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Old 07-17-22, 08:11 PM   #1
Bubblehead1980
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Default Interested, hopeful/

I've been following this sim's development for a while and am hopeful. I have yet to play it, I do not like to play sims until they are finished or close to it, unless I am a tester.


Idea of running a sub with other human players is great, look forward to that.


I have to ask about a key element that is somehow always left out of WW II subsims for a unknown reason...ability to conduct historically accurate night surface attacks, without getting shot up/destroyed every time. This is primarily due to the nights always being far too light, how AI visual sensors work. In SH 4 TMO and Dark Waters I have been able to modify this sufficiently so can perform realistic night surface attacks in the pacific with fleetboats and in the Atlantic with U Boats, including attacking from inside the convoy under some conditions. However, if things were properly done from the start, would be no need and would work better.

So, how are the nights in wolfpack? I've only watched videos . Will realistic night surface attacks, including getting inside the convoy under certain circumstances be possible? If not, I hope this will make it into final game.
Night surface attacks were the preferred tactic at night, kills immersion and realism of a sim when can not perform such attacks.
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Old 07-18-22, 08:54 AM   #2
ht-57
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"I have yet to play it, I do not like to play sims until they are finished or close to it"


You sir are missing out. As I only play sp and with bots and its a gr8 time!
I bought WP a couple years back and it only gets better and better with the
continual upgrades by devs. I don't think it will ever really be "finished"
But it certainly works real well.
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Old 07-18-22, 10:45 AM   #3
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Wolfpack is quickly becoming my favorite subsim, it may be "early access", but all essential features are already in game.

Now on BHs particular question, yes, you can carry out realistic night surface attacks. It is possible to sneak to within 1,000 meters of merchants in a convoy on the surface at night without being spotted. Night, especially with no moon is suitably dark.

Escorts are not blind, however. If you are spotted by one, expect starshells to be immediately fired over you, at which point the life expectancy of your sub goes down dramatically...
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Old 07-18-22, 03:00 PM   #4
ht-57
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Here's a lil vid showing the historic use of

Ausdampfen at night


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Old 07-18-22, 05:20 PM   #5
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Quote:
Originally Posted by ht-57 View Post
Here's a lil vid showing the historic use of

Ausdampfen at night


I apologize for the darkness of the video, but hopefully the concept is clear. This (Ausdampfen) was the standard method of data gathering, if anyone wants to mimic history.
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Old 07-18-22, 08:19 PM   #6
Bubblehead1980
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Quote:
Originally Posted by Bilge_Rat View Post
Wolfpack is quickly becoming my favorite subsim, it may be "early access", but all essential features are already in game.

Now on BHs particular question, yes, you can carry out realistic night surface attacks. It is possible to sneak to within 1,000 meters of merchants in a convoy on the surface at night without being spotted. Night, especially with no moon is suitably dark.

Escorts are not blind, however. If you are spotted by one, expect starshells to be immediately fired over you, at which point the life expectancy of your sub goes down dramatically...

Thanks for the reply, good to know and from videos posted here looks like nights are pretty dark. Hmm sounds like sniper like fire every time? Hope not. Subs were not easy to hit with gunfire on surface, especially at night. Something else I had to mod in SH 4 to make night surface attacks reflect reality.


How is the AI behavior for depth charge attacks?


When start a patrol, do you start in base and transit to/from area? Hope so
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Old 07-19-22, 06:30 AM   #7
ht-57
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"When start a patrol, do you start in base and transit to/from area? Hope so"
Short answer ..No

WP is not Silent hunter meaning WP starts you in the vicinity of a contact,
which you have to locate and hunt down. So a mission can last from an hour to four+ hours
BTW there's no pause feature or time compression or saves, which in turn

adds to the stress level.
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Old 07-19-22, 06:39 AM   #8
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Quote:
Originally Posted by Bubblehead1980 View Post
Thanks for the reply, good to know and from videos posted here looks like nights are pretty dark. Hmm sounds like sniper like fire every time? Hope not. Subs were not easy to hit with gunfire on surface, especially at night. Something else I had to mod in SH 4 to make night surface attacks reflect reality.


How is the AI behavior for depth charge attacks?


When start a patrol, do you start in base and transit to/from area? Hope so
Currently the game has options for escort aggressiveness. The AI does use sensors and ASW tactics.

No transit, this is a real time combat simulation, so you are not going to be zipping around the ocean at 1000x speed. You start in close proximity to a convoy, you will need to use passive sonar to find them. With the "close encounter" option, you start at the edge of visual range. The gameplay is a convoy encounter.

Next on the schedule are bug fixes then work on the next checklist item, damage systems for ships.
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Old 07-19-22, 05:02 PM   #9
Bubblehead1980
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Quote:
Originally Posted by Onkel Neal View Post
Currently the game has options for escort aggressiveness. The AI does use sensors and ASW tactics.

No transit, this is a real time combat simulation, so you are not going to be zipping around the ocean at 1000x speed. You start in close proximity to a convoy, you will need to use passive sonar to find them. With the "close encounter" option, you start at the edge of visual range. The gameplay is a convoy encounter.

Next on the schedule are bug fixes then work on the next checklist item, damage systems for ships.

Ah that is disappointing, no transit. Takes away a lot from simulation aspect. No plans to change this?
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