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Old 01-07-08, 11:10 AM   #1
MarkShot
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Default GWX 1.03 vs GWX 2 - Escort loiter time?

I remember six months ago, it had been brought out in a thread which I started that GWX 1.03 escorts would only loiter for 30 minutes if they lost contact with a sub.

I am just curious was that changed for GWX 2? Is it now randomized via SH3 Commander?

Thanks.
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Old 01-07-08, 11:22 AM   #2
Kpt. Lehmann
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Quote:
Originally Posted by MarkShot
I remember six months ago, it had been brought out in a thread which I started that GWX 1.03 escorts would only loiter for 30 minutes if they lost contact with a sub.

I am just curious was that changed for GWX 2? Is it now randomized via SH3 Commander?

Thanks.
Sorry in advance for short answer. I'm about to head out.

There is no difference in that value between version 1.03 and version 2.0. (Or any other sensors settings for that matter.)

At values set above 30 minutes, escorts have a much higher risk of becoming completely out of contact with the convoy they are to escort.

As a reminder though, (to all) if you are re-acquired by the enemy, the timer is set back to zero. Late war depth charging sessions can go on for hours as AI tech and crew efficiency increases in relative proficiencies.
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Old 01-07-08, 11:32 AM   #3
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Thanks for the prompt reply.

I think you made the right call.

I used to play SH2/PA (Pacific Aces). It often happened that escorts which detected your sub would become forever separated from the convoy. On one hand, it unintentionally provided a rather cool rear guard action, but on the other hand it left the convoy even more vulnerable to reattack.

Glad to run into you again Kpt. Lehmann. Thank you and the GWX team for this superlative effort of modding. Not only are the behavioral and atomospheric aspects of GWX outstanding, but the level of documentation is simply outstanding.
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Old 02-23-08, 05:09 PM   #4
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I just noticed this line in SH3 Commander's "Randomised Events.cfg" file for GWX2. Do you think it is actually doing anything?

Quote:
;----------------------------------------------------------------------------------LOST CONTACT TIME
[0:data\Cfg\SIM.CFG]
AI Detection|Lost contact time=I|15|45|Y ;Randomises the time Escorts spend looking for you after losing contact, in minutes
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Old 02-23-08, 05:21 PM   #5
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Kpt. Lehmann,

I just tested this and, in fact, it is being randomized between 15 to 45 minutes.

Well, given that you tested 30 for GWX2. I think I will just disable this feature. I also just get rid of simulated thermal layers. Maybe these changes will give the AI a hand.

To be honest, I don't particularly like how these work, since unless you exit frequently and reload, it is too easy to get a luck break that lasts an entire patrol. So, I have gotten rid of thermals and I will stick with the 30 minutes that you folks feel works the best.

Thanks.
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Old 02-23-08, 07:47 PM   #6
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@MarkShot: You may just want to delete or move SH3Cmdr's Randomised events.cfg file. That way you can be assured of no uncertainty and can maintain the constant "known" figures.

FWIW though, if I can alleviate some of your concern, the randomisation that SH3Cmdr does will not break gameplay with GWX or any mod (if it did, it would be covered in the GWX manual). It may or may not give you an edge in certain circumstances - just like in real life - but overall it is swings and roundabouts. What it will do however, is remove the certainty from the game that IMHO has to be one of its biggest dampeners. In other words, it adds as much as is possible within SH3's engine a human element to the enemy.

And all randomisation made via SH3Cmdr is either based on real life (such as days in base) or compromised based on SH3's engine (such as lost contact time, which were it any greater than 45 minutes would result in more exposed convoys).

Further randomisation you may wish to remove (to avoid a new thread for each feature):
- U-boat crush depth - you can remove that through the SH3 options.cfg file
- Ship displacement - delete Ship displacements.cfg file

I think that's it. These two features will become options in the next SH3Cmdr. Thermal layer modelling will not become an option (the main intent of Randomised events.cfg is for users to modify, as you have done, to suit themselves).

Quote:
Originally Posted by MarkShot
To be honest, I don't particularly like how these work, since unless you exit frequently and reload, it is too easy to get a luck break that lasts an entire patrol. So, I have gotten rid of thermals and I will stick with the 30 minutes that you folks feel works the best.
I would tend to think the opposite. Knowing that the contact time is 30 minutes, the thermal layer is 300 metres, the crush depth is 275 metres etc etc I think provides a greater "lucky break" than being uncertain as to whether the hunter is experienced or inexperienced. Sure, it's still limited in that once you figure it out once (if you survive) you know it for the rest of the patrol or until you save and exit, but that's SH3's limitation for being too rigid. During the period of uncertainty though...
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Old 02-23-08, 08:04 PM   #7
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Okay. I have put back the lost contact thing, but I am going without the thermal layers, since I am looking to boosting the escorts. I don't want to do anything to weaken them.
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Old 02-23-08, 08:09 PM   #8
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Quote:
Originally Posted by MarkShot
Okay. I have put back the lost contact thing, but I am going without the thermal layers, since I am looking to boosting the escorts. I don't want to do anything to weaken them.
Whatever suits you. You can always tweak the lost contact randomisation to be, say, between 30 and 45 minutes if you'd prefer not to get anything easier than default GWX. Just don't go over 45 minutes or you'll end up making it much easier for yourself - after around 45 minutes the escorts tend to either lose contact of the convoy, or they can't catch back up with it, thus exposing an unprotected convoy for easy pickings.

(Hehe, pictures a mad flurry of players changing the setting to 120 minutes)
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Old 02-23-08, 09:23 PM   #9
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Deciding from hydrophone contacts if they are moving away to rejoining the convoy or are just trying another area is part of the game to my mind. Personally I would prefer not knowing how long the escorts will stick around without reacquiring the boat.
As for escorts loosing contact with convoys and having to catch up, I would suppose it might not be too unrealistic. I would guess that situations where escorts were drawn out of position would have arisen from time to time. The times I have seen this happen the escorts tend to move back towards the convoy at a brisk speed, so any advantage which might be gained isn't as great as it might appear given the top speed of the u-boat attempting reach the convoy again after resurfacing.
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Last edited by 3Jane; 02-23-08 at 10:19 PM.
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Old 02-23-08, 09:29 PM   #10
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Speaking of LOST CONTACT TIME ... does this also apply to ASW patrol?

You would think that ASW patrols should be willing to loiter for a very long period compared to escorts.
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Old 02-23-08, 09:57 PM   #11
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One of the hardest things to do is sink a Bogue and then try to avoid detection. Escorts stick around forever because they have no place to go. The best advice I have is to shoot from the extreme range of your torpedoes.
Convoys are a different matter, the escorts have to keep with the convoy. As mentioned earlier.
I find sinking a Bogue class carrier, thats part of an ASW Task force, the greatest fun of challenges.
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