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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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View Poll Results: 1 million tons, in what boat? | |||
VIIB, you need to do something different! Time to give the pig boats a reset! |
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16 | 57.14% |
IXB, cause you wouldn't be happy without drum beating, or caribean cruises! |
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12 | 42.86% |
Voters: 28. You may not vote on this poll |
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#16 | |
Rear Admiral
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You know im looking at my current career, and i think this really demonstrates how stupid the AI is.
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But im looking at my tonnage in this career. 687 days at sea, and i have a combined total of 441,474 tons. Or 412812 of merchant shipping and 28,662 tons of warships. Thing is, i averaged abut 40K a patrol. I wasn't really trying Hard,i was being lazy. Alot of times Id just park my boat in "tanker alley", max out TC, and sit there and wait for a contact. Most of the time i cut my patrol short because i was low on fuel, or simply got bored. In all cases i returned with torpedo's save one patrol i remember when i shot every fish i had. I wasnt really trying, i was sort of just tyring to get through the war. Now its like febuary of 45 and i think im about ready to retire this current carreer. I dont see much point in sticking it out ot may just to recieve a radio message who's contents i already know. So im willing to say this particular career survived the war (which is a first for me), and the odd thing was i was trying my best to get destroyers to pummel the crap out of me. I was more or less along the thoughts of, "Please end my misery!" because the allied air umbrella late war is maddening. I was looking for an excuse to quit. ![]() |
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#17 |
Ace of the Deep
![]() Join Date: Apr 2002
Location: UK
Posts: 1,278
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![]() ![]() ![]() so it doen't even get exciting from a gameplay point of view --just annoying-- i did the best i could with the aggression mod idea---using this the DD's ALLWAYS detect me (if i'm within attacking range of a convoy any way) and ALLWAYS attack at some point- but it still doesn't do the job gameplay wise---cos i keep walking away undamaged with a couple of ships sunk-- i made the sub damage zones etc as fragile as a paper cup-- the proof of this was the results of an air attack where i just forgot to dive --was fed up(lol) and everything was destroyed---propellors engines batterys torp tubes radio sonar scopes deck guns aa guns --everything not just damaged but destroyed lol-----still had 100 % hull integrity tho LOL mind you that's the way i like it--i 'd rather have to bandon a patrol because the sub is completely wrecked than just get the game over screen--it's the same thing gameplay wise---what i was hoping for was that the DD's would do the same job----kill the sub's ability to attack without killing me- so i could continue the career but with vaslty reduced tonnage--- but the AI just won't play ball---i gave em uber depth charges i did everything but get out of the boat and wreck it myself lol----it's a pain in the arse --it's a game with no genuinely interesting or fun long term gameplay--i dont want ten hour dc attacks because i haven't got the time---(or the inclination for that sort of gameplay) but i do want to be living on the same planet tonnage wise as the rest of my imaginary flottilla --(see-ing as the rest of my flottilla is just that -entirely imaginary) there is really only that one issue realism wise and it's allso the major issue gameplay wise---tonnage results--the rest is a load of old codswallop in comparison ![]()
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the world's tinyiest sh3 supermod- ![]() and other SH3/SH2 stuff http://www.ebort2.co.uk/ The best lack all conviction, while the worst Are full of passionate intensity. W.B.Yeats |
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#18 | |
Rear Admiral
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#19 | |
Ace of the Deep
![]() Join Date: Apr 2002
Location: UK
Posts: 1,278
Downloads: 0
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it seemed to me that the aircraft just didn't actually use depth charges even when set up to do so--i tried stripping the bombs of them and replacing them with all DC load outs but this didnt help--the aircraft are annoying any way--watching 5 sunderlands all behaving like demented sea-gulls isn't terribly immersive--no it's the convoy escorts that are the main enemy AI issue-- my damage set up is as fragile as it can be reasonably made without it being wrecked after a bad sneeze (it's not subtle at all! touch it with a dish cloth and it's destroyed- is basically it) and i allways dive when an aircraft appears--so i'm usually below 30 metres when it attacks--and of course they allways attack the area where you submerged not the area where you are now etc---so it wouldnt make that much difference at the moment any huw--(no offence at all to the guys)
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the world's tinyiest sh3 supermod- ![]() and other SH3/SH2 stuff http://www.ebort2.co.uk/ The best lack all conviction, while the worst Are full of passionate intensity. W.B.Yeats |
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#20 | |
Lieutenant
![]() Join Date: Jul 2004
Location: Beverly, OH
Posts: 263
Downloads: 13
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#21 |
Sparky
![]() Join Date: Mar 2006
Location: Spokane, WA, USA
Posts: 156
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Ducimus, you're really making me think here! LOL A VIIB is what I'm running now (January of 1940), and quite frankly, I find myself wanting to sink the C3s, T3s, etc. (ran into a KGV battleship on my second patrol north of England...put four torps into him and he didn't sink
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J. Salinger King of the House ![]() |
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#22 | ||
Ace of the Deep
![]() Join Date: Apr 2002
Location: UK
Posts: 1,278
Downloads: 0
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__________________
the world's tinyiest sh3 supermod- ![]() and other SH3/SH2 stuff http://www.ebort2.co.uk/ The best lack all conviction, while the worst Are full of passionate intensity. W.B.Yeats |
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#23 |
Navy Seal
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I agree with CB there
![]() With Tonnage War and other adjustments, it's gradually becoming more of a reality for me, but I think we still got ways to go. I had only one career the result of which, I thought, was more or less realistic - my Luth career at WaW, where I just barely passed the 100k mark in 3 years of the war. Of course it's more involving. I've always loved the feeling of being "just one small boat in the sea"; if I want to be the next Rambo, I'll just fire up an FPS or something :hmm: |
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#24 |
Lieutenant
![]() Join Date: Jul 2004
Location: Beverly, OH
Posts: 263
Downloads: 13
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If that's your cup 'o tea, that's your business.
![]() I, on the other hand, am very competitive (yes, even against non-existant people in a video game... ![]() I'm still having a blast - can't wait for my IX-C. A REAL Uboat (this VIIB is nice.... but I want more torps and range). EDIT: I'd like to add that to me, my goal isn't so much how much tonnage I can rack up - I want to get an expensive boat and upgrade it to the hilt - the finest Uboat in the fleet. To do that, I need to sink lots of ships. Dream Uboat - IXC/40 with all the bells and whistles. ![]() |
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#25 | |||
Rear Admiral
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EDIT: heres the readme for improved airpower, ill haveto fess up and say on my game i removed the AA gun range reduction. ![]() Code:
"Improved Air Power" Details of modifications: 1. Airstrike.cfg Default probability raised. Base modifiers raised. Radiomessage probability raised. 2. Crew AI engagement radius reduced by 500m. 3. AI AA accuracy reduced (affects raids by German planes on enemy targets). Aircraft will no longer be destroyed immediately. 4. Aircraft ranges increased. Maximum is 1700 km (B-24). Speeds in .cfg and .sim are now the same. 5. Aircraft armour increased X 2, Aircraft hitpoints increased X 3. 6. Aircraft per Sortie decreased. Land folder contains these modifications in order to reduce the large numbers of planes sent to attack a discovered U-boat. Sea folder contains airgroup changes for carriers. 7. Bomb impulse strength and radius changed in line with bomb type. Maximum strength is still 1000. 8. Bomb.zon modified to make air dropped Depth Charge the equivelent of shipborne counterpart. Bomb damage and effects increased slightly. 9. Shells.sim range of 20mm reduced by 500m. Also starshell range increased to 1500m. 10. New wing markings. 11. Zones.cfg modified to increase hitpoints and armour of critical plane damage compartments. 1.4 Zones.cfg with Plane entries altered only. 12. Change to B-24 AI (removed "toss-bomb" replaced it with "low-level attack"). 13. New B-24 Liberator skin to suit its new role. New Catalina skin. New Sunderland skin. Lightning Skin. Wellington skin. 14. Change to Wellington AI (removed "toss-bomb" replaced it with "low-level attack"). Bugged loadout in 1.4 fixed. 15. Avenger and Liberator loadouts now include Depth charge option. 16. I have removed ay old skins from texture folder. Only my edited ones will be added so any others you have will not be overwritten. Skims added are : Liberator, Sunderland, Catalina, Lightning and Wellington. 17. New flak sound by Roland. Jace11 Quote:
If hes escorted id put two in him, magnetic under the keel if possible (and not too early in the war), if that doesnt sink him, it should slow him down. Then when he falls be hind, shell his ass with your deck gun!:P Only way id use 3 fish is if for one reason or another i couldnt surface, at that point id give him a stern tube shot for the coup de grace since the VII only has rear tube.. thats all that rear tube is good for really unless your shooting at a smaller merchant. Quote:
Hoookay, now down to the nitty gritty, (and how i REALLY choose a Uboat) If i go with a VII, which has more flair! U-46, commissioned in 1938: ![]() I like the symbolism, since to me this career signfiies the death of SH3 for me for a little while. U-69, commissioned in 1940: ![]() I like the symbolsim here too, since im laughing at the game and intend to make a mockery of the AI. (as if making a mockery of it hasnt already been done by many people here already). and who can deny the symolsim of the number 69 ![]() ![]() ![]() Personnaly i like the VIIC conning tower better then the VIIB. It just looks more sturdy for some reason. But the VIIB has the evercool and symbolic, and iconic for Uboat's net cutter ![]() Wow, am i vain or what? |
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#26 |
Sparky
![]() Join Date: Mar 2006
Location: Spokane, WA, USA
Posts: 156
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OT: KGV was escorted by 5 destroyers. Thought I'd be able to sink him, then dive deep and go to flank speed to outrun the DDs...partially worked...only took 10% HI off when I was DC'd. I guess my consolation is that Scapa will have him in drydock for months to patch those holes. Went on to wreck a convoy in BF 13 before going back to Kiel.
![]() On Topic: Pig boats rule!!! ![]()
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J. Salinger King of the House ![]() |
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#27 | |
Ace of the Deep
![]() Join Date: Apr 2002
Location: UK
Posts: 1,278
Downloads: 0
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![]() ![]() but it's still a little bit of a side issue---albiet an important one--i have a hard time motivating my self to play SH3 at the moment--i fire it up and it is a great game with un balanced gameplay that requires a huge investment in time and concentration but lets it self down at the critical moment----when seeing a convoy thru the binocs--- ![]()
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the world's tinyiest sh3 supermod- ![]() and other SH3/SH2 stuff http://www.ebort2.co.uk/ The best lack all conviction, while the worst Are full of passionate intensity. W.B.Yeats |
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#28 |
Ace of the Deep
![]() Join Date: Apr 2002
Location: UK
Posts: 1,278
Downloads: 0
Uploads: 0
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YIKES just increased the depth charge max radius (for the destroyers) to 80 --that certainly did the trick!!! can't get any where near a convoy to attack--blam sunk---i'll try 60 see if that has any loopholes--
found the depth setting for the bombs and airbourne DCs for the aircraft and followed the airpower mods lead and set the depth to 25/30 meteres --that works very well--nice one have to remember here that i had previuosly set the max depth for all the subs to 100 meteres in an attempt to give the DD's a chance--so perhaps i would have survived if i had been able to go deep and maneuver a bit more--but i'm lazy and want to maintain the ever so slightly faster pace of gameplay allowed when limiting the subs max depth--(it doesn't take 10 minutes to get up the scope depth from 100 metres if you see what i mean) you can get some sort of half decent danger out of the DD's if you throw the rule book away and hit them with a sledge-hammer mod
__________________
the world's tinyiest sh3 supermod- ![]() and other SH3/SH2 stuff http://www.ebort2.co.uk/ The best lack all conviction, while the worst Are full of passionate intensity. W.B.Yeats |
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#29 |
Rear Admiral
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Im gonna cut the crap and get right to the chase.
Question to VII skippers, what's your average tonnage per patrol and on the average how long does a patrol last in days ? Heres some rough figures ive been working on. Lets pretend that the torpedo gods we all pay hommage to granted us 2 torpedo kills, and every ship was 7000 tons. (highly unrealistic as some ships take 3 fish, and some ships weight 4, or 5K tons, but lets pretend anyway) Now im guessing that For an VII boat, im guessing its on patrol for around 40 days. I know for a IX boat, your usually out for at least 60. A VII carries 14 torpedos. Divided by 2 that means 7 ships. A IXB carries 21 torpedos. Divided by 2 that means 10.5 ships. A deck gun is at least worth about 1 ship sunk, in the iX case im going to say 1.5 so im figuing a total of: 8 ships or 56,000 tons per patrol for an VII 12 ships or 84,000 tons per patrol for a IX. Now time wise i figure a VII is on patrol for at around 40 days at sea with a 30 day in port time. That means 1 patrol every 70 days or rouhgly 5 patrols a year. So you figure 56K per patrol, multiped by 5 patrols a year == 280K tons a year times 4 years = 1,120,000 tons achieved sometime in 1944. An IX is on patrol for at least 60 days, 30 day in port, so your looking at 1 patrol every 90 days, at best. So your looking at around 4 or 5 patrols a year. So you figure 84K tons a patrol * 4 patrols a year = 336K a year * 4 years == 1,344,000 tons achieved sometime in 1944. Now the reality check is this: Even in an IX boat i dont achieve at least 56K tons EVERY patrol, let alone 84K. Ships vary in tons, torpedos, miss, dud, thud, etc. I wonder if 1 million tons is achievable in an VII. Your going to need some lucky breaks with a few 10,000 tonners i think. |
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#30 | |
Rear Admiral
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I was wondering if joining the 1M club (im sure it already exists) is possible in an VII, but i went back and reread.
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Anyway the more i think about this, the more fun it sounds as a challenge. - time will be important. Just as time is money, time is tonnage. From the word go your racing the clock. - that means that you have to be effiient in your search for shipping. Patrol grids are not effiecent, so i think patrol grid assigments are to be ignored. - Torpedo expenditure youd have to micromanage. For example is sinking two 3000 tons tramp steamers with a single torpedo each going to yeild more tonnage then a mediem cargo which might require a 3rd torpedo? - Going to have to be very very aggressive. You'll want to use your deck gun alot to conserve torpedos when you'd normally shoot another fish, or go in (shallow) areas in pursuit of ships that you'd normally avoid. - If you go drumbeating, your going to have to milk that cow for all its worth. That transtlantic trip is basically a month.. thats lost tonnage you have to make up for. - Early war night surface attacks on convoys wil be crucial to obtaining alot of tonnage while you can still do these attacks. Espeicaly in the case of an IXB, you can make 3 or 4 attacks in a night against the same convoy easily. |
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