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03-24-07, 02:17 AM | #1 |
Stowaway
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[REL] Harder Enemy Escorts- Better Sensors
**Updated v1.01 Release!**
Harder Enemy Escorts and Aircraft v1.01 for SH4 v1.1 Mod created by nvdrifter -------------------------------------------------------------------------------------------------------------- Changes/fixes in v1.01: -made AI hydrophones more sensitive -made enemy aircraft tougher -greatly reduced chance of enemy air missions -increased chance of enemy airstrike on detection. -reduced depth charge damage blast radius -increased enemy aircraft cannon accuracy ---------------------------------------------------------------------------------------------------- Features of this mod: -Deadlier enemy escorts: AI visual, sonar, radar, and hydrophone settings have all been adjusted to be more sensitive -Less cloaking effect of thermal layers: No more Star Trek style cloaking device effect after passing thermal layer. Going below the thermal will still lessen the effectiveness of enemy escort sensors, but just not as much now. -Reduced depth charge damage blast radius: Enemy depth charges will now be less deadly unless they explode very close to your sub. This was done to simulate the less effective Japanese escorts in WW2. -Deadlier enemy aircraft: Enemy aircraft will be more accurate with their cannon fire, but you will now encounter much fewer enemy aircraft because there will now be less enemy air missions. If you are detected by enemy surface ships, there is a good chance an airstrike will be sent to the location where you were last spotted. Enemy aircraft hitpoints and armor ratings have also been increased. If you decide to stay on the surface and fight, be prepared for a challenge. Some gameplay hints when using this mod: 1) Don't get detected in the first place. This is the best way to avoid being depth charged and possibly killed. Don't let them know you are there. 2) If you are detected, go to silent running, slow down to 2 or 3 knots and try to get below the thermal layer. The deeper you go, the harder it is for the enemy to detect you. If you run at speeds above 3 knots, there is a good chance you will be detected (unless the weather is stormy with rough seas). Avoid shallow waters at all costs. 3) Rough seas and stormy weather is good. Enemy hydrophones, sonar and radar are less effective in rough seas. Use this to your advantage. Be careful if making attacks when the sea is calm. You can be detected much easier. 4) If you spot an enemy aircraft while surfaced, it is advised that you dive crash dive as soon as possible. There is a good chance you will take damage from being bombed. **Please note that these sensor settings are not exactly the same as GWX's SH3 sensor settings. They are slightly less effective because Japanese escorts in WW II were not as effective as Allied escorts. You can still escape enemy escorts if you are being hunted. It isn't impossible.** **This mod was based partially on GWX's excellent sensors detection parameters** Download here: http://hosted.filefront.com/aragorn155/ Last edited by nvdrifter; 03-28-07 at 06:40 AM. |
03-24-07, 02:29 AM | #2 |
Sea Lord
Join Date: Feb 2007
Location: A Swede in Frankfurt am Main
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Cool stuff man. We needed something like this, the vanilla game is simply to easy Great work, thanks.
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03-24-07, 02:31 AM | #3 | |
Stowaway
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03-24-07, 02:34 AM | #4 |
Lieutenant
Join Date: Feb 2007
Location: Las Vegas
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Very well done, good stuff there !
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There are only two kinds of ships. Submarines and Targets. |
03-24-07, 04:14 PM | #5 | |
Admiral
Join Date: Nov 2004
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"More mysterious. Yeah. I'll just try to think, 'Where the hell's the whiskey?'" - Bob Harris, Lost in Translation. "Anyrooad up, ah'll si thi" - Missen. |
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03-24-07, 05:19 PM | #6 | ||
Navy Seal
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Actually, the real problem I saw in SHIV is not the precision but the sensitivity of the sensors. It's not how accurately they detect you, it's how often they do. From my research, I find that while the Japanese attacks on subs were grossly ineffective for the most part, subs WERE frequently detected and attacked. That's my issue here, really. From my experience with NYGM mod's sensors in SHIII (IMHO, still the finest implementation of detection issues ever) for example - I very rarely was damaged by an attack; 90% of the attacks didn't even chip the paint off my sub's hull. But I would be detected and chased after almost every attack against escorted targets, and I would have to spend a couple of hours (game time) or more manuevering away from them. While I don't think NYGM's sensors as they were would be appropriate to the pacific, I think it's hardly arguable that the player's sub should not be detected more often and forced to act more cautiously. As it is, the game encourages reckless behaviour. |
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03-27-07, 09:08 AM | #7 |
Watch
Join Date: Jan 2002
Location: Denmark
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Correct or Not
What is the historical facts ?
Its known that the Japs did not make much of radar until later in the war. What was the range and how efficent was it ? How many destroyers and ships used for escort had radar ? How many subs where sunk by jap escorts compared to thier ASW tactics from 1941 to 45 ? Going into details, how much ammo did the jap escorts and subhunters use from 1941 -45 compared to thier sinking of subs ? Weather, time of the day, the look outs position and the chance to spot a sub with the sun in the eyes there is plenty of things to consider. Using these informations shut make an fairly accurate gameplay in altering enemie behaviour.
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03-27-07, 09:37 AM | #8 | |
Stowaway
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Yes, few US subs were sunk by Japanese escorts. But most US sub commanders were much more cautious than SH4 players are. |
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03-27-07, 09:59 AM | #9 |
Samurai Navy
Join Date: Feb 2007
Location: Pretty close to the big german cruiser Blücher in Norway
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I'm trying to figure out the sim.cfg contents.
Do any of you know he difference between the hydrophone part and the sonar part? Or what is exactly the difference between hydrophones and sonar? I guess the sensivity line on one of these two could have some impact on their sensors I'll try to tweak a bit and see if I get any good results! Thanks! |
03-24-07, 02:39 AM | #10 | |
Lieutenant
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And of course, ALWAYS good advice regardless of what Mods a player uses. This should be a small banner or poster, included with the game, to be put above the monitor of any aspiring SH4 skipper.
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There are only two kinds of ships. Submarines and Targets. |
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03-24-07, 04:40 AM | #11 |
Sonar Guy
Join Date: Apr 2005
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Great mod. Need to have it to have those Jap Escorts actually act like they're the enemy!
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"Variable this is EasyRhino, do you copy? Over." Loud and clear EasyRhino. "Do we have a gig? Over." That's a Roger, we have a gig. Target is painted, start the music. "Roger that Variable. Into attack. Pickling target. Target is acquired and lit. LGB comin' down!" EasyRhino, circular error probability zero. Impact with High Order Detonation. Thank You, have a nice day. |
03-24-07, 05:41 AM | #12 |
Samurai Navy
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Great work!
Thanks a lot! Will download now! You're the man! |
03-24-07, 06:00 AM | #13 |
Samurai Navy
Join Date: Feb 2007
Location: Pretty close to the big german cruiser Blücher in Norway
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Ok!
Have some bad news again! Still the same thing about the escorts! They act like they are cruisers with depthcharges! I cruised at periscope - flank speed 800 metres right in front of one of them. Calm sea and no fog or rain or anything! They didn't hear anything! As I raised periscope they spottet it passed me and deployed depth charges. i continues at flank periscope. They didn't ping once and lost me as soon as the periscope was down! |
03-24-07, 06:50 AM | #14 | |
Stowaway
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03-28-07, 01:43 PM | #15 |
Watch
Join Date: Oct 2005
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where is this new version located at, the link supplied don't seem to have it.
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