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#1 |
Lieutenant
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I've noted a tendency, even when the ships are well over 300m apart, for convoys to freak and scatter at the beginning of a mission. How far apart is "normal"? How far apart do they need to be to not panic in fear of collision which is what I assume they are doing...
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T. E. Thompson, LTCDR
Commanding Officer, U.S.S. Seal (formerly S-40 (SS-145)) |
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#2 | |
Silent Hunter
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Good question. |
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#3 |
Best Admiral in the USN
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#4 |
Lieutenant
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So what was it in real life? This is for mission MAKING so I have control over it...
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T. E. Thompson, LTCDR
Commanding Officer, U.S.S. Seal (formerly S-40 (SS-145)) |
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#5 | |
Pacific Aces Dev Team
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This is from another post I readed here long ago (Sorry not being able to quote the author), and for allied convoys, but gives you a reference:
Quote:
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#6 |
Lieutenant
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So in meters, that's
658 meters front to back 1097 meters side to side Thanks! That's exactly what I wanted to know! Now we'll see how that works in game... ![]()
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T. E. Thompson, LTCDR
Commanding Officer, U.S.S. Seal (formerly S-40 (SS-145)) |
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#7 |
Lieutenant
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Ok, ran a test. I "auto arranged" the convoy into 3 columns of 2 ships each with a spacing of 1km and they seem to be quite happy. They steamed toward their waypoint without becoming a floating bunch of billard balls.
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T. E. Thompson, LTCDR
Commanding Officer, U.S.S. Seal (formerly S-40 (SS-145)) |
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#8 |
Pacific Aces Dev Team
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You can find in Lurker's RSRD campaign very accurate convoys, and in the readme and in the starting post he lists a huge amount of sources. If I remember correctly, there was a link to a web that had lots of detailed info about japanese convoys: frequency, typichal composition, formations, etc
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One day I will return to sea ... |
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#9 |
Navy Seal
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The largest failing is the lack of an organic "zig-zag" capability in any of the game engines. Not the "constant helming" we see, but legit patterns of course changes for the entire group every XX minutes. The patterns were not /\/\/\/\/, either, but very complex shapes that look more like bizarre sinusoids.
We tried in both my campaign, and lurker's RSRDC to have /\/\/\ zigzags created by the Automated Campaign Editor program, but too many slows the game down a great deal (a single convoy can then have 10s of thousands of waypoints).
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#10 | |
Stowaway
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![]() if you take a group of ships, out of 15 or 20 in a convoy there will most of the time be 3 or 4 that turn away while the others are quite happy and content holding the formation at "reasonable" distance. i think for most people, what "looks" like safe spacing distance can be too close by game standards as well as RL distances. I think some ships also have the collision distances set too far out so they spook too easy fearing collision. so one may turn away at 600m while the next might not turn away until 500m. that one of the biggest peeves i have with the game is most similar ships don't share basic uniform behaviors and tendencies as they should. |
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#11 |
Silent Hunter
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#12 | |
Pacific Aces Dev Team
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SH4 does not recognize the difference between zig-zagging as a simple heading change pivoting on the same point, and a true course change of the whole convoy. It always asumes the latter, hence setting zig zagging patterns in the capmpaign files is not effective and tends to break up convoys.
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One day I will return to sea ... |
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#13 | |
Ace of the Deep
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what do you mean with this ![]() ![]() Cheers, LGN1 |
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#14 | |
Silent Hunter
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Any vessel on the outside of a formation, that makes a pivot must move faster or fall behind. The same problem existed with heavy bomber formations when they turned. |
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#15 |
Ace of the Deep
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Hi,
I understand this, but I have never seen any problem with this ![]() ![]() I agree that it's not like a historical zigzag pattern, however, it makes the game significantly harder at least for me. Attacking/Shadowing a late-war convoy in the Atlantic without map updates and many escorts with radar is now really tough. Cheers, LGN1 |
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