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The Old Man
![]() Join Date: Jan 2007
Location: Warszawa, Polska
Posts: 1,453
Downloads: 46
Uploads: 4
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GWX, career, May 16th 1940, grid CG95 (150 km west of Gibraltar):
- 1600 - Sonar reports a merchant contact, bearing ~270, slow, closing - 1600-1800 - contact reported and lost accordingly _many_ times, repeatedly - 1800 - contact observed on periscope, hardly visible. Actually 'a merchant' occures to be TWO ships (sonar never reported two different contacts) - 1800-2000 - contact closing, more visible as the time passes, sonar still looses the contact every while, still reports a single ship - 2000 - ships close enough to observe their strange behaviour. Two large merchants heading East on W-E route, French flagged. They never move both in the same time, one is always 'all stopped' while the other moves very slowly (estimated 2 knts) and changes her course significantly, virtually surrounding the stopped one in a half-circle route with variations. Then stops and after a while the other starts moving in general E direction, again extremely slowly and on a half-circle' route. A few time they almost collide, but change course in the last seconds before collision, then both stop. - 2030 - first torpedo launched, misses targeted ship and hits the other (that was actually not the target for the torpedo). - 2045 - second torpedo launched, hits the first ship. Ships don't seem to be alerted in any way, contiune their strange behaviour and don't change their routes, proceeding very slowly and dancing together. - 2200 - ship hit as the second sinks - 0200 - ship hit as the first sinks just before I was to decide about wasting a second torpedo to kill it. What I think is the source of their strange behaviour is setting their route exactly in the same coordinates in exactly the same time. Thus the AI has a quite big problem to solve how to continue the trip and not destroy the ships by collision. But that is only my hipothesis. I've never coded anything for the game nor developed any missions, so I don't know, how the ships' route is used to be set and what the bug is. But that behaviour was absolutely a misbehaviour and I think it should be corrected. PS Actually it was hard to hit the ships, even though they were extremely slow and stopped from time to time, because one never knows, what's their actual speed and course, as it alters every moment. Hitting 'regular' ones is much easier for me. ![]()
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Long, hard, wet and full of seamen. My precious. SH3+GWX+OLC — sunk x4, retired x2; SH5+TDW — still exploring My SH5 mods: EQuaTool - Elite Quality Map Tools, Patrol Routine Scripts, No Logo Intro Menu_Animation, Less Annoying Stopwatch Links: SH5 mods I use, FileFront, Manual plotting how-to |
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