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#766 |
Black Magic
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That would be happening because of IRAI. IIRC I let a unit try to ram another unit if it's weight is greater than some value.
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#767 | ||
Engineer
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Location: BF79
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Ok so I stop because it's quite late and I think the point is clear. There are LOTS of accounts of escorts (corvettes, DEs and destroyers) ramming or trying to ram U-Boats. This was made, primarily, in order to force them under, locate with ASDIC and work them with DCs. As you can read in the first quote I pasted, starting in 1943 the RN discouraged the escort captains from ramming since it was, as you said, very dangerous for their smallish ships, too. But that doesn't mean it ended, you can check that the famous Walker kept using that attack till the very end. In the first years of the war ramming and trying to ram was VERY common, even for small escorts: 1) Don't forget that u-boats main attack mode at the time was surfaced at night, when they were almost invisible. 2) They were much easier to attack when they were submerged, since shooting was not easy on such small target as a u-boat presented, unless sea conditions were optimum. 3) Even if they were not rammed or located by ASDIC, if they were forced under that was considered a minor victory for the escort, since it would be quite long till they dared surfacing again, and convoys, merchants or whatever the escort was protecting would be far gone. Later in the war, after radar was commonplace, it was not so usual for u-boats to attack on the surface so this situation changed. But even in some cases, mainly if/when after chasing they were so near guns couldn't be pointed down, and also commonly when u-boats emerged after being pretty shaken with DC attacks, they were still rammed. There are quite a lot of stories about escorts coming back to port with huge damage due to this ramming, I recall some even sinking on the way back to port because of this, though I'm talking out of my... memory here ![]() So, you see some of your points might be valid, and I wouldn't have answered which such a "thick" post if you hadn't insisted so much as to make it look like ramming was an "odd" thing. When a destroyer or a corvette found an enemy sub, the first thing to do was steaming to get as close to it as possible, and many times that was very literal! ![]() tl;dr: Ramming by escort ships, or "menacing" with it, was very common, in order to finish damaged u-boats, and in order to force them under so as to be able to attack them with DCs. PS: Naval artillery in WWII, in North Atlantic weather, AND in small ships as destroyers vs u-boats, didn't work AT ALL like it's modeled in these sims. Many many times it was totally useless trying to hit a small u-boat from a really unstable platform as such smaller escorts were. As you said, trust me! ![]() Last edited by SilentOtto; 08-11-12 at 08:59 PM. |
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#768 |
中国水兵
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Location: Scapa Flow, underneath a ferry
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The points are that the amount of ramming incidents are very low, most uboats were sunk by other means. If there are 4 destroyers within fire range, they would probably rely in putting shellts onto it, but if you encounter 4 destroyers in sh5, they will all ram into you immediately, ramming is a last resort, its not a primary weapon. I hope that you see the point I am making here. Even if they have 8 destroyers in a pack in sh5 and they could easily and quickly shell the sub, they will all ram it. Keep in mind that ramming is a sacrifice, if odds are overwhelming that they can shell the sub with certainty, they would not ram the uboat, they do that in sh5. There are no doubts that this works very differently in sh5 than it did during the war.
During the war they would not risk running towards a uboat forcing their own guns not being able to shoot it, they would stay in that perticular range and fire as close as possible. In Sh5 they will cross the gunfire range so they cant fire anymore, and try to catch the uboat no matter what. It just simply didn't work that way during the war. Statistics supports my claims, uboats have to come up some time, they cant stay below forever, and destroyers simply just shelled it, they didn't pick ramming as a primary weapon of choice. Statistics is inaccurate sure, but it doesn't lie, we have pretty good data on this.
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A u-boat is a vessel for goodness - DelphiUniverse 2012 Last edited by DelphiUniverse; 08-11-12 at 09:13 PM. |
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#769 |
Engineer
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Location: BF79
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You are still wrong in assuming an escort wouldn't close an U-Boat, first thing. Shelling from a distance is a battleship-cruiser style fight.
Every escort would, first thing, close the U-Boat as much as they could. What the situation developed later depended on if the sub submerged or not. If it didn't submerge, they would try to ram. It was indeed common, and even more in the first years of the war. And anyway, if you have an enemy DD coming to you at more than 30 knots, it wouldn't make much difference if he really wants to ram you, or just force you under, the effect would be the same! PS I forgot to add that I think neither guns or ramming were the main weapons against u-boats. DCs were the main weapon used against them, and which sank more u-boats. And if we go on much further, we'll be kidnapping this thread - though with an interesting discussion! ![]() |
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#770 | |
The Old Man
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Has anyone had success enabling the Snorkel Co2 patch? When I enable the Snorkel Co2 patch, my boat does not accumulate Co2 when Submerge. Although, when I come up to Snorkel Depth and raise the Snorkel, Compressed Air reserves are replenished. Regards! TheBeast Last edited by TheBeast; 08-11-12 at 09:34 PM. |
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#771 | |
Ocean Warrior
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EDIT: cameras.cam? or UBoot_Sensors.sim?
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. Where does human stupidity end? . ![]() ![]() El sueño de la razón produce monstruos © - and for some people awakening will be cruel Last edited by volodya61; 08-11-12 at 10:11 PM. |
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#772 | |
Ocean Warrior
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Accumulate CO2 when submerged.. And I don't use snorkel yet.. Volodya
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. Where does human stupidity end? . ![]() ![]() El sueño de la razón produce monstruos © - and for some people awakening will be cruel Last edited by volodya61; 08-11-12 at 10:14 PM. |
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#773 |
Chief
![]() Join Date: Jan 2008
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If i use TDW generic patcher application, do i still need to do manual hex editing to apply the patches or i just have to "Enable" the red lines of my choice in the s5p files?
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#774 | |
Ocean Warrior
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Just use Generic patcher.. all patches included.. ![]()
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. Where does human stupidity end? . ![]() ![]() El sueño de la razón produce monstruos © - and for some people awakening will be cruel |
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#775 |
Black Magic
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just finished up the mega patch for AI crew damage control. Wow, that was a lot of code. More than I thought it would take
![]() There are some memory variables that can be adjusted (and will need to be tweaked through more testing) in order for this to be working 100% correct. The end user will be able to adjust these memory variables (have to add this functionality to generic patcher yet). Here's how it's working: Zone (Box) damage: every frame update a function is called to check/update zone(box) damage: - check to see if allowed to repair damage on this zone (box) - if not allowed then return - if allowed: - if zone (box) damage is 0 then it returns - if zone (box) has damage then: - get current damage % - compare current damage % to memory variable (max % damage crew allowed to repair damage - currently set to 0.7) - if current damage greater then return - if current damage not greater then: - get a random number (0-1.0) - compare random number to memory variable (% chance crew repairs some damage - currently 0.6) - if random number is greater then return - if random number less: - get flooding level % - compare flooding level % to memory variable (max % flood level in order to make repairs - currently 0.65) - if flooding level % greater then return - if flooding level % not greater then: - get a random number (0-1.0) - multiply random number by memory variable (max % damage repaired per hour - 10% currently) - multiply result by conversion factor ( 1/ 3600 ) to get % damage repair / second - multiply result by frame render time - save new damage value to memory Zone (Box) flooding: if zone (box) has a floatability value then every frame update call a function to check/update flooding amount to add to zone (box): - check to see if allowed to remove flood water from this zone (box) - if not allowed then return - if allowed: - get a random number (0-1.0) - compare random number to memory variable (% chance crew removes some flood water - currently 0.7) - if random number greater then return - if random number not greater then: - get a random number (0-1.0) - multiply random number by memory variable (max % decrease in flood water / hour - currently 0.1) - multiply result by memory variable (conversion factor - 1 / 3600 - converts to max % decrease in flood water per second) - multiply result by memory variable (second conversion factor - 250 - used to tweak the flood water removal) - multiply result by frame render time - save result to memory All these memory variables are defined in the patch file and can be adjusted by user. We will need to tweak these values. Lots of testing needs to be done with this ![]() There are certain zones that are allowed to repair/remove flood water. These zones are defined in the patch file also. We can add/remove from the list as needed. The following zone numbers are defined: 5-7 9-11 38-40 45-48 69-71 83-88 105-112 114-115 136 148 150 154-160 162-168 170-171 174-177 181 183-191 You can find these numbers in \data\Zones.cfg By defining these zones it prevents items from being repaired that shouldn't be repaired (i.e. keel, airplane zones, etc.) I should have this available tomorrow ![]() There is one thing I haven't been able to do yet: remove the effects from a zone when it's damage is less than the effects setpoint. I just haven't been able to find how these effects are generated yet. Last edited by TheDarkWraith; 08-12-12 at 12:53 AM. |
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#776 |
Captain
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I'm in awe as always, TDW!
![]() ![]() Correct me if I'm mistaken, but isn't this latest patch something that's never been done before in SH? I can't remember seeing such a thing in SH4, for example. |
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#777 |
Sea Lord
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![]() ![]() Gute Männer muss man haben... ![]()
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U-552 Tiger IDF |
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#778 | |
Navy Seal
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![]() Here are a few suggestions you might want to take into account:
Last edited by gap; 08-12-12 at 11:03 AM. |
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#779 | ||||||
中国水兵
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A u-boat is a vessel for goodness - DelphiUniverse 2012 Last edited by DelphiUniverse; 08-12-12 at 12:08 PM. |
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#780 |
Swabbie
![]() Join Date: Aug 2012
Location: Michigan,USA
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Need little help useing patcher got broken hydro patch the work can not get the newer patches to even show up on the patcher do need new patcher got the link from this thread would be very thankful for any help!!!!
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