SUBSIM Radio Room Forums



SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997

Go Back   SUBSIM Radio Room Forums > Silent Hunter 3 - 4 - 5 > Silent Hunter 4: Wolves of the Pacific
Forget password? Reset here

Reply
 
Thread Tools Display Modes
Old 06-10-11, 04:41 PM   #1
accipiter0600
Nub
 
Join Date: May 2011
Posts: 2
Downloads: 35
Uploads: 0
Default What Controls the escort AI?

I was playing a campaign on "realistic" and found the escort to be a bit "sensitive" in their detection abilities. They were able to spot my periscope in stormy weather at 500 meters.

They also seemed to hear the props when submerged at 2/3 speed.

Suffice to say, I was having a hard time taking out, or getting through escort screens

Will changing the difficulty to hard make the escorts a little easier? Is the realistic setting really realistic or too hard in most people's opinions?

many thanks,

Accipter
accipiter0600 is offline   Reply With Quote
Old 06-10-11, 07:01 PM   #2
magic452
Sea Lord
 
Join Date: Sep 2007
Location: Reno Nevada USA
Posts: 1,860
Downloads: 85
Uploads: 0
Default

Welcome to the boat mate.

The escort AI very much depends on what if any mods you are playing.
In the stock game they are pretty easy and the big mods make them more difficult.

Hard or easy escorts are more a function of experience than any thing else. The more experience you have the easier they get.

500 meters is pretty close to be having the periscope up for anything more than a quick look. They will see it most of the time if you leave it up very long. You want to clear the escorts by at least 900 or so meters.

If you're trying to get inside a convoy than go deep and silent till they get to you.

Even in heavy seas 2/3 is too fast that close, use 1 to 3 knots and make sure you have silent running turned on.

The realism and hard settings have more to do with your boat than the escorts AI. Go to custom settings and you will see what I mean.

Plot the convoy's course and set yourself up well ahead and sit and wait for them to come to you. You have a speed advantage on a convoy so use it and attack when you want from as good a position as you can get.
You should have course, speed and AoB pretty close even before they get to your position. All you will need the scope for is getting range and fine tuning AoB.
Good luck and good hunting

Magic
__________________

Reported lost 11 Feb. 1942
Signature by depthtok33l
magic452 is offline   Reply With Quote
Old 06-10-11, 07:12 PM   #3
accipiter0600
Nub
 
Join Date: May 2011
Posts: 2
Downloads: 35
Uploads: 0
Default

That helps a lot. Thanks Magic.

I guess unless you are already set up with a nice solution ahead of time, moving into position in bad weather (visibility less than 1000 meters) is going to be very tough.

Accipiter
accipiter0600 is offline   Reply With Quote
Old 06-10-11, 10:23 PM   #4
magic452
Sea Lord
 
Join Date: Sep 2007
Location: Reno Nevada USA
Posts: 1,860
Downloads: 85
Uploads: 0
Default

Bad weather is your friend. You have sonar that works on the surface, speed and you can see them before they see you. Use these tools and you can get into a very good position for an attack on your terms. The most important thing for a sub is to be in a good firing position. If you get that sinking the target is almost easy.

With low visibility you just may be better off staying on the surface. You can get pretty close that way, that's where the experience comes in.
Heavy seas also give you more options submerged for the get away, you're much harder to track.

Magic
__________________

Reported lost 11 Feb. 1942
Signature by depthtok33l
magic452 is offline   Reply With Quote
Old 06-11-11, 01:09 PM   #5
Daniel Prates
Grey Wolf
 
Join Date: Apr 2011
Location: Curitiba, Brazil
Posts: 938
Downloads: 65
Uploads: 0
Default

What I particularly dislike in SH4's DD caracteristics is how they speed up to 30 knots in seconds (which is not so much a matter of game AI than it is of bad depiction of mechanical limitations of what such ship could do).

As I understand it, speeding up like you were driving a motorciclye was either impossible or could seriously damage the machinery. The game does not seem to consider that.
Daniel Prates is offline   Reply With Quote
Old 06-11-11, 03:37 PM   #6
magic452
Sea Lord
 
Join Date: Sep 2007
Location: Reno Nevada USA
Posts: 1,860
Downloads: 85
Uploads: 0
Default

Quote:
Originally Posted by Daniel Prates View Post
What I particularly dislike in SH4's DD caracteristics is how they speed up to 30 knots in seconds (which is not so much a matter of game AI than it is of bad depiction of mechanical limitations of what such ship could do).

As I understand it, speeding up like you were driving a motorciclye was either impossible or could seriously damage the machinery. The game does not seem to consider that.
That is one of the biggest flaws in the game and the primary reason I don't attack escorts unless I have a very good reason to do so. The pay off must out weigh the risk by a large margin before I'll attack any escort.

I'll just set up at a longer range and pick off one or two big targets and get the heck out of Dodge, do a run around and repeat.

If you're going to attack escorts there is one thing helps and that is to fire your first torpedo in front of her and freeze her in position. Shoot the rest at the bow back. May cost you an extra torpedo or two but you live to fight another day.

Magic
__________________

Reported lost 11 Feb. 1942
Signature by depthtok33l
magic452 is offline   Reply With Quote
Old 06-11-11, 07:53 PM   #7
andy_311
The Old Man
 
Join Date: Apr 2005
Location: Oldham, Lancs,England
Posts: 1,312
Downloads: 82
Uploads: 0
Default

Pay a vist in Truk they dont run arround in there very often at top speed it's so shallow (depending which way you come out)
__________________
andy_311 is offline   Reply With Quote
Old 06-12-11, 02:55 AM   #8
JapLance
Stowaway
 
Posts: n/a
Downloads:
Uploads:
Default

Quote:
Originally Posted by Daniel Prates View Post
What I particularly dislike in SH4's DD caracteristics is how they speed up to 30 knots in seconds (which is not so much a matter of game AI than it is of bad depiction of mechanical limitations of what such ship could do).

As I understand it, speeding up like you were driving a motorciclye was either impossible or could seriously damage the machinery. The game does not seem to consider that.
Would reducing the engine power in the .sim file of the destroyers (keeping the maximum speed intact) fix this to some extent?
  Reply With Quote
Old 06-12-11, 03:34 PM   #9
magic452
Sea Lord
 
Join Date: Sep 2007
Location: Reno Nevada USA
Posts: 1,860
Downloads: 85
Uploads: 0
Default

Several have tried to fix this problem and Webster came the closest but he was only able to fixed part of the problem and the very quick starts and stops remained a problem. The first 7 or so knots remained very fast I think.
After that it worked pretty good.

His mod Webster's Ship Draft and Maneuvering fix will interfere with TMO to some degree.

Magic
__________________

Reported lost 11 Feb. 1942
Signature by depthtok33l
magic452 is offline   Reply With Quote
Old 06-13-11, 04:36 AM   #10
WernherVonTrapp
Admiral
 
Join Date: Jul 2009
Location: Now, alot farther from NYC.
Posts: 2,228
Downloads: 105
Uploads: 0
Default

Under normal conditions, it requires half an hour for a (IJN) DD to go from a cruising speed of 12 knots to a maximum speed of 30. Under combat conditions, this can be expected to take about 15 minutes. This does not include the 45 to 60 seconds required for the helmsman to execute any navigational/speed orders given by the captain (after it proceeds through the chain of command).
__________________
"The journey of a thousand miles begins with a single step."
-Miyamoto Musashi
-------------------------------------------------------
"What is truth?"
-Pontius Pilate
WernherVonTrapp is offline   Reply With Quote
Old 06-13-11, 09:05 AM   #11
Ducimus
Rear Admiral
 
Ducimus's Avatar
 
Join Date: May 2005
Posts: 12,987
Downloads: 67
Uploads: 2


Default

Quote:
Originally Posted by Daniel Prates View Post
What I particularly dislike in SH4's DD caracteristics is how they speed up to 30 knots in seconds (which is not so much a matter of game AI than it is of bad depiction of mechanical limitations of what such ship could do).
.
That is fixable, but it is a lot of work.
Ducimus is offline   Reply With Quote
Old 06-13-11, 10:42 AM   #12
Dogfish40
Ace of the Deep
 
Join Date: Sep 2010
Location: LA Area, Central coast, California
Posts: 1,023
Downloads: 827
Uploads: 0
Default

Quote:
Originally Posted by Daniel Prates View Post
What I particularly dislike in SH4's DD caracteristics is how they speed up to 30 knots in seconds (which is not so much a matter of game AI than it is of bad depiction of mechanical limitations of what such ship could do).

As I understand it, speeding up like you were driving a motorciclye was either impossible or could seriously damage the machinery. The game does not seem to consider that.
Quote:
Originally Posted by magic452 View Post
That is one of the biggest flaws in the game and the primary reason I don't attack escorts unless I have a very good reason to do so. The pay off must out weigh the risk by a large margin before I'll attack any escort.

I'll just set up at a longer range and pick off one or two big targets and get the heck out of Dodge, do a run around and repeat.

If you're going to attack escorts there is one thing helps and that is to fire your first torpedo in front of her and freeze her in position. Shoot the rest at the bow back. May cost you an extra torpedo or two but you live to fight another day.

Magic
Correct me but aren't there several mods that (somewhat) try to address that issue? I've downloaded roughly two that seemed to describe adjusting the ships acceleration, especially JREX53's Ship acceleration physics mods for most of the major mega mods as well as 1.4 and 1.5.
These seem to help this problem. After loading "SAP" I was able to do some experimenting with the IJN DD's and the problem did seem much better. Maybe not perfect but I definitely saw a difference. If you've already checked this out well...say no more. If you haven't, maybe it will help.
Good hunting.
__________________
Dogfish40
Dogfish40 is offline   Reply With Quote
Old 06-13-11, 12:57 PM   #13
Daniel Prates
Grey Wolf
 
Join Date: Apr 2011
Location: Curitiba, Brazil
Posts: 938
Downloads: 65
Uploads: 0
Default

Quote:
Originally Posted by WernherVonTrapp View Post
Under normal conditions, it requires half an hour for a (IJN) DD to go from a cruising speed of 12 knots to a maximum speed of 30. Under combat conditions, this can be expected to take about 15 minutes. This does not include the 45 to 60 seconds required for the helmsman to execute any navigational/speed orders given by the captain (after it proceeds through the chain of command).
Yeah, that's what I'm talking about.

Curiosly, I remember that in "aces of the deep" (a 15-y old game by now) some things would happen that in my point of view would seem realistic. It happened to me several times, for instance, that a DD would speed up like hell to chase me on the surface and then suddenly slow down to ridiculous speeds - meaning probably that the DD just suffered a breakdown due to the captains harsh orders.

Where are this kind of unexpected things in SH4? That's worth modding.
Daniel Prates is offline   Reply With Quote
Old 06-14-11, 12:28 AM   #14
TorpX
Silent Hunter
 
Join Date: Sep 2010
Posts: 3,975
Downloads: 153
Uploads: 11
Default

Quote:
Originally Posted by Daniel Prates View Post
... meaning probably that the DD just suffered a breakdown due to the captains harsh orders.

Where are this kind of unexpected things in SH4? That's worth modding.
Do our subs ever suffer breakdowns? This would indeed be worthwhile.
TorpX is offline   Reply With Quote
Old 06-14-11, 01:51 PM   #15
Daniel Prates
Grey Wolf
 
Join Date: Apr 2011
Location: Curitiba, Brazil
Posts: 938
Downloads: 65
Uploads: 0
Default

Quote:
Originally Posted by TorpX View Post
Do our subs ever suffer breakdowns? This would indeed be worthwhile.
Yeah good point.
Daniel Prates is offline   Reply With Quote
Reply


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT -5. The time now is 02:46 AM.


Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright © 1995- 2025 Subsim®
"Subsim" is a registered trademark, all rights reserved.