![]() |
SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
|
![]() |
#1 | |
Electrician's Mate
![]() Join Date: Sep 2003
Location: high above the big blue
Posts: 137
Downloads: 0
Uploads: 0
|
![]() Quote:
__________________
![]() |
|
![]() |
![]() |
![]() |
#2 |
Grey Wolf
![]() Join Date: Mar 2001
Location: Sydney, Australia
Posts: 818
Downloads: 3
Uploads: 0
|
![]()
Another factor not covered by the sim is that USA subs suffered periods of blindness through their periscopes. This was due to the attack scope having a narrow head (to minimise chances of it being spotted) which meant they were unable to draw a great deal of light through them. So in periods of low light they were, effectively, blind.
As others have said, it took the abandonment of pre-war doctrines for subs to start demonstrating their potential. One reason Dudley Morton of Wahoo was so famous is he is widely regarded as the first skipper to demonstrate what an aggressively handled fleet boat could do. The sim has the problem of you inevitably being spotted before reaching firing position on the surface. This is unrealistic as subs were very difficult to see with their low, narrow profiles. Sure, bright moonlight meant surface attacks weren't possible, but with that much light they could use their scope, so it didn't matter. SHIII required considerable work by modders to enable surface attacks - I suspect this is the same situation in SHIV. |
![]() |
![]() |
![]() |
#3 |
Sea Lord
![]() Join Date: May 2005
Location: Under a thermal layer in chilly Olde England
Posts: 1,842
Downloads: 0
Uploads: 0
|
![]()
You could try what I managed last night:
I torpedoed three ships in an eight-ship convoy from periscope depth (8200 yards for the furthest one, which is probably my best shot ever I think). They were escorted by three destroyers coming into the channel to approach Hiroshima (which is fortunately quite deep in places). One sank since it got hit by four torpedoes, but the other two kept going at about 2 knots. So I sneaked in under the thermal layer and surfaced between them (took bloody ages, even on accelerated time). The two crippled ships shielded me from the destroyers and I was able to finish one of them off with the deck gun. Then it was back down to 250 feet, silent running on and thank-you very much and goodnight. And yes, that was on manual TDC and all the hard settings. Good old Gudgeon, she never lets me down ![]() On the subject of which, Gudgeon (the real one) apparently, attacked a ship once on the surface and then sat there whilst it sank, and the crew were allowed up on deck to watch. Not something the backroom boys normally got to see. |
![]() |
![]() |
![]() |
#4 |
Silent Hunter
![]() Join Date: Aug 2005
Location: Figueira da Foz, Portugal
Posts: 4,517
Downloads: 110
Uploads: 0
|
![]()
Thanks
![]() Chock, great attack! ![]() |
![]() |
![]() |
![]() |
#5 | |
Sparky
![]() Join Date: Apr 2005
Posts: 152
Downloads: 8
Uploads: 0
|
![]() Quote:
![]() |
|
![]() |
![]() |
![]() |
#6 | ||
Lucky Jack
![]() |
![]() Quote:
__________________
“You're painfully alive in a drugged and dying culture.” ― Richard Yates, Revolutionary Road |
||
![]() |
![]() |
![]() |
#7 | |
Rear Admiral
![]() Join Date: Mar 2005
Posts: 13,224
Downloads: 5
Uploads: 0
|
![]() Quote:
|
|
![]() |
![]() |
![]() |
#8 |
Engineer
![]() Join Date: Apr 2007
Location: Texas
Posts: 203
Downloads: 71
Uploads: 0
|
![]()
Ahoy mates,
Night surface attacks are historically accurate, but it is not really possible to make attacks resembling those in the WW2 sub skipper's memoirs in SHIV as it is now. Why? Japanese warships can detect you with their air-search radar from long range. See discussion here: http://www.subsim.com/radioroom/showthread.php?t=112994 As best I can tell, a radar/visibility mod is needed to make realistic night surface attacks possible. |
![]() |
![]() |
![]() |
#9 | |
Rear Admiral
![]() |
![]() Quote:
![]() |
|
![]() |
![]() |
![]() |
#10 |
XO
![]() Join Date: Mar 2007
Posts: 420
Downloads: 5
Uploads: 0
|
![]()
The ones I pilot do ...
![]()
__________________
----------------- Snuffy! |
![]() |
![]() |
![]() |
#11 | |
Samurai Navy
![]() Join Date: Dec 2006
Location: Munich
Posts: 562
Downloads: 71
Uploads: 0
|
![]() Quote:
Problem in these modern games with lightsources/light conditions is that it's difficult to consider the human factor as well as the AI in how "good" the visibility is. In the old games, with no "real" lightsources, visibility was either 0 or 1. In good conditions, you and the AI would both see like 20km, while during a dark night the enemy ship would appear on the screen at 5km or whatever, and would then also be there for the AI. Today, you, the human, might see or might not see something on your monitor, depending on your gamma settings etc., but the AI still has the old "0" and "1" parameters to decide whether or not it can see and what. So there will be arkward results like you seeing ships in the night which are not spotted by the crew, or vise-versa. To avoid that, the game would also have to incooperate a simulation of the human eye - which is not going to happen anytime soon in gaming. |
|
![]() |
![]() |
![]() |
#12 | |
Sparky
![]() Join Date: Apr 2005
Posts: 152
Downloads: 8
Uploads: 0
|
![]() Quote:
|
|
![]() |
![]() |
![]() |
#13 | ||
Engineer
![]() Join Date: Apr 2007
Location: Texas
Posts: 203
Downloads: 71
Uploads: 0
|
![]() Quote:
![]() |
||
![]() |
![]() |
![]() |
#14 | |
Sparky
![]() Join Date: Apr 2005
Posts: 152
Downloads: 8
Uploads: 0
|
![]() Quote:
|
|
![]() |
![]() |
![]() |
#15 | ||
Samurai Navy
![]() Join Date: Jun 2003
Location: Portland, OR
Posts: 554
Downloads: 14
Uploads: 0
|
![]() Quote:
![]() |
||
![]() |
![]() |
![]() |
Thread Tools | |
Display Modes | |
|
|