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Old 08-19-10, 01:03 PM   #541
TheDarkWraith
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Quote:
Originally Posted by Will-Rommel View Post
One strategy i would like to see in HK group (if possible to do so) would be a type of carpet bombing with depth charges by 2-4 destroyers aligned.

They would pass over the submarine, all running at the same speed and at a constant distance, and letting lose the charges. The effect would be a corridor of charges maximazing the chances that a hit is scored on the sub even with hard to port maneuvers.

I guess it's alot of scripting tho, but it is historically correct. It was depicted in some deptcharges tech book i readed on this forum some times ago.
it's actually not that much scripting to do to make that work. I haven't played with those functions but I like the idea so I'll have to look into this. Like the HK groups weren't hard enough already
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Old 08-19-10, 01:33 PM   #542
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Originally Posted by TheDarkWraith View Post
v0.0.19
- gave convoys with merchants the ability to slow down and change direction when they have a contact sighted
Hmmm...
Why the merchants have ability to slow down only? Many ships can use higher speed than convoy speed and this is natural - if you bike and see a bad dog are you slow down or accurate?
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Old 08-19-10, 01:56 PM   #543
Zedi
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Quote:
Originally Posted by Will-Rommel View Post
One strategy i would like to see in HK group (if possible to do so) would be a type of carpet bombing with depth charges by 2-4 destroyers aligned.

They would pass over the submarine, all running at the same speed and at a constant distance, and letting lose the charges. The effect would be a corridor of charges maximazing the chances that a hit is scored on the sub even with hard to port maneuvers.

I guess it's alot of scripting tho, but it is historically correct. It was depicted in some deptcharges tech book i readed on this forum some times ago.
It's accurate and more than that, this way the escort will not be forced to go back and for to avoid each other, so the hunt will be less chaotic. I agree, some kind of strategy should be implemented for the escorts, at least for those who are in charge with the sub hunt.
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Old 08-19-10, 03:14 PM   #544
TheDarkWraith
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Quote:
Originally Posted by Antar View Post
Hmmm...
Why the merchants have ability to slow down only? Many ships can use higher speed than convoy speed and this is natural - if you bike and see a bad dog are you slow down or accurate?
They have the ability to change speed from some min % to some max % of their max speed * throttle ratio so they can either slow down or speed up
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Old 08-19-10, 04:21 PM   #545
TheDarkWraith
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Antar brought up a good point via PM that the merchant convoy sometimes turns into where the contact is. This is correct becuase it's a random value that gets added to it's current heading. I've changed this behavior now in v0.0.20. The convoy leader looks to see where the contact is located in reference to his current heading and turns away from the contact via some random value (which makes the whole convoy turn away from the contact).
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Old 08-19-10, 04:38 PM   #546
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Just keeps getting better.
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Old 08-19-10, 04:51 PM   #547
Capt Jack Harkness
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Quote:
Originally Posted by Antar View Post
Hmmm...
Why the merchants have ability to slow down only? Many ships can use higher speed than convoy speed and this is natural - if you bike and see a bad dog are you slow down or accurate?
Well in the case of a submarine attack any change in speed will mess up the sub's firing solution, the bigger the change the better, so if you're already near top speed it may just be more effective to slow down.
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Old 08-19-10, 04:55 PM   #548
TheDarkWraith
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Originally Posted by Capt Jack Harkness View Post
Well in the case of a submarine attack any change in speed will mess up the sub's firing solution, the bigger the change the better, so if you're already near top speed it may just be more effective to slow down.
which was exactly my thinking also. The convoy commander currently has the ability to change speed from 35-75% of his max speed * throttle ratio. If he changes speed then the whole convoy changes speed.

Just wrote tactics for the 'carpet DCing' by HK escorts aligned side by side. Now to see if it works......

Last edited by TheDarkWraith; 08-19-10 at 05:22 PM.
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Old 08-19-10, 06:58 PM   #549
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Just an FYI.

GME is reporting conflict installing IRAI 0.0.19 with TDC 4.0.3 installed.

conflict file - uboat_sensors.sim
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Old 08-19-10, 07:04 PM   #550
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Quote:
Originally Posted by longam View Post
Just an FYI.

GME is reporting conflict installing IRAI 0.0.19 with TDC 4.0.3 installed.

conflict file - uboat_sensors.sim
yes, it's ok. IRAI has to be installed after the UIs mod
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Old 08-19-10, 08:02 PM   #551
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With 19 i notice i have hydrophone on the surface . I dont want it . I am not willing to overwrite with the no hydrophone on surface mod because i dont know if it will overwrite other things .
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Old 08-20-10, 12:10 AM   #552
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Originally Posted by sober View Post
With 19 i notice i have hydrophone on the surface . I dont want it . I am not willing to overwrite with the no hydrophone on surface mod because i dont know if it will overwrite other things .
Actually, on that note, is it possible to make the player sub's hydrophone range speed dependent? The GHG and Balkon Gerät should be functional on the surface but the flow noise at surface cruising speeds (not to mention racket from the diesels) would severely limit range.
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Old 08-20-10, 02:28 AM   #553
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TDW, I hope that maybe someday you will find time to look a bit closer into the capital ships behavior. Last night after more than a hour of searching in happy times campaign, found in the middle of Atlantic a massive task force that included 1 BB, 1 carrrier and 1 Dido.. whatever is that, ofc with a massive escort group. Night, heavy storm with low visibility, perfect conditions for an attack. So I sneaked inside the escort circle and had time to shot 3 torpedos. The 1 for the carrier was a miss, the BB sunk. So the show begins.

At 180m deep I heard some very strange noises, very different than a DC, more like a collision. So I used the external camera and right above me I saw the horror. The Dido collided with an escort and was in flames, the DD sunk. A bit later on, 2 other escorts sunk trying to get out from the circling carrier path. To keep things short, the result was 5 escorts and finally the Dido lost by their own damage.

Now, I think this part should be somehow rewritten because is totally wrong that a capital ship start hunt a sub. I saw even the mighty carrier passing many times above me and speeding up like he was about to drop some DC's. In this particular case, the capital ships should not slow down, stop or more than anything.. hunt the sub. They should speed up to max and just go, so there is no way that another torpedo will chase them. Then few escort can stay behind and play with the sub, but the capital ships should run away at max speed from the ambush scene, they are not meant to fight subs, they are to valuable ships to waste time in hunting invisible enemies.

The carrier was acting right by sending out planes, but those planes were not watching the crime scene, but fly away in long patrols and returning later when low on fuel. Dunno if you can fix this, it might be scripted in the campaign files..

Last edited by Zedi; 08-20-10 at 02:40 AM.
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Old 08-20-10, 03:49 AM   #554
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Quote:
Originally Posted by Krauter View Post
There goes my next easy patrol

Happy Times My Butt
Indeed, just took on a Cimmaron tanker with my deckgun, fired first shot from around 2.8km, as soon as I got into range of her machine guns(I imagine they are AA),
they turned my hull into swiss cheese (46%), dag nam it, back to base I go.
Unsure how close I eventually got as I was too busy putting HE shells into her waterline, but I was still more than 1.5km away.
Love this mod, gets scarier everytime I download it, but this is too much, surely?
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Old 08-20-10, 03:51 AM   #555
Ragtag
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Quote:
Originally Posted by Magnum View Post
TDW, I hope that maybe someday you will find time to look a bit closer into the capital ships behavior. Last night after more than a hour of searching in happy times campaign, found in the middle of Atlantic a massive task force that included 1 BB, 1 carrrier and 1 Dido.. whatever is that, ofc with a massive escort group. Night, heavy storm with low visibility, perfect conditions for an attack. So I sneaked inside the escort circle and had time to shot 3 torpedos. The 1 for the carrier was a miss, the BB sunk. So the show begins.

At 180m deep I heard some very strange noises, very different than a DC, more like a collision. So I used the external camera and right above me I saw the horror. The Dido collided with an escort and was in flames, the DD sunk. A bit later on, 2 other escorts sunk trying to get out from the circling carrier path. To keep things short, the result was 5 escorts and finally the Dido lost by their own damage.

Now, I think this part should be somehow rewritten because is totally wrong that a capital ship start hunt a sub. I saw even the mighty carrier passing many times above me and speeding up like he was about to drop some DC's. In this particular case, the capital ships should not slow down, stop or more than anything.. hunt the sub. They should speed up to max and just go, so there is no way that another torpedo will chase them. Then few escort can stay behind and play with the sub, but the capital ships should run away at max speed from the ambush scene, they are not meant to fight subs, they are to valuable ships to waste time in hunting invisible enemies.

The carrier was acting right by sending out planes, but those planes were not watching the crime scene, but fly away in long patrols and returning later when low on fuel. Dunno if you can fix this, it might be scripted in the campaign files..
I had the exact situation just now in the same campaign (happy days). I had good weather and sank the carrier and the Royal sov. Left for the show was 9 destroyers and a large cruiser that started circling but during the show the large ship crashed and sank 3 destroyers. Looks like the large ship doesn't stop for anything. Also...even when running silent at 1 knot at 160+ meters they never lost contact. This show lasted for hours. But as soon as i turn the engines off they lost contact. There should be a slight chance for me to get away at such depths running silent at 1 knot.
But i gotta hand it to you. It was damn close that the curtains went down for me several times. I took damage several times and the AI is a damn nice improvement except for the movement of the capital ships. Looks like they circle forever in the same spot never changing route.
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