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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Nub
![]() Join Date: May 2011
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I was playing a campaign on "realistic" and found the escort to be a bit "sensitive" in their detection abilities. They were able to spot my periscope in stormy weather at 500 meters.
They also seemed to hear the props when submerged at 2/3 speed. Suffice to say, I was having a hard time taking out, or getting through escort screens ![]() Will changing the difficulty to hard make the escorts a little easier? Is the realistic setting really realistic or too hard in most people's opinions? many thanks, Accipter |
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#2 |
Sea Lord
![]() Join Date: Sep 2007
Location: Reno Nevada USA
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Welcome to the boat mate.
![]() The escort AI very much depends on what if any mods you are playing. In the stock game they are pretty easy and the big mods make them more difficult. Hard or easy escorts are more a function of experience than any thing else. The more experience you have the easier they get. 500 meters is pretty close to be having the periscope up for anything more than a quick look. They will see it most of the time if you leave it up very long. You want to clear the escorts by at least 900 or so meters. If you're trying to get inside a convoy than go deep and silent till they get to you. Even in heavy seas 2/3 is too fast that close, use 1 to 3 knots and make sure you have silent running turned on. The realism and hard settings have more to do with your boat than the escorts AI. Go to custom settings and you will see what I mean. Plot the convoy's course and set yourself up well ahead and sit and wait for them to come to you. You have a speed advantage on a convoy so use it and attack when you want from as good a position as you can get. You should have course, speed and AoB pretty close even before they get to your position. All you will need the scope for is getting range and fine tuning AoB. Good luck and good hunting Magic
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Reported lost 11 Feb. 1942 Signature by depthtok33l |
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#3 |
Nub
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That helps a lot. Thanks Magic.
I guess unless you are already set up with a nice solution ahead of time, moving into position in bad weather (visibility less than 1000 meters) is going to be very tough. Accipiter |
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#4 |
Sea Lord
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Bad weather is your friend. You have sonar that works on the surface, speed and you can see them before they see you. Use these tools and you can get into a very good position for an attack on your terms. The most important thing for a sub is to be in a good firing position. If you get that sinking the target is almost easy.
With low visibility you just may be better off staying on the surface. You can get pretty close that way, that's where the experience comes in. Heavy seas also give you more options submerged for the get away, you're much harder to track. Magic
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Reported lost 11 Feb. 1942 Signature by depthtok33l |
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#5 |
Grey Wolf
![]() Join Date: Apr 2011
Location: Curitiba, Brazil
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What I particularly dislike in SH4's DD caracteristics is how they speed up to 30 knots in seconds (which is not so much a matter of game AI than it is of bad depiction of mechanical limitations of what such ship could do).
As I understand it, speeding up like you were driving a motorciclye was either impossible or could seriously damage the machinery. The game does not seem to consider that. |
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#6 | |
Sea Lord
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I'll just set up at a longer range and pick off one or two big targets and get the heck out of Dodge, do a run around and repeat. If you're going to attack escorts there is one thing helps and that is to fire your first torpedo in front of her and freeze her in position. Shoot the rest at the bow back. May cost you an extra torpedo or two but you live to fight another day. Magic
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Reported lost 11 Feb. 1942 Signature by depthtok33l |
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#7 |
The Old Man
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Pay a vist in Truk they dont run arround in there very often at top speed it's so shallow (depending which way you come out)
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#8 | |
Stowaway
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#9 |
Sea Lord
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Several have tried to fix this problem and Webster came the closest but he was only able to fixed part of the problem and the very quick starts and stops remained a problem. The first 7 or so knots remained very fast I think.
![]() ![]() After that it worked pretty good. His mod Webster's Ship Draft and Maneuvering fix will interfere with TMO to some degree. Magic
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Reported lost 11 Feb. 1942 Signature by depthtok33l |
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#10 |
Admiral
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Under normal conditions, it requires half an hour for a (IJN) DD to go from a cruising speed of 12 knots to a maximum speed of 30. Under combat conditions, this can be expected to take about 15 minutes. This does not include the 45 to 60 seconds required for the helmsman to execute any navigational/speed orders given by the captain (after it proceeds through the chain of command).
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#11 |
Rear Admiral
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That is fixable, but it is a lot of work.
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#12 | ||
Ace of the Deep
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These seem to help this problem. After loading "SAP" I was able to do some experimenting with the IJN DD's and the problem did seem much better. Maybe not perfect but I definitely saw a difference. If you've already checked this out well...say no more. If you haven't, maybe it will help. Good hunting. ![]()
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Dogfish40 |
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#13 | |
Grey Wolf
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Curiosly, I remember that in "aces of the deep" (a 15-y old game by now) some things would happen that in my point of view would seem realistic. It happened to me several times, for instance, that a DD would speed up like hell to chase me on the surface and then suddenly slow down to ridiculous speeds - meaning probably that the DD just suffered a breakdown due to the captains harsh orders. Where are this kind of unexpected things in SH4? That's worth modding. |
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#14 |
Silent Hunter
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#15 |
Grey Wolf
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