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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#541 | |
Black Magic
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#542 | |
Grey Wolf
![]() Join Date: Feb 2009
Posts: 995
Downloads: 91
Uploads: 0
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Why the merchants have ability to slow down only? Many ships can use higher speed than convoy speed and this is natural - if you bike and see a bad dog are you slow down or accurate?
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#543 | |
Sea Lord
![]() Join Date: Mar 2010
Posts: 1,845
Downloads: 184
Uploads: 2
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#544 |
Black Magic
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They have the ability to change speed from some min % to some max % of their max speed * throttle ratio so they can either slow down or speed up
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#545 |
Black Magic
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Antar brought up a good point via PM that the merchant convoy sometimes turns into where the contact is. This is correct becuase it's a random value that gets added to it's current heading. I've changed this behavior now in v0.0.20. The convoy leader looks to see where the contact is located in reference to his current heading and turns away from the contact via some random value (which makes the whole convoy turn away from the contact).
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#546 |
sim2reality
![]() Join Date: Jun 2007
Location: AM 82
Posts: 2,280
Downloads: 258
Uploads: 30
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#547 |
Samurai Navy
![]() Join Date: Nov 2007
Posts: 567
Downloads: 210
Uploads: 1
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Well in the case of a submarine attack any change in speed will mess up the sub's firing solution, the bigger the change the better, so if you're already near top speed it may just be more effective to slow down.
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#548 | |
Black Magic
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Just wrote tactics for the 'carpet DCing' by HK escorts aligned side by side. Now to see if it works...... Last edited by TheDarkWraith; 08-19-10 at 05:22 PM. |
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#549 |
Admiral
![]() Join Date: Jun 2005
Posts: 2,014
Downloads: 26
Uploads: 0
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Just an FYI.
GME is reporting conflict installing IRAI 0.0.19 with TDC 4.0.3 installed. conflict file - uboat_sensors.sim |
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#550 |
Black Magic
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#551 |
Ace of the deep .
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With 19 i notice i have hydrophone on the surface . I dont want it . I am not willing to overwrite with the no hydrophone on surface mod because i dont know if it will overwrite other things .
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#552 |
Samurai Navy
![]() Join Date: Nov 2007
Posts: 567
Downloads: 210
Uploads: 1
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Actually, on that note, is it possible to make the player sub's hydrophone range speed dependent? The GHG and Balkon Gerät should be functional on the surface but the flow noise at surface cruising speeds (not to mention racket from the diesels) would severely limit range.
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#553 |
Sea Lord
![]() Join Date: Mar 2010
Posts: 1,845
Downloads: 184
Uploads: 2
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TDW, I hope that maybe someday you will find time to look a bit closer into the capital ships behavior. Last night after more than a hour of searching in happy times campaign, found in the middle of Atlantic a massive task force that included 1 BB, 1 carrrier and 1 Dido.. whatever is that, ofc with a massive escort group. Night, heavy storm with low visibility, perfect conditions for an attack. So I sneaked inside the escort circle and had time to shot 3 torpedos. The 1 for the carrier was a miss, the BB sunk. So the show begins.
At 180m deep I heard some very strange noises, very different than a DC, more like a collision. So I used the external camera and right above me I saw the horror. The Dido collided with an escort and was in flames, the DD sunk. A bit later on, 2 other escorts sunk trying to get out from the circling carrier path. To keep things short, the result was 5 escorts and finally the Dido lost by their own damage. Now, I think this part should be somehow rewritten because is totally wrong that a capital ship start hunt a sub. I saw even the mighty carrier passing many times above me and speeding up like he was about to drop some DC's. In this particular case, the capital ships should not slow down, stop or more than anything.. hunt the sub. They should speed up to max and just go, so there is no way that another torpedo will chase them. Then few escort can stay behind and play with the sub, but the capital ships should run away at max speed from the ambush scene, they are not meant to fight subs, they are to valuable ships to waste time in hunting invisible enemies. The carrier was acting right by sending out planes, but those planes were not watching the crime scene, but fly away in long patrols and returning later when low on fuel. Dunno if you can fix this, it might be scripted in the campaign files.. Last edited by Zedi; 08-20-10 at 02:40 AM. |
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#554 |
Mate
![]() Join Date: Apr 2007
Location: Hertfordshire UK
Posts: 56
Downloads: 19
Uploads: 0
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Indeed, just took on a Cimmaron tanker with my deckgun, fired first shot from around 2.8km, as soon as I got into range of her machine guns(I imagine they are AA),
they turned my hull into swiss cheese (46%), dag nam it, back to base I go. Unsure how close I eventually got as I was too busy putting HE shells into her waterline, but I was still more than 1.5km away. Love this mod, gets scarier everytime I download it, but this is too much, surely? |
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#555 | |
Seasoned Skipper
![]() Join Date: Jan 2002
Location: Oslo, Norway
Posts: 654
Downloads: 163
Uploads: 0
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But i gotta hand it to you. It was damn close that the curtains went down for me several times. I took damage several times and the AI is a damn nice improvement except for the movement of the capital ships. Looks like they circle forever in the same spot never changing route.
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Intel I7-7800x CPU. 16Gb G.skill DDR4 3600MHz. Asrock Taichi X299 mb Palit RTX 2080Ti. Fortron 1000W PSU. BenQ XR3501R LCD. |
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