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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Lucky Sailor
![]() Join Date: Oct 2010
Location: Rome
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Yes, it does happen. Sometimes when it shouldn't too. Ie, that passenger/cargo takes 3 days to sink, yet SHC still lists all hands as lost. But when you hit the Hood right in her magazine and she goes down in 15 seconds, Almost everybody makes it off. SHC just randomizes that number i think.
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#2 |
Eternal Patrol
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I've used Commander's Writable Log function to change it to suit the circumstances. If I sink a ship in calm water and it takes twenty minutes to sink, I roll a die. On a 1-5 that number of crew were killed in the actual explosion. If it's a 6 then all survived.
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#3 |
Grey Wolf
![]() Join Date: Feb 2006
Location: In the mountains, now. On the edge of the sea before.
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It is totally, absurdly random.
1) Merchant explodes like New Year's Eve with just an impact badly aimed. Cargo: lumber. 75 of 77 crew survive. 2) Passenger/cargo. Takes 3 days to go down after two torpedoes and finishing deck guns. Cargo: mail. 3 survivors. Yeah. 'nother rum, Bertha.
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"Well, now, that's true... the IXC is a bit of a chick magnet..but you really can't beat the VIIB for off-road fun." |
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#4 | |
Ace of the Deep
![]() Join Date: Jan 2002
Location: London, England
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Nemo
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"I'm afraid there is no disguising the fact that King's obsession with the Pacific and the Battle of Washington cost us dear in the Battle of the Atlantic". Sir John Slessor GCB, DSO, MC, DL AOC-in-C Coastal Command RAF ___________________________________________ |
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#5 |
Chief of the Boat
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Old game engine I'm afraid....randomisation can be good in one instance then not so good in another.
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#6 | |
Silent Hunter
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The average medium-sized merchant or tanker had a crew of between 35 and 60. The average fatality rate for ships lost on the North Atlantic was about 9 men killed per ship lost. As a rough estimate, most sinkings fell into predictable categories: No casualties (Slow sinking, buoyant cargo, nearby rescue vessels, etc) 1-5 casualties (Usually a few men in the engine room or near the impact point killed) 50%-75% casualties (Fast sinking, bad weather, hazardous cargo, many days adrift, etc) 100% casualties (Ammo, fuel, iron ore, & other very dangerous cargoes, midocean sinkings, etc) While researching this feature with JSCones I asked if it would be possible to factor in these casualty trends but unfortunately it was not. I understand; all in all, SH3Commander has many amazing (and much more important) features. If there is enough interest and I get permission, I could fiddle with the program and try to replace numerical casualties with percentages... |
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#7 | |
Lucky Sailor
![]() Join Date: Oct 2010
Location: Rome
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A frieghter with lumber sinking in AM5x in June would have a much higher survival rate than a warship getting sunk in AL7x in winter. |
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#8 |
Mate
![]() Join Date: Mar 2011
Location: Ottawa, Canada
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Yeah, and normally frigates would have a high death rate because of the size of the ship containaing so much explosives, and even worst if the ship sank and the depth charges were not set to safe mode.
But definately some area were worst than other. Would'nt have not liked being sunk in the North Atlantic during winter time. But I guess in the middle pacific would be better if some ships were around. I had a small taste of isolation when we were where performing a boarding in the Pacific and the Zodiac's engine broke. The ships kept going in front of us until we lost visual contact and we were in rough seas. It's kind of a sucky feeling to say the least. Could not imagine doing it in a wooden boat in the middle of winter in the North Atlantic.
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#9 | |
Grey Wolf
![]() Join Date: Feb 2006
Location: In the mountains, now. On the edge of the sea before.
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I think at best you would end up with (typical crew for ship type) * (multiplier based on location, cargo, sea state) = crew loss. Since SH3 Commander randomizes the cargo and cannot know the sea state at the time of sinking, you'd just be adding a another layer of randomization. That might "smooth" the results out some, but it is all eye candy in the end -- all generated post-patrol. I do chuckle a little when I learn that a merchant that exploded so spectacularly was only carrying mail, but by the next patrol, I cannot remember which one it was.
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"Well, now, that's true... the IXC is a bit of a chick magnet..but you really can't beat the VIIB for off-road fun." |
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#10 |
Prince of
the Sea
Join Date: Jul 2009
Location: Watching over U-253
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I'm guessing the developers didn't see this as an integral part of the simulation so they essentially took a pass. Nice as it would have been, if they devoted the necessary time to every last detail we'd probably still be waiting for the release...
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#11 |
Rear Admiral
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Is the "crew lost" thing even part of the game itself? I thought that was something that only got added by Commander when you update your personnel file and logs there after the patrol is over. And Commander has no way of knowing the exact circumstances of a ship's destruction, only that you sank it. It works with as much information as the game gives it... and I doubt the developers could have foreseen a stand-alone program that would incorporate real ship names and data and add them to the logbook after the fact.
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#12 | |
Eternal Patrol
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Thanks for the reminder, Frau. ![]()
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“Never do anything you can't take back.” —Rocky Russo |
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#13 | |
Mate
![]() Join Date: Mar 2011
Location: Ottawa, Canada
Posts: 59
Downloads: 81
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The sonar operator is the only sailor that can tell the captain to shushhhh and get away with it... ![]() |
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