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Old 04-10-15, 10:43 AM   #1
Sniper297
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"The game's mechanics are not ideal"

If you're aiming for the understatement of the year award you got my vote!
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Old 04-10-15, 12:09 PM   #2
SquareCanine
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Maybe it's because I'm running the stock game, but I've never found my torpedoes being spotted to be a huge issue. Usually it only happens if my presence is known (attacking another ship or being spotted) or a torpedo passes in front of someone (where you would actually expect it to be spotted quite easily). Then again, my standard engagement range is around 1500m with a ceiling of 2500m if I don't know their exact speed ahead of time.

Last edited by SquareCanine; 04-10-15 at 12:21 PM.
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Old 04-10-15, 10:35 PM   #3
TorpX
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Quote:
Originally Posted by Sniper297 View Post
"The game's mechanics are not ideal"

If you're aiming for the understatement of the year award you got my vote!


Yeah.

Quote:
Originally Posted by SquareCanine View Post
Maybe it's because I'm running the stock game, but I've never found my torpedoes being spotted to be a huge issue. Usually it only happens if my presence is known (attacking another ship or being spotted) or a torpedo passes in front of someone (where you would actually expect it to be spotted quite easily). Then again, my standard engagement range is around 1500m with a ceiling of 2500m if I don't know their exact speed ahead of time.
I didn't notice this issue either, until I was doing some careful testing in the course of testing a new manual targeting method. As I was running a mission with map contacts, and observing zoomed in close, it was obvious that the merchants were evading the torpedoes.

How big a problem is it? Well, I think it depends on the ship physics you have in your game. 20 or 30 seconds isn't much time to evade, if the ships have realistic limitations, but was enough to frequently evade in the case of stock ships.

What bothered me most about my tests, was that I had set the merchant ship crew to 'novice', and it was a very dark night. They shouldn't have been able to see the torps at all.

I never did any tests aimed at figuring out just how far the problem goes. Nobody seems to know if it is a hard-coded thing, or if the torpedo wake is involved.



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Old 04-10-15, 11:34 PM   #4
Sniper297
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While testing my mod GONE ASIATIC;

http://www.subsim.com/radioroom/down...o=file&id=4358

First ship encountered is a KONGO, then a squadron with a heavy cruiser and two light cruisers coming into Manila Bay near Corregidor. After sinking the BB and CA there's a carrier escorted by a destroyer and light cruiser coming up the southeast shore, requiring either a submerged sprint or a long range shot. Fire a single torpedo at long range and it misses practically every time, go to external view and you can watch the CV (or see the wake) doing a short S turn, which at long range is all it takes to miss. At short ranges (500-1500 yards) aiming at MOT the S turn just changes the impact point further forward.

The psychic powers of the AI often bugs me too, in situations where they shouldn't see the wake or detect my sub they sometimes do, other situations I've had sub chasers cruise right past me with the periscope sticking up, closer than 500 yards in broad sunny daylight and they see/hear nothing. High speed at decks awash even at night throws up spray that should be visible for miles, but the game don't seem to take that into account either.
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Old 04-12-15, 07:53 AM   #5
SSI01
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Same thing here - in the interests of reality in night surface attacks, with my decreasing range comes decreased speed to lessen spray effect from hull & sail. At my ranges I'm exposing my boat to return fire from the target, if it's an armed merchantman, so I will submerge at night if it is below a certain range to target. The only way I'll stay up at 1,500 yds range at night is if there's a ground fog or heavy rain, and even then I'm at low speed. Even then it's problematical whether the target will see you. Also - the shooting of those merchant ship gun crews is phenomenal - they get on target so quickly even if you're employing evasive tactics, on a par with escort shooting - just by gosh beyond the law of probability.
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