SUBSIM Radio Room Forums



SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997

Go Back   SUBSIM Radio Room Forums > Silent Hunter 3 - 4 - 5 > Silent Hunter 4: Wolves of the Pacific
Forget password? Reset here

Reply
 
Thread Tools Display Modes
Old 08-16-15, 06:03 PM   #1
Rockin Robbins
Navy Seal
 
Join Date: Mar 2007
Location: DeLand, FL
Posts: 8,900
Downloads: 135
Uploads: 52


Default

Quote:
Originally Posted by Crannogman View Post
I was not aware that ships spawn randomly - I thought their spawning and routing was encoded in the campaign files
I didn't say they spawn randomly. I said that they were distributed more or less randomly along their routes. That they didn't proceed in line abreast as your example showed. They're like raindrops. And we're trying to walk through a rainfall getting as wet as possible. Those raindrops didn't spawn at random locations--well they did within constraints. But by the time they get to us their distribution looks random. Shipping is like that.

Now if you're coming up with a specific way to game RSRDC then, since I haven't looked at the campaign files, you might have a way. But I choose not to game the system and not to analyze the campaign files to get dates of departure, exact route and timing. The real sub skippers didn't have that information and I consider that if we use historical information to game the game we've broken the simulation irretrevably ourselves.
Rockin Robbins is offline   Reply With Quote
Old 08-16-15, 10:09 PM   #2
Crannogman
Watch Officer
 
Join Date: Dec 2014
Location: Kansas City, Missouri
Posts: 343
Downloads: 24
Uploads: 0
Default

Quote:
Originally Posted by Rockin Robbins View Post
I didn't say they spawn randomly. I said that they were distributed more or less randomly along their routes. That they didn't proceed in line abreast as your example showed. They're like raindrops. And we're trying to walk through a rainfall getting as wet as possible. Those raindrops didn't spawn at random locations--well they did within constraints. But by the time they get to us their distribution looks random. Shipping is like that.

Now if you're coming up with a specific way to game RSRDC then, since I haven't looked at the campaign files, you might have a way. But I choose not to game the system and not to analyze the campaign files to get dates of departure, exact route and timing. The real sub skippers didn't have that information and I consider that if we use historical information to game the game we've broken the simulation irretrevably ourselves.
I was responding to a different comment about random spawning. RSRDC cannot be gamed because the shipping routes have variable waypoints (some as much as 20nm radius), and thus their heading is fairly unpredictable.

It seems that a formula will be forthcoming to calculate a minimum average speed "x" to patrol a chokepoint of width "y," variable of course on the range of your sensors. Another formula could tell you your miss percentage based upon how far below "x" you go (if, as TorpX posited, "x" is impossible or overly inefficient).

Since RSRDC includes the variable waypoints, your detection chance is probably improved since ships will generally not be sailing in a direct line from origin to destination - thus it will take them longer to transit your patrolled box
__________________
"The sea shall ride over her and she shall live in it like a duck"
~John Ericsson
Crannogman is offline   Reply With Quote
Reply

Tags
math, operations, searching


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT -5. The time now is 06:03 PM.


Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright © 1995- 2025 Subsim®
"Subsim" is a registered trademark, all rights reserved.