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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Captain
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73. Sea bed composition
Hitting the sea bed may, or may not, generate loud noise and/or damage "subject" to both how hard it is struck, and by the composition of the sea-bed at that locale. So soft silt or sand will create one one set of outcomes, and rock quite another. Rather than go to all the trouble of mapping it manually, if it could be done at all, I suggest a simple algorithm is used whereby the rate of change of depth away from any x/y location is used to determine the sea-bed composition. If the rate of change of depth is very small, then the sea-bed is more likely to be silt/sand, if high, then more likely to be rocky and injurious to the u-boat if it struck? I suggest that different advantages and disadvantages be applied for impacting the sea-bed. Possibilities might be: Rock - considerable noise to listening hydrophones on escorts, some damage to hull/u-boat hydrophones/planes/single propeller. Difficulty for asdic getting a firm fix on the u-boat. Might lead to prolonged, but inaccurate depth-charging if under 180m depth? Sand/silt: quieter impact, sound related to both forward and vertical speed. Possibility of damage to hydrophones, once stopped no enemy hydrophone detection possible. Asdic detection possible, but at less range than a u-boat in the water-column without the sea-bed being proximate? Of use in shallow-seas. Last edited by Fidd; 11-02-23 at 12:09 PM. |
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#2 |
Captain
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74. Ability to save images of the map, logbook, radio-log and mission-end screen with a single command. And/or automatic save configurable when missions ends. Would be of enormous use to captains for debrief purposes in organised games.
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#3 |
Captain
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75. Difficulty setting - Escorts
Imagine there was a lobby setting which controlled how far away from the convoy escorts might spontaneously move, as well as the bearing change away from convoy heading when they did so. Now imagine that this was an invisible setting only known to the mission designer or lobby creator. This would allow for games where the escort AI was less predictable, and the game more varied in outcome, BUT would allow newer players to use less arduous settings if they so wished... If an escort apparently moving parallel to the convoy suddenly makes a 60 degree turn towards the flank of the convoy at 18-36 kts, for a kilometer or so, then relying on detection distances where the u-boat captain "knows" he is utterly safe from detection becomes more tricky.... So on "easy mode" escorts might patrol with only a small change of heading from the convoy course, and a short distance at low speed; and on "hard" they might turn 60 degrees or more, and move a km or more, and do it quickly meaning that players would have to spot the threat, and act, much more than is currently the case. Because the setting is invisible to players, one can no longer rely on being 2000m (or whatever it is) as being "absolutely safe" from detection, because you don't know, as a captain, with what difficulty setting you are contending. This effect could be enhanced by having harder settings initially making gentle, slow speed changes of heading, for shorter distances, and only later doing the quicker changes of heading, for longer distances, at and at greater speed in knots. Thus keeping the apparantly random effect concealed for longer... Last edited by Fidd; 11-06-23 at 09:04 AM. |
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#4 |
Captain
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76. "long games"
Suppose it was possible to generate realistically sized convoys, and each had a name eg "PQ17". Now suppose one player starts a lobby and plays the game. When he's finished playing, the composition, time of day, position etc are saved and uploaded to the cloud. The next player to start a lobby is given the option of making a completely new lobby, OR continuing the PQ17 convoy, which would then involve downloading the PQ17 end-game status of the previous lobby attacking PQ17. If he elects to attack PQ17, then he and his mates, with as many u-boats as they have, can attack the convoy, generating a new status in turn to be uploaded to the cloud.... Time might pass between attacks, so that the convoy makes progress between attacks. The convoy then either makes port, or is partially or completely sunk. All the players who participated are then notified of their victory/draw or loss, subject to the numbers of u-boats and merchantmen sunk etc. This would allow for a more narrative story of the battle for a convoy to develop over RL days and weeks, by essentially linking the results from one lobby to the next, to the next until a series of attacks on a convoy is complete. When a boat is out of torpedoes it can rearm at a milch-cow, or return to port. Dependant on which the skipper elects to do determines whether a 2nd attack may be launched by him on the same convoy, or if he needs to commence an attack on a nearer convoy. It could also be made interesting, because attacks early in a convoys transit, would put the u-boat under greater threat of being attacked by aircraft, BUT, in choosing to prosecute an early attack on a convoy, a greater number of larger ships would exist within said convoy. So there's an interesting risk/reward paradigm going on there too. This would also, counterintuitively, allow for shorter play sessions, so that a crew could play for say 2 hours instead of 3, but play together more frequently, attacking the convoy at more regularly at shorter intervals, torpedoes permitting. It could be broken down further, so that a u-boat might play for an hours play, each RL night, firing circa 7 torpedoes, and then the following RL night play the second tranche of torpedoes, with them only having moved to attack the following (game) night. Such a system would help gaming periods to be of shorter, or longer RL time periods, rather than the 3 hour plus period of Frost/Duyfken/9th Flot games, although it would not preclude them, as players desire. I have noticed that some friends, who I think would greatly enjoy the game, are rather put-off it by the incredible time-sink it involves, with playing 4 x 3 hour games a week. It basically limits the game to popular play by retirees and kids! Last edited by Fidd; 11-06-23 at 06:14 AM. |
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#5 |
Captain
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(I may have been misleading with "a few" new ideas!)
77. "Technical notes". This would be on the "C" command as a tab. It would be automatically synchronised with a folder on the users pc, via which he could view jpeg images or rich-text (only?) whilst in game, by browsing to the "Technical Notes tab". This might well be put to different uses by different players, and a sub-tab would exist for every game-role. So a player playing as Dive Officer might store tables shewing the plane-angles for fastest dive to depth at any given speed. A radio-operator might have a table of Q codes, other radio syntax, and morse code for letters and numbers. A Chief-Engineer might have engine settings for particular speeds and so forth. Basically a very flexible system whereby helpful material can be stored and accessed by your own game front-end. If you swap roles for a game or two, or within the same game, simply browsing to the correct sub-tab of your new role, would bring up any technical-notes appropriate to that role you have in the relevant folder... The notes would only be viewable by the user, and only from their own pc. If someone produced an excellent set of notes or useful image, then those can be exchanged, but would have to be on that user's pc, in the appropriate folder, when viewed. For each role, I suggest that a cap be placed on the size in kb that can exist in any given folder, so as to avoid issues with the game when a folder is accessed. |
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#6 |
Captain
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78. Sound-effect of morse-key being operated "clack clack....clack" audible in the control-room when the radio-operator is keying his morse-key, but NOT when he's receiving incoming morse. This would allow other players in the control-room to determine if the morse "dits and dahs" they can hear are an incoming or outgoing signal. If the former, then with voice attenuation on, a spare player can move a little to hear the radio operator's voice, (or in case the Skipper doesn't hear it himself on the new voice-tubes....)
Last edited by Fidd; 11-08-23 at 05:39 PM. |
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#7 |
Captain
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79. Cargo-specific effects of torpedoes.
These might cause: a persistent static, low level flames (relative to the initial explosion) through which, or against which the convoy passes, causing slight illumination of shipping. flames very gradually fall astern of the convoy lasting for half an hour or so? This being a possible effect of a hit that flames a tanker. Possibly attended by large amounts of black smoke (fuel oil) or higher but briefer flames (petrol) and... Very occasional massive explosion effect from hitting a ship with a) a large tonnage, and b) randomly carrying munitions. Probably an effect one only sees circa every 5-10 games, so that it remains note-worthy and dramatic. Remains of blown apart ship sinks immediately after arcs of superstructure and other falling debris land all around. Rare but extraordinary to see. |
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