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Old 05-05-14, 09:10 PM   #1
Killerfish Games
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Quote:
Originally Posted by Rayydar View Post
Thus, as measures of precaution, I ordered my helmsman to avoid collisions with jellyfish by all means.
Quote:
Originally Posted by Rayydar View Post

Summary:


Questions:
1. Why does the AI always spot a surfaced sub at 10 sea miles or more? This is not realistic.
2. Why does the AI's chance to hit a tiny sub seem to be much higher than to hit a surface ship?
3. Why does a sub always sink at >= 50% flooding?
3. Why is the estimated chance to hit with the first torpedo <= 5%, < 75% for the second, while subsequent attacks are > 90% successful (all at medium range with a 5-star boat)? Is this to simulate a kind of on-the-job training?

Suggestions:
1. Reduce or remove the unrealistic targeting angle of subs but:
1.1 install aft torpedo tubes if historically existing,
1.2 reload torpedo tubes ASAP, not only when the first set is completely expended,
1.2 make subs harder to detect, even when surfaced,
1.3 reduce the chance to be hit by gunfire,
1.4 remove the penalty on the first torpedo(es) (or deny there is any, and this is what you will do )
Otherwise sub warfare won't be fun in the future.

2. As a little compensation, install Hedgehogs on escorts. The depth charge targeting angle is too small in PF; little chance to get them into action.

3. Disable airstrikes if carrier listing (accumulated for all directions) is > 15 or 20%.

Glitches:
1. AA sound by a dived sub when air-attacked.
2. Torpedoes diving under rock / sandbank and reappearing on the other side.
That top sentence cracked me up.
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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Old 05-06-14, 11:41 AM   #2
Rayydar
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Thanks for your replies; most of them make me happy in view of the sequel.
However:
Quote:
Originally Posted by Pacific Fleet View Post
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.
Um ... so why are subs compartmented at all if it's good for nothing?
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:
Originally Posted by Pacific Fleet View Post
For the most part torps detect when they're hit an island. Are you finding they can burrow under just about any land mass?
Not really - because I don't use to deliberately torpedo islands
(and don't have a savegame for testing right now).
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Old 05-07-14, 03:54 PM   #3
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Quote:
Originally Posted by Rayydar View Post
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.
Just experienced the very contrary:
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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Old 05-24-14, 11:05 AM   #4
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Default Common vs. AP Shell

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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Old 05-24-14, 10:17 PM   #5
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Quote:
Originally Posted by Rayydar View Post
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).
Not a big difference due to gun calibre providing most of the AP potential.
18" vs 5" amour:
HE shell 32%
Common shell 100%
AP shell 98%

Quote:
Originally Posted by Rayydar View Post
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?
Yes.
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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Old 10-22-14, 02:34 PM   #6
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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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Old 10-22-14, 06:49 PM   #7
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Quote:
Originally Posted by Rockstar View Post
... 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.
I found this confusing as well. After a while, one gets used to it though. The slider position doesn't refer to the rudder position but to the course of the (forward moving) boat. Maybe for people who don't even understand to drive their car backwards?
This should be fixed in Atlantic Fleet anyway.
And torpedoes should not be usable at point-blank range.
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