SUBSIM Radio Room Forums



SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997

Go Back   SUBSIM Radio Room Forums > Current crop of subsims & naval games > Wolfpack
Forget password? Reset here

Reply
 
Thread Tools Display Modes
Old 03-04-20, 04:03 PM   #1
Von Due
Sea Lord
 
Join Date: Jul 2012
Posts: 1,660
Downloads: 30
Uploads: 0
Default Various Questions On Game Engine And Game Play

Now, I don't have the game and I am on the fence, I'll probably wait until I see more of how the game developement progresses and in which direction. That being said, I have for starters one question (for the time being).

Different games have different ways of dealing with lighting conditions for an attacking sub. In https://www.history.navy.mil/researc...t-convoys.html there are a couple of snippets that read

Quote:
Moonlight Nights.

On moonlight nights submarine will probably operate on the surface with very little buoyancy. Under these conditions they are very hard to see, especially if their position is well chosen with regard to the moon. The Germans are known to possess very good night glasses, which give great assistance in enabling them to make out ships and patrol vessels without being themselves seen.

A submarine captain will not get between the lines at night if he can avoid doing so, as he will be exposed to close-range gunfire if sighted, but will probably try for a shot from outside the escorting craft on the flanks, or, closing in after they have passed, try and pick off any stragglers.

The submarine is most dangerous to the convoy when on a bearing away from the moon, and this position should always be guarded, if possible, by stationing one of the escort on that bearing, but outside the short-range escort.
Quote:
Unless the sun and moon have a high altitude, a submarine will prefer, if possible, to attack from the direction of the sun's rays and, at night, from a direction opposite to the bearing of the moon.
Is this something that will matter in this game?
Von Due is offline   Reply With Quote
Old 03-04-20, 06:28 PM   #2
Fidd
XO
 
Join Date: Apr 2005
Location: Blighty!
Posts: 415
Downloads: 10
Uploads: 0


Default

I don't believe moon-path or sun position makes any difference - yet. That will likely change if and when we get playable escorts where human lookouts will be scanning the surface of the sea. At which point using the position of sun and moon to not present a readily visible silhouette to the escorts will be important.

I'm guessing here, but I would be surprised if visibility to AI escorts was kept to shorter distances than that of a human crewman. Plainly having it the other way around would defeat the whole point of playable escorts! Personally I'd like to see the current bands of visibility (in different light levels) done way with, so that U-boat commanders cannot know, with the current certainty, that they remain undetected; nor indeed if a particular escort is player manned or AI....
Fidd is online   Reply With Quote
Old 03-05-20, 01:34 AM   #3
Von Due
Sea Lord
 
Join Date: Jul 2012
Posts: 1,660
Downloads: 30
Uploads: 0
Default

Detection or not is, of course, in the code and there are several ways about it. In some games, it's distance and distance alone with a set distance within which the sub is detected, regardless. A more sophisticated algorithm takes daylight and rarkness into account effectively giving you 2 distances, one for each half of a 24 hr day. A more sophisticated algorithm deals in probability for detection and here ambient lighting conditions could be one of several factors alongside distance.

Having the light in the sub during night ops either turned off or set to red could also be coded to make a difference.
Von Due is offline   Reply With Quote
Reply

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT -5. The time now is 01:17 PM.


Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2024, Jelsoft Enterprises Ltd.
Copyright © 1995- 2024 Subsim®
"Subsim" is a registered trademark, all rights reserved.