:
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#999 |
Navy Seal
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Regarding the deepest torpedo firing depth. There was an account in Silent Victory of a sub that sustained a bad DCing at over 300 feet depth. It jarred a torpedo in tube 8, and it ran hot in the tube. The boat had to come up to 150 feet to try and shoot it out since they couldn't fire torps below that depth (presumably for pressure reasons with the outer doors open).
Beery, regarding the "prime directive:" I agree 100%. That said, a primary reason for tonnages being too high in game is that we do not operate under the same constraints that they did in RL. It's easier to make a great TDC setup when you can observe and tweak the TDC at will since they are incapable of seeing a periscope in the stock game. FWIW, in the thread about making planes see periscopes (also happened all the time according to Blair), I tried a modification suggested by Jace. I now have escorts spot me if I am not careful, and charge. I have yet to die because of this, I just need to pull the plug, and not get cocky. It's still a little sensitive, but I find I get DCed far more often now, though to no more effect. I can honestly say that I only get killed by my own stupidity/aggressiveness. All that said, it needs a great deal of testing, and the AI levels might also need to be tweaked. Part of my desired campaign rework would be to have the sensors, etc set so that competant AI was, well, competant. Right now unless the AI is elite, you are unlikely to ever be killed underwater---but if an elite or 2 gets on top of you, you are in big trouble. Ideally, we'd have the middle of the road AI spotting you, but since their depth accuracy, etc would be lower, they'd be less effective. That to me is the ultimate goal (based on my reading): escorts should attack more often, but to little effect. |
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#1000 |
Seaman
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Beery I am a fan of your job I understand you well but please read this.
I think that we discussed too little about that topic – I mean reality of course. Only few points here from my sources:
What I am trying to say, the game should punish players for being not so cautious and I am afraid that these is not reflected good enough in the game. |
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#1001 |
Sea Lord
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czACha, that's some interesting reading there man
![]() Cheers for sharing! |
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#1002 | |
Admiral
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Location: Silver Spring, MD, USA (but still a Yorkshireman at heart - tha can allus tell a Yorkshireman...)
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Maybe I just suck at avoiding depth charges.
__________________
"More mysterious. Yeah. I'll just try to think, 'Where the hell's the whiskey?'" - Bob Harris, Lost in Translation. "Anyrooad up, ah'll si thi" - Missen. |
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#1003 |
Navy Seal
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Location: New Mexico, USA
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I've never had any ship react to my periscope in stock SH4.
Note that I judge this by the fact that before I made the mod, ships never once shot at the scope. Now if they spot it, they shoot (which I have also read about). There are some odd things with the AI, to be sure. What I'd like to see is for elite AI to be really scary, and also really really rare. I think the competant AI should work you over then leave. The vets should hold you down for hours. I'm not super great at avoiding the escorts, I'm just cautious. I fire torpedos, and pull the plug, for example. I have auto reloading off, and I wait til I'm down and safe before reloading. I rarely get to make more than one attack. One thing that helps on the TF attacks is that I have upped their speeds. 15 is the minimum you'll every see a TF in my campaign. Here and there they will be balls-out in the high 20s (I have it so at some zig-zags, they will just to high speed with a % chance of skipping a pile of ZZ waypoints and running straight and FAST instead). As a result, the escorts (even vet/elite) will work me over, but they only let the TF get si far before they pour on the coal and head back. It's effective though since doing an end-around even with a TF ZZing at 18 knots is hard. |
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#1004 |
Captain
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Any DD will open fire on the periscope in calm seas. I've taken (extremely minor) damage from a DD some 1500m away that had spotted my scope while I was on approach for a convoy.
I've also had DD's shoot at my scope from some 500-800m in moderate seas. In heavy sewas I usually don't need to worry about keepign my scope down. All this is while using a variation of the Trigger Maru sensors configs. In stock game, I've had a DD head right for my scope - 1000-1500m away (outside his active sonar range) - while I was stopped at periscope depth, silent running on. His clumsy DCing led me to believe he wasn't really high up in the ranks (he totally missed me on 3 consecutive runs before I got below thermal). |
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#1005 |
Navy Seal
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Hard to tell if a DD heads right for the scope if he saw it or not, frankly. When they see it, they shoot at it, if they aren't shooting I'm not conviced they "see" it visually. I think shooting is tied to VISUAL detection. heading straight for the scope is a function of radar, IMO. Since many of the DDs in stock SH4 have air search radar, and the air search is broken and shows surface contacts that would explain it.
DDs will head for a radar contact but not lay guns with it. If they actually see it, they WILL shoot. |
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