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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Ace of the Deep
![]() Join Date: Jul 2002
Posts: 1,134
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SHCE is quite good and runs great under DOSBOX.
My two gripes compared to AOD are: (1) The patrol maps are convenient, but they also mean that you cannot stay with convoy for days and days. The maps are just too small for that. (2) There was a serious over abundance of enemy traffic. It had a very easy to use mission editor and there is something like 600-1,000 custom missions available. Also, there quite a number of third party utils. You could set your boat and the patrol zone you wanted to go to etc... With the maps, there was a lot of hunting in the shallows. Also, it introduced missions other than just hunt for shipping. The ASW AI in my opinion is not as good as AOD, but still far exceeds the SH3/4 series.
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War games, not wars! --- Only a small few profit from war (that should not stand)! |
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#2 | ||
Eternal Patrol
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The plus side: It's the last subsim I played in which the merchants would actually try to turn tail and run away from you. Outstanding! Quote:
I have them all, and can put them up if anybody needs them.
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“Never do anything you can't take back.” —Rocky Russo |
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#3 |
Ace of the Deep
![]() Join Date: Jul 2002
Posts: 1,134
Downloads: 93
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Another nice thing about the maps is that some of them are largely in the shallows. This requires a very different mind set. You need not be thinking of evading, but rather taking long range shots and being long gone before the party starts (like a sniper).
In games with large maps like AOD/SH3/SH4, you can also hunt in shallows. However, I find that when given a choice, I always hunt in deep water rather than reduce my odds of survival. --- Two of the reasons I rate the SH1 AI not as challenging compared to the AOD AI are: (1) You can knock out destroyers on attack runs at PD with a stern tube. This is virtually impossible in AOD. Destroyers are fast small maneuverable ships. They are not the ideal target for dumb weapons which require static solutions. (2) With 5 escorts in AOD, it is very, very hard to disengage once they have all arrived on station. Your best window to break contact is while there is just with 2-3 close. In SH1, it is easier during a DC attack to draw all the attackers to one side and then slip away in the other direction. In AOD, they are more likely to maintain a circular distribution. I also like how AOD gives you two critical resources to manage: battery and compressed air.
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War games, not wars! --- Only a small few profit from war (that should not stand)! |
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#4 |
A-ganger
![]() Join Date: May 2008
Location: Oregon
Posts: 78
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[quote=Sailor Steve
I have them all, and can put them up if anybody needs them.[/quote] Yes please! There is life in this one, still.
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i7-2700; ASUS P8Z68-V PRO; GeForce 1060Ti; Windows 10; 16 gig RAM; WinWingHOTAS |
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#5 |
Eternal Patrol
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@ Markshot: I completely agree about it being too easy to kill destroyers with a stern shot. I agree but I used to get a kick out of doing it anyway.
![]() On the other hand I remember that SH1 destroyers were more uniformly tenacious in their attacks. I had more than one occasion in AOD in which an early-war destroyer would run right over me and not drop depth charges, but think I was further on and hunt for me there. I never had that happen in SH1. In SH3, believe it or not, I have had that happen from time to time. Dislikes: the fact that in both AOD and SH1 you can see everthing on the map when you have the scope up. In that I like the mods for the newer games much better - nothing shows up on my SH3 map unless I tag it first. Of course that's still much better than in Silent Service, in which everything was on the map even if you were 300 feet down. I used to dogfight with destroyers, twisting and turning and firing torpedoes by-guess-and-by-golly from that depth, and hitting as often as not.:rotfl: @ Eugene: I'll try to have those up tomorrow.
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“Never do anything you can't take back.” —Rocky Russo |
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#6 | ||||
Pacific Aces Dev Team
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The root of the problem is that SH1 version 1.0 had only a 256x time compression ![]() Quote:
Japan didn't really bother start building true convoy escorts until it was too late; either they sent larger fleet destroyers or small gunboats to escort their merchants until 1944. When many of the first ones were sunk, they started to build smaller and cheaper destroyer-escorts. Quote:
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One day I will return to sea ... |
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#7 |
A-ganger
![]() Join Date: May 2008
Location: Oregon
Posts: 78
Downloads: 229
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Thanks, Steve!
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i7-2700; ASUS P8Z68-V PRO; GeForce 1060Ti; Windows 10; 16 gig RAM; WinWingHOTAS |
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#8 |
Eternal Patrol
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And here you go!
http://files.filefront.com/Hawks+Sil.../fileinfo.html
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“Never do anything you can't take back.” —Rocky Russo |
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#9 | |
Bosun
![]() Join Date: Jan 2009
Posts: 68
Downloads: 28
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ChristopherT |
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#10 |
Ace of the Deep
![]() Join Date: Jul 2002
Posts: 1,134
Downloads: 93
Uploads: 0
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Hitman,
Are you using those values with GWX3? Another thing which I could be wrong about SH3/GWX is that time compression seems to alter sub detection. I am not talking about 1024-4096, but simply running 4X-16X. I often run at 4X-16X in AOD and SHCE when making an attack run. Given the visibility, size, and speed of a convoy, it could take 1-2 hrs of realtime for them to arrive in position. So, I usually speed up time for about 10 minutes (especially with no near escorts), then take a scope sighting and then accelerate again. I drop into real time as I set up the actual shot. However, with SH3/GWX I got the impression that as soon as I used time compression, the escorts make a bee line to my position. Thus, in order to sucessfully attack in SH3/GWX, it seems one needs to dedicated anywhere from 2-4 hours making the approach in realtime. Now, that is fine for real life submariners, since it wasn't like they had any place else to be anyway. However, my personal time is too precious to be creeping through the water at a pace slower than walking speed for hours. So, does time low level time compression affect SH3/GWX detection algorithms? Thanks.
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War games, not wars! --- Only a small few profit from war (that should not stand)! |
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#11 |
Pacific Aces Dev Team
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Hey Christopher, long not seen you
![]() See you ![]()
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One day I will return to sea ... |
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