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Old 03-01-22, 06:24 PM   #16
Bubblehead1980
Navy Seal
 
Join Date: Apr 2009
Location: Florida USA
Posts: 6,922
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Quote:
Originally Posted by Rhodes View Post
Since I am using this mod, I post here:

I had an interesting encounter with a Akikaze destroyer.

10 of May, 1944, I was cruising at 2 knts for my obj (deploying troops to Formosa) at 150ft and detected the sound. We was going SW and closing all the time, decided to change course and attack him with my read tube.

He detected me and began search patterns. I decided to get him close and shoot.

Of course only one torpedo went strait to the target, hit the bow but noting. Or the distance was now very little for it to arm or I forgot to change to contact/influence.

Crash dive, change course and went to the depths. I did pass the thermal layer at 250 ft.

Some shaking but no damage, went to 400ft and decide to do a u turn. Now, the akikaze didn't detected me again. Did come closer 2 times, once pinging, but change the course almost above me and deploy the charges aft me.

To cut the story short, he only detected me again, after a few time, when I decided to return to course and got near him again, and he was stopped in the water, but the same thing. After the initial attack, he could not detected me again.

Again, I did pass the thermal layer and the see was 10m/s state, so this could also had to the situation, but the mod appears to be working.


Thanks for the feedback! Yes, mod definitely works. I plan to tweak things and release another version, seems to make things a little too easy, especially when you have the escorts that can lay large patterns of charges. The noise seems to cloud their sensors long enough they lose contact and then when you're deep, running silent, they have a difficult time regaining contact. Realistic in one sense but because of how AI is set up (if only had the code and could alter their behavior to keep hunting based instead of giving up at X amount of time without solid contact or increase the time) ends up with incompetent escorts in most cases.

However, the sea state was the main factor in your engagement, 10 m/s produces 19.44 knot winds, decent waves which can handicap the AI sonar, esp if below a thermal layer/deep. Disturbance mod just exacerbates this. In a calm sea state, they would not have been such push overs even with the mod, but also still handicapped.

Wheat I like about the disturbance mod is provides that small window of cover real subs had after DC explosions, so can go to flank speed and not be heard etc.


I have not been using it lately because testing some new sensors, goal is to make it so don't have to go to crazy depths every time in later part of war, esp in the Gato, Sargo, Salmon, Tambor, Gar, to survive. S Boats can't go that deep. Of course, want them to remain competent and challenging ASW, so trying to balance it, including with revised version of disturbance mod.
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