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#1 |
Navy Seal
![]() Join Date: Mar 2007
Location: New Mexico, USA
Posts: 9,023
Downloads: 8
Uploads: 2
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IJN ASW is hard to characterize. I think the new AI is heading in the right direction, might need some tweaks (perhaps the other way, now?). Shooubg at scopes, etc, is required, IMO. I just read an account of a cruiser firing on a periscope at over 4000 yards. I'm the first one to berate IJN ASW doctrine, BTW, it was neglected horribly.
OTOH, we also know (possibly changed in 1.3?) that the DCs are/were set way too powerful. There is a balance between gameplay and reality call that needs to be made there. I think a desirable goal is more attacks on the player, but they should generally be ineffective attacks unless the player plays like an idiot. The benchmark of actual subs lost as a function of patrols certainly downplays the risks that subs actually faced. Many patrols were pretty boring. Late in the war, based on my almost completed rereading of Silent Victory, it looks like a large % of patrols came back not only empty handed, but unable to even make contact with real shipping. The bulk of sinkings came from a few boats. I think risks (lost subs/patrol) need to be weighted some how for actually meeting enemy combatants. Ie: throw away all patrols that were not prosecuted by ASW assets (and desultory DCings nowhere near don't count in some cases (trying to weed out timid skippers, here)). All in all 1.3 sounds like a major improvement. |
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#2 |
Ace of the deep .
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Modders are not going to like 1.3 , not much to do in the way of mods i think . Tweaks yes , mods maybe a few .
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#3 |
Sparky
![]() Join Date: Apr 2002
Posts: 150
Downloads: 5
Uploads: 0
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good news about 1.3, after that I 'll start modding.
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#4 |
Navy Seal
![]() Join Date: Mar 2007
Location: New Mexico, USA
Posts: 9,023
Downloads: 8
Uploads: 2
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That'd make me happy, I want to work on the campaign without having to sweat getting the AI to act decently
![]() The mods that are REALLY needed are new ships, and ideally a new torpedo type (a sub-launched mine). One other mod, if someone figures out how to make a Panama Canal, then the same technique in reverse can be used to make REEFS. For ships (japanese, allied don't matter at all, IMO) we need: ~300 ton sea truck ("Sugar Dog") Kaiboukan Armed Trawler (with DCs unlike the one in game now for allied) Tiny coastal subchasers (modded PT boat?) ~100 tons, wooden (1xAA gun, DCs) Small (<1000 tons) tanker ("Sugar Baker Sugar") Small (<1000 tons) merchant ("Fox Tare Dog") None of the above are the "sexy" ships people always want like Shinano, instead, all of the above are the most likely targets to actually be seen by players. No question, the best "bang for the buck." tater |
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#5 | |
Silent Hunter
![]() Join Date: Apr 2005
Location: Riverside, California
Posts: 3,610
Downloads: 41
Uploads: 5
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#6 |
XO
![]() Join Date: Oct 2005
Posts: 429
Downloads: 20
Uploads: 0
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Yeah, and unless this uber AI gets adjusted in the final, it's definately gonna need to be adjusted. Way, way too difficult. I think they just looked at all the AI sensor and detection ranges and doubled them all.
![]() It'd be a damn cold day in hell when a DD could spot a periscope at night, during rough weather, at 2,000 meters and I only had the bloody thing about 1 meter out of the water. It was constantly getting submerged by each wave. Pffff. ![]() We'll see tommorow (or is it today now?) I suppose.
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Looking for a list of mods for SH4? Everything you need is here: List Of Modifications for SH4 v1.3 "The only thing necessary for evil to triumph, is for good men to do nothing." |
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#7 |
The Old Man
![]() Join Date: Aug 2006
Location: Mountain Ash, Wales, U.K.
Posts: 1,548
Downloads: 179
Uploads: 3
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Get some!
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***THE GENERAL*** |
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#8 | |
Navy Seal
![]() Join Date: Mar 2007
Location: New Mexico, USA
Posts: 9,023
Downloads: 8
Uploads: 2
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We'll have to see with 1.3. tater |
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