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Old 10-05-24, 10:53 AM   #1
hombre al agua
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For it to match the top supermods of SH in terms of fidelity it needs more time. I suspect it will get there.
What level of fidelity is lacking Uboat with mods compared to SH with mods?

I think they are very similar in that aspect if you choose the correct options and mods. Some aspects have more fidelity in one sim than another but overall are on par. For example the TDC(s) and torpedo systems (also the echosounder) are way more high fidelity in uboat, to a level that rivals study sims

*btw A new person will take care of updating the Real navigation mod , so it won't take too long to be released
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Old 10-05-24, 11:23 AM   #2
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Navigation. Ships don't use zigging. Ship roster is pretty barren. More bases (St Nazaire, Bordeaux, Salamis, Penang). More U-Boat types. Just to name a few. There's scope for improvement, increasing fidelity, which just means faithfully reproducing something, in this case a U-Boat simulation.

Another area might be the tech research which the player can exploit to get way out in front. For example when I recently started a new career with the intention of doing the Norway campaign, I researched acoustics and had them in March 1940. Was in a VIIC/41 in December 1940. An option or two here to limit this for example can be good. I can use house rules, sure, but again if we are talking about historical fidelity, as most supermods strive for, a different tack here is needed.
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Old 10-05-24, 11:39 AM   #3
hombre al agua
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Originally Posted by Threadfin View Post
Navigation. Ships don't use zigging. Ship roster is pretty barren. More bases (St Nazaire, Bordeaux, Salamis, Penang). More U-Boat types. Just to name a few. There's scope for improvement, increasing fidelity, which just means faithfully reproducing something, in this case a U-Boat simulation.

Another area might be the tech research which the player can exploit to get way out in front. For example when I recently started a new career with the intention of doing the Norway campaign, I researched acoustics and had them in March 1940. Was in a VIIC/41 in December 1940. An option or two here to limit this for example can be good. I can use house rules, sure, but again if we are talking about historical fidelity, as most supermods strive for, a different tack here is needed.
In my game ships use zigging if they detect me or if a torpedo explode.

More bases but specially more ships could be good, but currently there are 3 mods that expand the ships, adding more than 70 ( [2024.1] Ship-Bundle ) and also more than 30 new aircraft. ( [2024.1] German Aircraft Bundle, [2024.1] Allied Aircraft Bundle ). There is a mod that added more bases (and a lot more things) but is not yet updated ( Uboat expanded UBE ).

In the options when you start a new career you can select "automatic research" This means that technologies are only learned in their historical stage and without player input. I use the semi-automatic option , i like to do minor things like to construct submarine pens, and aerial exploration while i let the game IA research the tech at the historical datas.

Last edited by hombre al agua; 10-05-24 at 11:52 AM.
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Old 10-05-24, 11:43 AM   #4
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In my game ships use zigging if they detect me or if a torpedo explode.
That's not zigging it is constant helming.

And it is a reaction to the player being detected. What I want are unalerted ships and formations (convoys and task forces) sailing irregular zig patterns to complicate targeting and interception. Not every ship should be zigging, but some should.
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Last edited by Threadfin; 10-05-24 at 12:22 PM.
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Old 10-06-24, 03:34 AM   #5
hombre al agua
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Quote:
Originally Posted by Threadfin View Post
That's not zigging it is constant helming.

And it is a reaction to the player being detected. What I want are unalerted ships and formations (convoys and task forces) sailing irregular zig patterns to complicate targeting and interception. Not every ship should be zigging, but some should.

The AI of the convoys is something that is continuously being improved, and I don't think they will stop doing so. In any case, the AI of Silent Hunter is not particularly better. At high difficulty levels, the AI of Uboat is quite decent, though it could still be improved.
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Old 10-10-24, 03:41 PM   #6
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Real navigation mod has been updated and it is save compatible. It is ready for use. It eliminates all icons from map (own sub included), and integrates a sextant and odometer tools.

[2024.1] Realistic Hydrophone is a new mod, gives the hydrophones realistic ranges, but it is not save complatible it needs a new career.

World War Radio mod is another new interesting mod but it also need a new save.
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