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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#16 | |
Weps
![]() Join Date: Feb 2009
Location: Wilhelmshaven Local Pub
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@ Oneshot/Onekill, those are all good points. Daytime attacks were avoided if possible. I am considering not using them after 1940. In my typeIIA fuel does often become the reason I have to return to base and with malfunctions on there have been times in bad weather where my top speed was only 8 knots. There are also cases where a sub returns to base because of a crew member illness or injury. I have wondered how you maintain silent running if half your crew has colds or the flu. |
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#17 | |||
Weps
![]() Join Date: Jan 2007
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Does anybody know what factor constrains the longest range at which a target can be seen? I don't use a 16k environment mod because of my ancient graphics card. If I reduce the Visual range factor to 0.4, will the maximum range at which I can detect aircraft be increased, or will I just have a higher chance of seeing an aircraft which is far away but still within some maximum range that is established elsewhere? |
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#18 |
Captain
![]() Join Date: Feb 2009
Location: Drinking a cold one in Davey Jone's locker.
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@Otto Heinzmeir. You can also try this sometime, its what i do. If i recieve a contact on my map and its more than 100km away as a rule of thumb i do not attempt to track it down, UNLESS its on a general course heading to allow me an easy intercept. ie using very little fuel.
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#19 | ||
Weps
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Phase 1. First 10% of loading rime. Crew setting up, torpedo still in storage. Options: A) Abandon gear. Stay on surface 30 seconds before crash dive, lose ability to load any externally stored torpedos for rest of mission. B) Stow gear. Stay on surface 3 minutes before crash dive. Wait three minutes on surface before next attempting to load this torpedo. C) Stay on surface until next phase. Phase 2. 10% to 50% of loading time. Crew removing torpedo from stowage and positioning over hatch. Options: A) Ditch torpedo and gear. Stay on surface 2 minutes before crash dive; lose ability to load any externally stored torpedos for rest of mission. B) Ditch torpedo, stow gear. Stay on surface 5 minutes before crash dive; do not attempt to load this torpedo again this mission. C) Stay on surface until next phase. Phase 3. 50% to 100% of loading time. Crew passing torpedo through loading hatch. No options. Stay on surface until torpedo loaded. |
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#20 | |
Weps
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All the factors you list are modelled by the game, though perhaps they don't have quite as much effect as they did in real life. In the game, sea state affects a U-boat's speed, light conditions affect chance of being visually spotted and fuel affects range. I do not disagree very much about the number of radio contact reports. The number might be a bit high, but German naval SigInt (XB-Dienst?) and reconnaisance from other boats and aircraft resulted in a lot of radio contact reports. In fact I don't like mods that remove the colour of contact reports from the map, because in reality, those contacts would often be reported as enemy or friendly. You seem to be arguing that in real life, u-boats saw as many ships as we do in-game, but they sank a much lower proportion. I take the position that they made fewer sightings than we do. Perhaps they also sank fewer per sighting. I have no opinion on that. As for the number of sightings, I have read a couple KTB's and a few books. The number of sightings per day on my in-game patrols is higher than what I have read was actual experience. Also, while the number of convoys spawned in the campaign may be similar to historical, in real life the allies were using Ultra to route convoys around u-boats, so fewer were seen than is the case in-game. |
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#21 | |
Weps
![]() Join Date: Feb 2009
Location: Wilhelmshaven Local Pub
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You might try testing it out in a game that you aren't playing as a career. ;Visual. Visual range factor=1.0 ;[>=0] Visual fog factor=1.1 ;[>=0] Visual light factor=5.0 ;[>=0] Visual waves factor=0.8 ;[>=0] Visual speed factor=0 ;[>=0] Visual aspect=0.9 ;[>=0] Visual enemy speed=0.2 ;[>=0] Visual noise factor=0 ;[>=0] Visual sensor height factor=0.4 ;[>=0] Visual already tracking modifier=600 ;[detection probability modifier], most accurate, once a contact is detected it will lose it very hard Visual decay time=200 ;[>0] already tracking bonus decay, in seconds Visual uses crew efficiency=true ;[true or false] I like the idea about having to abandon your external torpedoes. Last edited by Otto Heinzmeir; 03-09-09 at 03:28 AM. |
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#22 | |
Weps
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#23 |
Grey Wolf
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Sure the number of ship contacts & sightings is greater than would happen in RL but if we only saw as many ships as RL U-boat commanders did I think that a lot of us (myself included) would quickly lose interest in the game.
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#24 |
Eternal Patrol
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But others of us would like it even more. I think it needs to be one of the realism options.
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“Never do anything you can't take back.” —Rocky Russo |
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#25 | ||
Weps
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Unfortunately, I don't know how to mod that, and I'm not going to move to an existing 16K mod w/o first buying a new graphics card, which I won't do without buying a whole new computer to go with it. That's at least a year away. In turn that really limits my ability to play type IX boats after 1942. I have started 9 patrols in type IX boats in 1943. Six resulted in the sub being lost. In the other three the sub made it back to port with severe damage. All due to aircraft. I think that's just about double the appropriate power of the air forces. I will definitely experiment with tweaking the enemy speed factor, as you suggest, and possibly reducing the chance of air attack as suggested in an earlier post. If I understand how the air part of the game works, there aren't actually any aircraft out there flying patrol routes, the way surface ships do. Rather, the game caculates the chance of you being attacked by aircraft and when that chance is hit, spawns aircraft some random distance and bearing from your sub already heading to attack you. The problem with this is that it means just about all enemy aircraft sightings end with an attack by the aircraft. That is not how it hapened in real life. U-boats would often detect the aircraft and dive without the aircraft ever seeing the u-boat. I wish there was a better way to simulate this in the game. The amount of aircraft sightings is about right, but the number of aircraft attacks is too high. Perhaps one approach would be to reduce the maximum speed of aircraft, so it took them more time to get to the sub. A downside would be that this would make it easier to shoot them down.
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100% realism, DiD Harbor Traffic 1.47(incl. RUB) Using SH3 Commander to implement many custom realism tweaks Covered 1939-1945; now restarting in 1939 again. Completed 39 careers, 210 war patrols, 4.7Mt sunk, 19 subs lost |
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#26 |
Weps
![]() Join Date: Feb 2009
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Yea the setting to actually expand the 8k limit may be in perhaps a dat file, or some other type that can't be opened by a text editor. There is a program called 3sd that can open and edit the other files. In the 16x environment mod I use, the files seam to all pertain to scenery. I don't reallly know which file it could be or if you can have a 16k viewing radious without a 16k environment which is what you need at present. We need to get the modding experts in here.
![]() The idea about reducing the planes speed would work I bet. Just don't shoot at them I guess. I notice they also have size parameters. You could half there speed and half there size to make to make them smaller targets to compensate. I'm pretty sure that they would still appear the same in game and just be harder to hit. Maybe halving there size would then make then 2 hard to hit. This sounds like a lot of work. I'm going to take a nap ![]() |
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#27 | ||
Captain
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Location: Drinking a cold one in Davey Jone's locker.
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Again i think i didnt clarify or maybe i miss spoke, but when talking about # of contacts spotted during a patrol, i was more reffering to other U-boats, aircraft, surface vessels, and radio intercepts. Not personally spotting them yourself! |
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#28 | ||
Weps
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You're right, it does sound like a lot of work. Before I do that I'm going to try the following: Keep a log of all occaisions I surface a boat, to see how long I run before an aircraft shows up, and whether I am attacked. Then, try tweaking the Sensors.cfg file to decrease Visual range to 0.4 from 0.5, increasing the Enemy speed factor to 0.3 from 0.2 (but setting use of crew efficiency to true), and then, in AirStrke.cfg, reducing Default Air Strike Probability from 10 to 7 for 1943 and later, and log the results and compare. |
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#29 | |
Weps
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The same with the other factors. You can load the same save game in allied airspace and just change one parameter at a time. When you want to test stuff like this is usually when no planes ever appear ![]() |
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#30 | ||
Weps
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If I had no idea what the various paramaters did, that's exactly what I'd do. In this case, I have a pretty good working hypothesis of what's going on, and while I am changing four parameters simultaneously, only two will actually interact with each other. My test crews will have 100% efficiency, so that change will have no effect during the tests. The change to Airstrike will affect whether aircraft show up at all, while the other two changes will affect how well my crew spots them when they do show up. Since I am not too concerned about the relative impacts of the two sighting parameters, I'll only test them separately if something unusual is the result. Also, the sensor changes will affect ability to see ships, too, and I don't want to affect that too much, so I will have to test against surface vessels as well. |
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