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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#16 |
Engineer
![]() Join Date: Mar 2005
Posts: 218
Downloads: 14
Uploads: 0
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![]() Either people are too busy playing or they didn't notice any change from SH3/4, which is sad ![]() A submarine simulation should be almost like a stealth game. You pick up the right approach to your target evading the escort, fire your torpedoes and dive back to cover as fast as possible before the escorts throw depth charges at your last known position. Back in ww2 any sub crusing at slow speed under 120-150 meters of water was as good as inivisible. Sonar or not. That's why the allies invested a lot in acustic torpedoes and buoys. That's why hunter ships covered search patterns for 48hrs around the area where a sub was last seen or detected. The only way to catch them was when they had to surface for recharge and before they dived too deep...
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#17 | |
Navy Seal
![]() Join Date: Mar 2007
Location: New Mexico, USA
Posts: 9,023
Downloads: 8
Uploads: 2
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Regarding number 1, not they don't conduct proper air operations. While I'm fine with AI aircraft on ships as an abstraction at some level, in SH4, it's best to literally turn that functionality off, or seriously curtail it. The "airstike" paradigm in SH is such that once detected, the planes will swarm all over the place. In some limited circumstances---like escort carriers in the ATO---this behavior is not awful since the raison d'etre for CVEs in the ATO was to attack submarines. In general, however, ship based aircraft did NOT funtion with that as their sole purpose. So maybe 1-2 planes fly ASW watch, and if detected, virtually no more would be launched. Planes were instead (other than a few on CAP) held and launch ALL AT ONCE for an airstrike (rare). As a result, you should at most see 1-2 planes above a CV, except during the CV's actual use as a CV, when virtually all planes would be aloft---but NONE would be attacking subs, since they'd be flying off to attack their REAL target far away. The CAP might still spot a sub (their eytes would be looking for PLANES, however, this would be VERY unlikely) in rare cases. Bottom line is that for CVE escorted convoys, the SH airstrike paradigm is acceptable if properly modded, but for all other CV operations, it's best almost entirely removed for even a hint of realism. Also, air o0ps are not at all realistic in general from an AI POV. Having a couple planes aloft on ASW patrol or CAP is fine, but if the CV(E/L) needed to launch MORE planes, it would have to spot the new planes, then turn into the wind, and do the same to recover. That's a major failing, IMO. With proper ship simulation, a CV caught launching or recovering aircraft would be steaming at a constant speed and NOT zig-zagging. An easy target. At virtually all other times it would be ZZing (as ALL ships should be doing (not independently, either, convoys should ZZ as a group)). |
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#18 | |
Swabbie
![]() Join Date: Mar 2005
Location: SoCal
Posts: 7
Downloads: 31
Uploads: 0
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Until we're given the real tools they had back then (Ie, being able to hide in and because of the aforementioned effects) SH will be nothing more than a glorified shoot'em'up. |
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#19 |
Sailor man
![]() Join Date: Feb 2010
Location: New Jersey
Posts: 49
Downloads: 32
Uploads: 0
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The biggest realism changes (my oppinion)
1. After i have attacked an unprotected convoy, 6 destroyers showed up to aid the convoy, they came out of the port next to convoy, it took them 3 hours to travel, Also aircraft showed up, and were dropping bombs at me when i was at the perescope depth in very still clear water, that was not the same in the rough seas. 2. Pericope des not follow target. 3. I think that new sending to tdc info it more realistic. 4. Ships sink realistically, i have torped a merchant in its bow, which broke off, with 2 torps, then i shot anouther, next to the broken off bow, and it was still afloat. It had to take anouther torp in to the aft, so the air bouble would burst and ship finally sank. BTW It took 3 hours to sink. 5. Have to actually walk to stations adds realizm all on its own. i didntg think so in the begining, but after i played, i felt that that feature made the game more realistic.
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#20 |
XO
![]() Join Date: Sep 2002
Location: New York City
Posts: 408
Downloads: 439
Uploads: 0
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#21 | |
Eternal Patrol
![]() Join Date: Mar 2006
Location: CATALINA IS. SO . CAL USA
Posts: 10,108
Downloads: 511
Uploads: 0
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