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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Helmsman
![]() Join Date: Apr 2005
Posts: 105
Downloads: 27
Uploads: 0
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Ok, i did a test again, this time with one poor and one novice DD.
They seem a tad too good for my liking. Veteran and elite feel just right IMO. |
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#2 |
Navy Seal
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My problems are mostly in depth-restricted settings. I can't even lose more than one "poor" DD in 100m of water. A pair of them WOULD be guaranteed death... unfortunately for them, I find that the probability of even a damaging DC hit on a sub traveling straight at 90m and slow ahead without manuevering is about once per hour. Hopefully a radius extension will help this.
Otherwise my main issue is active sonar operation on multiple ships in depth-restricted settings. They're able to ping at 120 degrees or more off bow, and aspect doesn't seem to throw them off within about a mile's range (i.e. showing bow/stern to them doesn't throw off the pinging). Would it perhaps be possible to get aspect/surface area to factor more into active sonar detection, assuming you don't want to reduce the detection cone? Just to have some sort of mechanism for breaking contact - otherwise as I say, with two escorts, you have to be very deep for them to even briefly lose you. |
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#3 |
Swabbie
![]() Join Date: Mar 2010
Posts: 7
Downloads: 35
Uploads: 0
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Hello Guys,
I thank you for the good job, I like the mod ![]() Now I want to improve and test by my self... but I can`t open and work with the files because I don`t no which programm to use !! can anybody tell me wich program is good for open and worke with "DC_barrels" and so on ?? I would be very happy with an download link ![]() thank you ^^ |
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#4 |
Helmsman
![]() Join Date: Nov 2004
Location: Switzerland
Posts: 105
Downloads: 113
Uploads: 0
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Hi Ducimus
Good to see you're back. We really need you - and of course all other modders - here. As it's Sunday, I'll be able to take some time to test your work. Thanks a lot for all you've done for this community! |
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#5 |
Silent Hunter
![]() Join Date: Apr 2002
Location: standing watch...
Posts: 3,856
Downloads: 344
Uploads: 0
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I tried version 1 on the PQ-17 mission.
I see the passive detection distance is much increased and goes much deeper than before. at 80 meters at 1 knot, the passive coverage was still very extensive. In the stock game you are practically invisible at that depth. I only had a chance for some limited testing and have not tested silent running yet. My first impression is that it may be too effective and should be scaled back a bit from what you have now, but I will test some more. One odd issue I noticed was with the behavior of the escorts. In the stock game, when I was detected, only 3-4 escorts came to investigate, now every escort came after me, leaving the convoy unprotected. I am wondering if the increased detection effectiveness is overriding some AI script. the version 1 DC damage seemed fine to me, I received from pretty heavy flooding from some very accurate depth charging.
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#6 |
The Old Man
![]() Join Date: Aug 2006
Location: Mountain Ash, Wales, U.K.
Posts: 1,548
Downloads: 179
Uploads: 3
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Duci, you are a God
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***THE GENERAL*** |
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#7 |
Weps
![]() Join Date: Feb 2004
Posts: 353
Downloads: 121
Uploads: 4
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Used Version 2 ...
Came across a Queen Elizabeth BS with 6 escorts. Weather was calm and winds were 4knts. Dove into position about 14km out front of the contact. Fired and sunk the BS and dove to 80m. Two destroyers managed to get a lock on me with active sonar. The others moved off to search 2 other areas within about 12km of the sinking site. Dove to 100m but to maintain depth I had to increase speed which just made my position impossible to hide with either active or passive detection. 2 hrs passed. 2 contacts on me ... 2 other grps of 2 searching diffrent areas. Set speed to 0 and getntly set the boat on the bottom without taking hull damage. After 4hrs ... the other escorts were called in by the others and I had all 6 on top of me (Silent Running On, sitting on bottom 181m). A 7th contact (a british sub!) came in and all stayed on me taking turns dropping dc. All were close but caused no damage. Let the game run all night at 1x compression. 7 hrs later I still had all contacts on me DCing and I checked the weather - 14knts winds, heavy rain, no fog. It looked beautiful but there was no chance to get away. Blew emergency and held depth at 100m and moved NE ... contacts were on me like glue at 1knt. Thanks for making this mod ... right now I think they are a bit super human (and I see that the thermal layers have been negated in the Sim.cfg) More tweaking is neded but I must say, for me, everytime I engage something in this game ... there is almost a DD contact coming to investigate within 15 minutes ... they search... they DC. This is a *huge* improvement over previous stock SH versions. I have a feeling modders like yourself are going to see spectacular results from your efforts once you get the numbers right! Please continue to develop for SH V ... you (and a few others) basically saved SH IV for me. |
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