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Old 03-30-06, 06:28 PM   #1
thyro
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Default Mod request - to solve defenceless convoys (GW)

I've been playing SH3 with GW mod

I come across a large convoy of merchant ships and their 3 escorts.

Two of the escorts were easily destroyed and the DD simply ran away after 2h playing cat-and-mice with my uboat.

Leaving the large merchant convoy unprotected and following its slow path of death.

pictures available under this post:
http://www.subsim.com/phpBB/viewtopic.php?t=50525

I found that too easy and I'm sure that in reality this wouldn't happen, a convoy totally unprotected, following the same path at 6 knots and in formation while the enemy is identified and right in the middle of the convoy.



As sugestion for Devs/script Gurus (probably for GW gurus)

1) scatering the convoy, so that each merchant ship (or group of them) break formation and go in different direction at max speed (or max speed of the slowest in the group)

(this will make the ships in the convoy more disperse, so harder to take them all)

or

2) "The convoy" call reinforces, after 1h or 2hs (or random) a corvette (or above)/planes appears in the horizont to try to take out the uboat.

3) come on community more ideas/suggestions!!!!

I'm sure that this would give a biff up a bit of realism and for sure more thrill attacking convoys

Otherwise the current merchant convoys would have a similar fate like PQ-17 convoy in WWII :hmm:

Many thanks for your time reading this request
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Old 03-30-06, 08:27 PM   #2
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Early war you can get away with stunts like shooting the escorts first. Later on, i highly doubt you'll be as successfu with that.
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Old 03-30-06, 09:20 PM   #3
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Quote:
Originally Posted by Ducimus
Early war you can get away with stunts like shooting the escorts first. Later on, i highly doubt you'll be as successfu with that.
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Old 03-30-06, 09:35 PM   #4
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Quote:
Originally Posted by Ducimus
Early war you can get away with stunts like shooting the escorts first. Later on, i highly doubt you'll be as successfu with that.

True...

But that shows a convoy problem doesn't it?

what would be better?

Leave SH3 convoys as they are atm (uboat friendly until 1942 - "SH3 version of PQ-17") or induce some panic/changes to make a bit harder and realistic?

I'm sure that if this have happened in real world... Knowing that the enemy was right there close to them, many ship capts wouldn't be waiting to see their ship destroyed in their slow convoy formation. They would have break formation and scatered to increase their chance of survival

Anyway just a thought!
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Old 03-30-06, 09:58 PM   #5
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Quote:
Originally Posted by thyro
Quote:
Originally Posted by Ducimus
Early war you can get away with stunts like shooting the escorts first. Later on, i highly doubt you'll be as successfu with that.

True...

But that shows a convoy problem doesn't it?

what would be better?

Leave SH3 convoys as they are atm (uboat friendly until 1942 - "SH3 version of PQ-17") or induce some panic/changes to make a bit harder and realistic?

I'm sure that if this have happened in real world... Knowing that the enemy was right there close to them, many ship capts wouldn't be waiting to see their ship destroyed in their slow convoy formation. They would have break formation and scatered to increase their chance of survival

Anyway just a thought!
Facing wolf packs they didnt scatter! They are famous for keeping their formation under fire. They would change course and the escorts keep the u-boats submerged. You said you attacked the escorts, did you do it with manual targeting? In reality it was rare to get a good shot at an escort. And it was a risky business with early war torpedos. It wasnt until -43 when the acoustic torps came wich were intended for taking out the escorts first. Until then, unless its right in front of you, dont shoot at the escorts.
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Old 03-30-06, 10:21 PM   #6
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The issue is the Tiger Tank U-boat (Trade Mark pending)... Fix that and you fix a lot of the gameyness associated with this example....
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Old 03-30-06, 10:24 PM   #7
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Quote:
Originally Posted by Der Teddy Bar
The issue is the Tiger Tank U-boat (Trade Mark pending)... Fix that and you fix a lot of the gameyness associated with this example....
You cant mod the u-boats damage modelling?
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Old 03-30-06, 10:35 PM   #8
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Easiest solution would be to take the convoy group in question in the RND layer, add another 3 escorts, and change the crew level of all the escorts to elite. Im pretty sure you wont be having an easy time with that
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Old 03-31-06, 03:18 AM   #9
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The other options of adding more escorts few hours after the initial escort unit be under waters also migth bring some realism and increase the difficulty.

Or even the merchants engage on ramming the sub once they lose their escorts/as soon as they spot the sub

I'm sure that any addition to current convoys AI would contribute for better gameplay making the AI a bit "biffed up" and less predictable.

Otherwise a player can be within the convoy for hours and hours (like I did - 8 hours with the convoy taking on ship by ship). Because the AI would simply not react to a threat beside easy zig-zag.


unfortunatly I don't know how to program on SH3. Otherwise I would come out with something like that... For this reason that I'm offering these ideas for someone interested to pickup and explore these or other ways to enhance the current convoy reactions
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Old 03-31-06, 07:15 AM   #10
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Quote:
Originally Posted by thyro
The other options of adding more escorts few hours after the initial escort unit be under waters also migth bring some realism and increase the difficulty.

Or even the merchants engage on ramming the sub once they lose their escorts/as soon as they spot the sub

I'm sure that any addition to current convoys AI would contribute for better gameplay making the AI a bit "biffed up" and less predictable.

Otherwise a player can be within the convoy for hours and hours (like I did - 8 hours with the convoy taking on ship by ship). Because the AI would simply not react to a threat beside easy zig-zag.


unfortunatly I don't know how to program on SH3. Otherwise I would come out with something like that... For this reason that I'm offering these ideas for someone interested to pickup and explore these or other ways to enhance the current convoy reactions
None of what you desire can be done by moders.
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Old 03-31-06, 08:09 AM   #11
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Cheers Der Teddy Bar
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Old 03-31-06, 09:01 AM   #12
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Quote:
"The convoy" call reinforces, after 1h or 2hs (or random) a corvette (or above)/planes appears in the horizont to try to take out the uboat.
This actually did happen to me.
i only had 2 torpedo's left. and there was a lonely C3 cargo. no warships or planes anywhere.
i fired my first torpedo, hit in the engines. the ship slowed down. then i fired my other torpedo but it malfunctioned and explode just 50 meters away of the merchant. it was rough water so i couldn't finish it with my deck gun. so i decided to wait for better weather. and as i layed there, my crew sighted a few warships. nothing came close but then. 2 warships came in for me! i crash dived and because they didn't see me, they want away. i waited a couple of hours and surfaced. an hour later, 4 airplanes came in for me! so this really looked like the Cargo called in help, his speed was 0kts, his engines were down. but every hour there were planes or warships.
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Old 03-31-06, 05:53 PM   #13
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Quote:
Originally Posted by Mart!jn
Quote:
"The convoy" call reinforces, after 1h or 2hs (or random) a corvette (or above)/planes appears in the horizont to try to take out the uboat.
This actually did happen to me.
i only had 2 torpedo's left. and there was a lonely C3 cargo. no warships or planes anywhere.
i fired my first torpedo, hit in the engines. the ship slowed down. then i fired my other torpedo but it malfunctioned and explode just 50 meters away of the merchant. it was rough water so i couldn't finish it with my deck gun. so i decided to wait for better weather. and as i layed there, my crew sighted a few warships. nothing came close but then. 2 warships came in for me! i crash dived and because they didn't see me, they want away. i waited a couple of hours and surfaced. an hour later, 4 airplanes came in for me! so this really looked like the Cargo called in help, his speed was 0kts, his engines were down. but every hour there were planes or warships.
There's a configuration file that specifies how long escorts will prosecute a target. I've often found escorts come back for me while I'm lazily engaging a stationary merchant. Later, they'll show up on the map as an individual contact that never caught up to the convoy again...
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Improved Convoys mod!
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Old 03-31-06, 05:58 PM   #14
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Quote:
Originally Posted by Der Teddy Bar
Quote:
Originally Posted by thyro
The other options of adding more escorts few hours after the initial escort unit be under waters also migth bring some realism and increase the difficulty.

Or even the merchants engage on ramming the sub once they lose their escorts/as soon as they spot the sub

I'm sure that any addition to current convoys AI would contribute for better gameplay making the AI a bit "biffed up" and less predictable.

Otherwise a player can be within the convoy for hours and hours (like I did - 8 hours with the convoy taking on ship by ship). Because the AI would simply not react to a threat beside easy zig-zag.


unfortunatly I don't know how to program on SH3. Otherwise I would come out with something like that... For this reason that I'm offering these ideas for someone interested to pickup and explore these or other ways to enhance the current convoy reactions
None of what you desire can be done by moders.
Bless you Teddy Barr!!!
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Old 03-31-06, 07:25 PM   #15
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This is how the enemy response works and why is so easy to sail up and down the coast and choke points as if you own the place.

Any vessel that sees you sends out a sighting report.

Escorts...
Escorts will respond to a sighting of your u-boat if they are within 20k's of you. If they are 21k's then they will not show up.

BUT... If the Lost contact time= is exceeded before the escort arrives, it simply turns back around and leaves.

If the escorts have found you and you manage to shake them off, the after the Lost contact time= is up, they just leave.

Most mods have Lost contact time=40

Aircraft..
They use the the Airstrike.cfg in conjunction with the airbase configuration to determine a response.

Response instances and continuation is multi layered. The issue with the air response is that the current configurations are operationally impared in the execution and it requires more than just upping a figure here or there to make it right. The NYGM Coastal Command Mod will seek to address this.
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