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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 | |
Captain
![]() Join Date: Mar 2007
Posts: 508
Downloads: 104
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![]() Quote:
I had assumed all along that it did... but the reason I question this now is the other day I was fired upon by an escort while submerged, with the scope partially lowered so it was under water, but not completely in down in the well. Now it's possible - but not likely given the smooth sea state at the time - that the scope broke the surface and was spotted. But it got me thinking. Maybe the game, for detection purposes, simply sees the scope as either fully lowered... or not. Or perhaps the up/down cut off point is the surface itself? Either of which would mean that an inch above water is as good as mile... Thoughts? JD |
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#2 |
Torpedoman
![]() Join Date: Jul 2005
Posts: 112
Downloads: 16
Uploads: 0
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Interesting observation.
I have to say that patch 1.3 (not necessarily TM) has increased the escort capabilities a bit too much. Yes, it makes the game challenging, and yes, I know you can escape escorts most of the time by diving under the thermal layer or evading the sonar cone. Still, accounts are full of escort captains pretty much guessing where their DCs went and stating how difficult it was to actually hit something, while IJN destroyers post-1.3 patch are mean killing machines that have little or nothing to fear from us. I'm still shocked at the DD that hit me with a charge yesterday in its first run while I was under the thermal layer, rigged for silent running and doing a circle with full rudder to port. Sure, they can get lucky, but they seem to get lucky too often. The opposite happens to planes imho. Only once I've been sunk by one, and the way they aim they're actually manageable if you aim well with the AA. Shouldn't they be fearsome opponents? |
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#3 |
Ace of the Deep
![]() Join Date: Aug 2007
Location: Bolton, UK
Posts: 1,236
Downloads: 0
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Does the game model any of the effects of clear water at periscope depth, ie your sub being visible even though its submerged on very calm days or is it just a graphics effect and has no bearing on the AI spotting you?
I've often thought that its strange that aircraft won't attack you when you're at periscope depth on a calm day and clearly visible from the air when you look on the external camera. |
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#4 |
Eternal Patrol
![]() Join Date: Apr 2007
Location: Waterbury, CT. USA
Posts: 2,336
Downloads: 0
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for the Ships and Plane's control what they can see when and where around them.
Graffic's has nothing to do with it that is just for us as players. For instance the sensors are set up where it is hard for planes to see us at night so they dont fly at night anymore and in high sea's it is hard for them to spot the wake so they don't always see you and that is also controled in the visual sensors node's. There are also settings that stop them from seeing to far away in thefog state's. As long as the game register's these conditions they can not spot you. I think so many people wanted the scope's spoted by ships the Dev's did it in patch 1.3 it is just a little too sensitive and can be seen too far away in any condition from 0 mps wind's to almost 8 mps wind's and wave state's. |
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#5 |
Ace of the Deep
![]() Join Date: Nov 2002
Location: No-good Missouri scum
Posts: 1,223
Downloads: 43
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I'd rather the devs had set the AI escorts to randomly switch between listening and pinging. Barring that, I'd rather it be like 1.2 when they'd go active if they heard something.:hmm:
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"When Gary told me he had found Jesus, I thought, Yahoo! We're rich! But it turned out to be something different." - Jack Handey |
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#6 | |
Ace of the Deep
![]() Join Date: Aug 2007
Location: Bolton, UK
Posts: 1,236
Downloads: 0
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#7 |
Navy Seal
![]() Join Date: Mar 2007
Location: New Mexico, USA
Posts: 9,023
Downloads: 8
Uploads: 2
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Jap DC capability isn't specifically modeled at all, frankly. In RL, jap DCs could only be set at 30m depth intervals, for example.
The problem is that in RL, the japs droped loads of DCs, but poorly. In game they seem to only drop within certain "firing solution" parameters so if they drop at all, they tend to be better aimed than they should be. One thing that really has not been properly tested, IMO, is the interaction of AI skill vs AI sensor settings. TM dumps all the elites, but it also concentrates on competant and veteran AI. I think If AI 1 and 2 was not entirely stupid, we might see better variability in AI attacks. The problem in the past has been that AI 1 was so clueless they'd not shoot back on the suraface at your subs half the time. MIght be interesting to really dial UP the sensors, then set the AI lower (as a test). |
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#8 | |
Torpedoman
![]() Join Date: Jul 2005
Posts: 112
Downloads: 16
Uploads: 0
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"No no, a bit to the left, we want to hit the bearded guy, not the one with the glasses" |
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#9 | |
Silent Hunter
![]() Join Date: Jul 2007
Location: The Peach State
Posts: 4,171
Downloads: 141
Uploads: 10
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:rotfl: Feeling a bit paranoid, are we?:rotfl: just kidding, BTW |
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#10 |
XO
![]() Join Date: Mar 2007
Posts: 420
Downloads: 5
Uploads: 0
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Since starting a new career with Vanilla, 1.3, and TM 1.6+ I have not had an opportunity to bump into a convoy, or a task force for that matter. Most of my contacts have been single ... maybe the occasional double ship type.
I'm hoping one day to get a good convoy so I can see if I'm any good or not. ![]()
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----------------- Snuffy! |
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