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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 | ||
Cold Waters Developer
Join Date: Aug 2012
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Quote:
Ok on to some answers: Answers 1. We don't model detection ranges. Since it is more of a skirmish game, all ships know where all ships are all the time... unless submerged!! So as soon as you surface a sub, you are detected and fair game. Agree this is not realistic. Sensor and visual ranges coming in sequel. 2. This seems strange to me... There are no accuracy adjustments based on target type. Perhaps it is just the paper thin hull of the sub? 3. Due to simple compartmentalisation in a sub. A surface vessel has more compartments and more options to control flooding. But lose a single compartment in a sub and you're sunk. 3. Bug. First torp fired was not getting TDC or Improved Detonators upgrades applied to it. Is fixed on Android and in next build for iOS. Suggestions 1.1 For the sequel, aft torp rooms are in. 1.2 Coming in the sequel. 1.2 Coming in sequel with factors such as time of day, weather impacting detection of subs and surface vessels. 1.3 Still not sure is a factor? Might be due to susceptibility to splash damage from nearby shells? (splash of the shell fragments, not the water that is). 1.4 Bug 2. Hedgehogs (and Squid) were both allied ASW. Deploying depth charge patterns is in the sequel and Hedgehogs as well as Squid will be available for allied escorts depending on time of war. 3. Agreed. Interesting glitches. AA sound on a submerged sub is a bug. For the most part torps detect when they're hit an island. Are you finding they can burrow under just about any land mass? Might be a bug.
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#2 | ||
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![]() Join Date: Apr 2014
Location: Wiesbaden.de
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Thanks for your replies; most of them make me happy in view of the sequel.
However: Quote:
![]() ![]() ![]() I'm not a sub expert, but AFAIK a Gato had 7 - 8 compartments of which 1 - 2 could be flooded without loss of the whole boat. Sorry, I find them too vulnerable in the game. What about: 1. Reduce or remove the unrealistic targeting angle of subs? Quote:
![]() (and don't have a savegame for testing right now).
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#3 | |
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Location: Wiesbaden.de
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A Shokaku, heavily listing to port and with flooding = 100%, required two more torps plus a mag explosion due to shell hit to eventually go down. So 50% is enough to sink a Gato, but 100% is not enough to sink a Shokaku. I'm afraid I do not really understand these percentages. ![]()
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#4 |
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Is there a difference in damage inflicted by common and AP shells if the target is not armored or my caliber is much bigger than the target's armor (e.g., Yamato vs. Cleveland).
I use common shells as long as they are likely to penetrate because in reality AP shells carried a relatively small amount of explosives. Is this modeled in the game?
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#5 | ||
Cold Waters Developer
Join Date: Aug 2012
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18" vs 5" amour: HE shell 32% Common shell 100% AP shell 98% Quote:
HE shells have a larger warhead (+20% damage) but essentially no armour penetration capability and AP shells have a smaller warhead (-30% damage) but can deliver it through armour.
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Visit Killerfish Games for more info and ongoing discussion. Last edited by Killerfish Games; 05-24-14 at 10:34 PM. |
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#6 |
In the Brig
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Recently downloaded the 'Lite' version. Having fun. Quick note here, based on photographs of a Gato class sub they appear to have either 4 or 5 blade outboard turning counter rotating propellers and a big ol' barn door rudder along the centerline of the ship.
In game I was shelling a frieghter close aboard and needed to back away to avoid collision in order to bring guns to bear on a second target. I put the rudder hard over to stbd and backed down but the bow moved to starboard instead of falling off to port like I was expecting. Theoretically (in a solid medium) when moving ahead turning the rudder to starboard will push the bow to starboard. When backing and turning the rudder to starboard it should cause the bow to fall off to port, not to starboard like it did in game. just an FYI Last edited by Rockstar; 10-22-14 at 02:47 PM. |
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#7 | |
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![]() Quote:
![]() This should be fixed in Atlantic Fleet anyway. And torpedoes should not be usable at point-blank range.
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