WiTP ASW Scen Design - Not RHS

Please post here for questions and discussion about scenario design and the game editor for WITP.

Moderators: wdolson, Don Bowen, mogami

User avatar
vettim89
Posts: 3669
Joined: Fri Jul 13, 2007 11:38 pm
Location: Toledo, Ohio

RE: WiTP ASW Scen Design - Not RHS

Post by vettim89 »

ORIGINAL: JWE

Perhaps one of the reasons you don’t see hedgehogs or mousetraps in the stock game, is their peculiar characteristics, and the inability of the game code to adequately account for them.

The general hedgehog fired maybe 20 projectiles, each with about 65 lbs of torpex. This is compared to a Mk-6 DC with 300 lbs of explosive charge, or a Mk-7 with 600 lbs. The issue is how to portray this in terms of the game code.

The present editor ‘effect’ values do indeed show the Mk-7 DC with ‘effect’ of 600 (and the Mk-6 with ‘effect’ of 300), but the various hedgehogs are shown with ‘effect’ of 35. This should likely be adjusted to 65, in accord with IRL. But this still doesn’t help in determining patterning.

The code looks at ‘salvos’, so if you have a single hedgehog launcher, with ammo of 20 or 25, you will get a single attack, with a “chance to kill” based on an ‘effect’ of 35 or 65. Since ammo is 20 or 25. You ‘could’ get 20 to 25 ‘salvos’, but the game code doesn’t go that long, so your hedgehog is “practically” ineffective; you might get 6 or 7 shots (out of 20 or 25) at a kill numeric of 35 or 65 for each shot.

There are a couple ways (lots actually) that modders can accommodate these seemingly disparate elements. The one I found most effective is to have 1 hedgehog device with “Num” of 20; maybe ammo of 2 or more if you have reloads on your mind. This gives you 1 ‘salvo’ of 20 ‘rounds’, with 20 “chances to hit”, each with a ‘chance to kill’ based on the device ‘effect’ of 35 (or 65). This takes up lots of time if you have ‘combat screens’ turned on, but – what the hey – it’s your nickel.

Editor values and detailed support are available upon request. Ciao.

John

But the problem is while Mousetrap and Hedgehog had relativelive small warheads, they were direct contact weapons as opposed to the area of effect DC's. So while out of a salvo of 20 only one weapon "hit", that hit was often more devastating than a the larger warhead of a DC that exploded nearby. They were essentially shells that hit the sub. So if an ahead thrown weapon hit damage was assumed. One or two hits was considered enough to sink most subs. The USN went from a 6% kill rate initially up to 10% by war's end. That means 10% of all shots by these weapons killed their targets.
"We have met the enemy and they are ours" - Commodore O.H. Perry
herwin
Posts: 6047
Joined: Thu May 27, 2004 9:20 pm
Location: Sunderland, UK
Contact:

RE: WiTP ASW Scen Design - Not RHS

Post by herwin »

ORIGINAL: vettim89

ORIGINAL: JWE

Perhaps one of the reasons you don’t see hedgehogs or mousetraps in the stock game, is their peculiar characteristics, and the inability of the game code to adequately account for them.

The general hedgehog fired maybe 20 projectiles, each with about 65 lbs of torpex. This is compared to a Mk-6 DC with 300 lbs of explosive charge, or a Mk-7 with 600 lbs. The issue is how to portray this in terms of the game code.

The present editor ‘effect’ values do indeed show the Mk-7 DC with ‘effect’ of 600 (and the Mk-6 with ‘effect’ of 300), but the various hedgehogs are shown with ‘effect’ of 35. This should likely be adjusted to 65, in accord with IRL. But this still doesn’t help in determining patterning.

The code looks at ‘salvos’, so if you have a single hedgehog launcher, with ammo of 20 or 25, you will get a single attack, with a “chance to kill” based on an ‘effect’ of 35 or 65. Since ammo is 20 or 25. You ‘could’ get 20 to 25 ‘salvos’, but the game code doesn’t go that long, so your hedgehog is “practically” ineffective; you might get 6 or 7 shots (out of 20 or 25) at a kill numeric of 35 or 65 for each shot.

There are a couple ways (lots actually) that modders can accommodate these seemingly disparate elements. The one I found most effective is to have 1 hedgehog device with “Num” of 20; maybe ammo of 2 or more if you have reloads on your mind. This gives you 1 ‘salvo’ of 20 ‘rounds’, with 20 “chances to hit”, each with a ‘chance to kill’ based on the device ‘effect’ of 35 (or 65). This takes up lots of time if you have ‘combat screens’ turned on, but – what the hey – it’s your nickel.

Editor values and detailed support are available upon request. Ciao.

John

But the problem is while Mousetrap and Hedgehog had relativelive small warheads, they were direct contact weapons as opposed to the area of effect DC's. So while out of a salvo of 20 only one weapon "hit", that hit was often more devastating than a the larger warhead of a DC that exploded nearby. They were essentially shells that hit the sub. So if an ahead thrown weapon hit damage was assumed. One or two hits was considered enough to sink most subs. The USN went from a 6% kill rate initially up to 10% by war's end. That means 10% of all shots by these weapons killed their targets.

Can't be. It took an average of 1000 weapons expended per sub sunk.
Harry Erwin
"For a number to make sense in the game, someone has to calibrate it and program code. There are too many significant numbers that behave non-linearly to expect that. It's just a game. Enjoy it." herwin@btinternet.com
User avatar
JWE
Posts: 5039
Joined: Tue Jul 19, 2005 5:02 pm

RE: WiTP ASW Scen Design - Not RHS

Post by JWE »

ORIGINAL: vettim89
But the problem is while Mousetrap and Hedgehog had relativelive small warheads, they were direct contact weapons as opposed to the area of effect DC's. So while out of a salvo of 20 only one weapon "hit", that hit was often more devastating than a the larger warhead of a DC that exploded nearby. They were essentially shells that hit the sub. So if an ahead thrown weapon hit damage was assumed. One or two hits was considered enough to sink most subs. The USN went from a 6% kill rate initially up to 10% by war's end. That means 10% of all shots by these weapons killed their targets.
That may be quite true, but this thread is about how the code calculates results, not what they may have been IRL. There is a difference. Ciao.

John
User avatar
jwilkerson
Posts: 8251
Joined: Sun Sep 15, 2002 4:02 am
Location: Kansas
Contact:

RE: WiTP ASW Scen Design - Not RHS

Post by jwilkerson »

The WPO and subsequent port to stock of the revised surface ASW code ... does produce "near misses" ... which are (mostly) for chrome. Rarely they do produce real damage but not mostly (well except for the specially hard-coded case where username=castor !) ... [:D]
WITP Admiral's Edition - Project Lead
War In Spain - Project Lead
User avatar
akdreemer
Posts: 1028
Joined: Sun Oct 03, 2004 12:43 am
Location: Anchorage, Alaska
Contact:

RE: WiTP ASW Scen Design - Not RHS

Post by akdreemer »

ORIGINAL: JWE

Perhaps one of the reasons you don’t see hedgehogs or mousetraps in the stock game, is their peculiar characteristics, and the inability of the game code to adequately account for them.

The general hedgehog fired maybe 20 projectiles, each with about 65 lbs of torpex. This is compared to a Mk-6 DC with 300 lbs of explosive charge, or a Mk-7 with 600 lbs. The issue is how to portray this in terms of the game code.

The present editor ‘effect’ values do indeed show the Mk-7 DC with ‘effect’ of 600 (and the Mk-6 with ‘effect’ of 300), but the various hedgehogs are shown with ‘effect’ of 35. This should likely be adjusted to 65, in accord with IRL. But this still doesn’t help in determining patterning.

The code looks at ‘salvos’, so if you have a single hedgehog launcher, with ammo of 20 or 25, you will get a single attack, with a “chance to kill” based on an ‘effect’ of 35 or 65. Since ammo is 20 or 25. You ‘could’ get 20 to 25 ‘salvos’, but the game code doesn’t go that long, so your hedgehog is “practically” ineffective; you might get 6 or 7 shots (out of 20 or 25) at a kill numeric of 35 or 65 for each shot.

There are a couple ways (lots actually) that modders can accommodate these seemingly disparate elements. The one I found most effective is to have 1 hedgehog device with “Num” of 20; maybe ammo of 2 or more if you have reloads on your mind. This gives you 1 ‘salvo’ of 20 ‘rounds’, with 20 “chances to hit”, each with a ‘chance to kill’ based on the device ‘effect’ of 35 (or 65). This takes up lots of time if you have ‘combat screens’ turned on, but – what the hey – it’s your nickel.

Editor values and detailed support are available upon request. Ciao.

John
This is the conclusion I came to a while back as far as 1 device with many chances of hits.. It also helps to decrease the accuracy if you do this to say 30.
User avatar
akdreemer
Posts: 1028
Joined: Sun Oct 03, 2004 12:43 am
Location: Anchorage, Alaska
Contact:

RE: WiTP ASW Scen Design - Not RHS

Post by akdreemer »

So sink rate and weapon effectiveness have no effect at all?

User avatar
castor troy
Posts: 14331
Joined: Mon Aug 23, 2004 10:17 am
Location: Austria

RE: WiTP ASW Scen Design - Not RHS

Post by castor troy »

ORIGINAL: jwilkerson

The WPO and subsequent port to stock of the revised surface ASW code ... does produce "near misses" ... which are (mostly) for chrome. Rarely they do produce real damage but not mostly (well except for the specially hard-coded case where username=castor !) ... [:D]


I don´t want to be a smart ass or someone who´s really annoying but just put up a test. If those near misses are just for chrome you will be super amazed that 99% of your subs which receive 10 near misses (with no real hit!) will end up with sys damage between 15 and 30. This is what I see in every of my game. Just look through my AARs. I always include the hits and near misses and often enough it´s: SS Harder gets 6 near misses and ends up with 16 sys damage, sub retires to homeport. Like I said, I´m not putting up test scenarios but am playin a lot. Again, I´m speaking about those "near misses" that show up as hits afterwards in the combat report. The "near misses RATTLE sub" don´t show up in the cr and they do NO damage at all. But, again, the near misses DAMAGES sub messages do result in damage and for sure not only rarely but most of the time. And I like it that way, I´m not ranting that I don´t like it. I just wanted to point out that those near misses are surely not only for chrome. Or perhaps I don´t understand the term "only for chrome".

And that´s just what I see. Wouldn´t it be that way, I wouldn´t say it. [:(]
User avatar
witpqs
Posts: 26376
Joined: Mon Oct 04, 2004 7:48 pm
Location: Argleton

RE: WiTP ASW Scen Design - Not RHS

Post by witpqs »

My understanding is that IRL many near misses did significant damage to subs, so it seems like the game engine has it right on that one.

The notions of whether you are getting a realistic number of near misses, etc. are, of course, different issues.
herwin
Posts: 6047
Joined: Thu May 27, 2004 9:20 pm
Location: Sunderland, UK
Contact:

RE: WiTP ASW Scen Design - Not RHS

Post by herwin »

ORIGINAL: AlaskanWarrior

So sink rate and weapon effectiveness have no effect at all?


I think you might be getting a blank stare with that question. The programmers didn't understand ASW at all.
Harry Erwin
"For a number to make sense in the game, someone has to calibrate it and program code. There are too many significant numbers that behave non-linearly to expect that. It's just a game. Enjoy it." herwin@btinternet.com
User avatar
jwilkerson
Posts: 8251
Joined: Sun Sep 15, 2002 4:02 am
Location: Kansas
Contact:

RE: WiTP ASW Scen Design - Not RHS

Post by jwilkerson »

ORIGINAL: castor troy

I don´t want to be a smart ass or someone who´s really annoying but just put up a test. If those near misses are just for chrome you will be super amazed that 99% of your subs which receive 10 near misses (with no real hit!) will end up with sys damage between 15 and 30. This is what I see in every of my game. Just look through my AARs. I always include the hits and near misses and often enough it´s: SS Harder gets 6 near misses and ends up with 16 sys damage, sub retires to homeport. Like I said, I´m not putting up test scenarios but am playin a lot. Again, I´m speaking about those "near misses" that show up as hits afterwards in the combat report. The "near misses RATTLE sub" don´t show up in the cr and they do NO damage at all. But, again, the near misses DAMAGES sub messages do result in damage and for sure not only rarely but most of the time. And I like it that way, I´m not ranting that I don´t like it. I just wanted to point out that those near misses are surely not only for chrome. Or perhaps I don´t understand the term "only for chrome".

And that´s just what I see. Wouldn´t it be that way, I wouldn´t say it. [:(]

I must say that your experience sounds different from mine. I've played 1000s of turns of both WPO and WITP since the new ASW code came out and in general the results I've seen are that subs getting 6-10 near misses only, usually wind up with about 1-4 sys damage. Now toss in one real hit and the results would be as you are seeing. Only if the number of pure near misses is well over 15 would I expect to see sys dmg approaching 30 .. just from pure near missing. So not sure why our results are so dis-similar - but if we are both reporting accurtely then our results are different. Oh BTW, the results I'm reporting where from stock code and data.

WITP Admiral's Edition - Project Lead
War In Spain - Project Lead
User avatar
castor troy
Posts: 14331
Joined: Mon Aug 23, 2004 10:17 am
Location: Austria

RE: WiTP ASW Scen Design - Not RHS

Post by castor troy »

ORIGINAL: jwilkerson

ORIGINAL: castor troy

I don´t want to be a smart ass or someone who´s really annoying but just put up a test. If those near misses are just for chrome you will be super amazed that 99% of your subs which receive 10 near misses (with no real hit!) will end up with sys damage between 15 and 30. This is what I see in every of my game. Just look through my AARs. I always include the hits and near misses and often enough it´s: SS Harder gets 6 near misses and ends up with 16 sys damage, sub retires to homeport. Like I said, I´m not putting up test scenarios but am playin a lot. Again, I´m speaking about those "near misses" that show up as hits afterwards in the combat report. The "near misses RATTLE sub" don´t show up in the cr and they do NO damage at all. But, again, the near misses DAMAGES sub messages do result in damage and for sure not only rarely but most of the time. And I like it that way, I´m not ranting that I don´t like it. I just wanted to point out that those near misses are surely not only for chrome. Or perhaps I don´t understand the term "only for chrome".

And that´s just what I see. Wouldn´t it be that way, I wouldn´t say it. [:(]

I must say that your experience sounds different from mine. I've played 1000s of turns of both WPO and WITP since the new ASW code came out and in general the results I've seen are that subs getting 6-10 near misses only, usually wind up with about 1-4 sys damage. Now toss in one real hit and the results would be as you are seeing. Only if the number of pure near misses is well over 15 would I expect to see sys dmg approaching 30 .. just from pure near missing. So not sure why our results are so dis-similar - but if we are both reporting accurtely then our results are different. Oh BTW, the results I'm reporting where from stock code and data.



My two PBEMs at the moment are Nikmod patched to 1.806. But I´ve been experiencing the same in stock. I would say that a near miss that causes damage causes on average 2-3 sys dam points. Or perhaps 1,5-2,5. Which leads to the results I mentioned above when 10 near misses cause something between 15 and 30 sys damage points.
User avatar
vettim89
Posts: 3669
Joined: Fri Jul 13, 2007 11:38 pm
Location: Toledo, Ohio

RE: WiTP ASW Scen Design - Not RHS

Post by vettim89 »

Technically all damage from DC's is from "near misses" The weapons were not intended to "hit" there target. I suspect a sub actually hit by a DCwould crumple immediately. To use an analogy form another game system, Clash of Arms Cammand at Sea WWII miniatures rules, DC damage is modeled in three tiers based on how close to the sub the thing actually exploded.

I also think the use of the term "Chrome" is being misinterpreted by some. I think when you see "SUb x is rattled by a near miss" the text being fed you is the "Chrome" not the game mechanics. The game obviously feeds different text to the user based on the amount of damage incurred. Also if FOW is on, that probably comes into play also.
"We have met the enemy and they are ours" - Commodore O.H. Perry
User avatar
castor troy
Posts: 14331
Joined: Mon Aug 23, 2004 10:17 am
Location: Austria

RE: WiTP ASW Scen Design - Not RHS

Post by castor troy »

ORIGINAL: vettim89

Technically all damage from DC's is from "near misses" The weapons were not intended to "hit" there target. I suspect a sub actually hit by a DCwould crumple immediately. To use an analogy form another game system, Clash of Arms Cammand at Sea WWII miniatures rules, DC damage is modeled in three tiers based on how close to the sub the thing actually exploded.

I also think the use of the term "Chrome" is being misinterpreted by some. I think when you see "SUb x is rattled by a near miss" the text being fed you is the "Chrome" not the game mechanics. The game obviously feeds different text to the user based on the amount of damage incurred. Also if FOW is on, that probably comes into play also.


the "rattles message" can be Chrome, if Chrome means what I think it means. The "near miss damages sub message" is not chrome as it does damage - also with FOW OFF!
User avatar
JWE
Posts: 5039
Joined: Tue Jul 19, 2005 5:02 pm

RE: WiTP ASW Scen Design - Not RHS

Post by JWE »

ORIGINAL: castor troy

the "rattles message" can be Chrome, if Chrome means what I think it means. The "near miss damages sub message" is not chrome as it does damage - also with FOW OFF!
The 'rattles' could be either. Nik tells me there were tweaks made in several patches, and I'm looking at 1.5?? I think. But if a message says 'damage', then you got some (damage).

BTW, Brother Nik told me that when he, Mike Wood and Michaelm twiddled and tweaked to get the code in its current form, they implemented a wider spread of "hits" with moderate # of "hits" and a spacing of few critical hits (those critical hits being the old way where the DC device actually "Hits" the sub like in a surface ship battle and "penetrates" the belt armor hit location for serious damage, float and fire damage).
herwin
Posts: 6047
Joined: Thu May 27, 2004 9:20 pm
Location: Sunderland, UK
Contact:

RE: WiTP ASW Scen Design - Not RHS

Post by herwin »

How does one model how quiet a sub is? That's the most important factor in surviving ASW attacks. Part of it would be crew/captain experience, and part would be boat characteristics. That's also the reason subs creep under attack.




Image
Attachments
VideoSnapshot.jpg
VideoSnapshot.jpg (9.46 KiB) Viewed 158 times
Harry Erwin
"For a number to make sense in the game, someone has to calibrate it and program code. There are too many significant numbers that behave non-linearly to expect that. It's just a game. Enjoy it." herwin@btinternet.com
User avatar
castor troy
Posts: 14331
Joined: Mon Aug 23, 2004 10:17 am
Location: Austria

RE: WiTP ASW Scen Design - Not RHS

Post by castor troy »

ORIGINAL: JWE
ORIGINAL: castor troy

the "rattles message" can be Chrome, if Chrome means what I think it means. The "near miss damages sub message" is not chrome as it does damage - also with FOW OFF!
The 'rattles' could be either. Nik tells me there were tweaks made in several patches, and I'm looking at 1.5?? I think. But if a message says 'damage', then you got some (damage).

BTW, Brother Nik told me that when he, Mike Wood and Michaelm twiddled and tweaked to get the code in its current form, they implemented a wider spread of "hits" with moderate # of "hits" and a spacing of few critical hits (those critical hits being the old way where the DC device actually "Hits" the sub like in a surface ship battle and "penetrates" the belt armor hit location for serious damage, float and fire damage).

this exactly describes what I´m experiencing in my games. Near misses that create a message where it´s "near miss DAMAGES sub" that do a couple of sys damage points each and "MK xy (or Type yx) HITS sub" that do A LOT of damage, two HITS are easily enough to sink a sub (in the game). One HIT and half a dozen near misses is most often enough to sink one.

Now the question is why doesn´t jwilkerson experience the same in his games? [:D]
el cid again
Posts: 16983
Joined: Mon Oct 10, 2005 4:40 pm

RE: WiTP ASW Scen Design - Not RHS

Post by el cid again »

ORIGINAL: herwin

How does one model how quiet a sub is? That's the most important factor in surviving ASW attacks. Part of it would be crew/captain experience, and part would be boat characteristics. That's also the reason subs creep under attack.




Image

WWII subs were not quiet. When we went to guppy - we had to plug up the holes and do other things. Another problem - for those with snorkels - a sub using diesels underwater is 3 times more noisy than using them on the surface. So a snorkel helps you hide from radar - but it helps sonar hear you a lot farther off. The idea that subs should not be regarded as quiet was not a bad design choice. They put in no guppies either - so the only exception - which was not really operational - is simply absent. These vessels were just going to sea when the war ended.

As late as a decade after the ware we made submarines optimized for surface operations - and we tended to move far too fast to be quiet.
At first USS Nautelus was considered a tactical miracle - dashing about at full speed - and her captain wrote there was "no incentive NOT to go at full speed" - the idea of being quiet was not really popular even a decade later.

User avatar
JWE
Posts: 5039
Joined: Tue Jul 19, 2005 5:02 pm

RE: WiTP ASW Scen Design - Not RHS

Post by JWE »

ORIGINAL: castor troy
Now the question is why doesn´t jwilkerson experience the same in his games? [:D]
Because he made a deal, and promised his first born to Hecuba if she would 'hep him a bit'. [:D][:D]
herwin
Posts: 6047
Joined: Thu May 27, 2004 9:20 pm
Location: Sunderland, UK
Contact:

RE: WiTP ASW Scen Design - Not RHS

Post by herwin »

ORIGINAL: el cid again

ORIGINAL: herwin

How does one model how quiet a sub is? That's the most important factor in surviving ASW attacks. Part of it would be crew/captain experience, and part would be boat characteristics. That's also the reason subs creep under attack.




Image

WWII subs were not quiet. When we went to guppy - we had to plug up the holes and do other things. Another problem - for those with snorkels - a sub using diesels underwater is 3 times more noisy than using them on the surface. So a snorkel helps you hide from radar - but it helps sonar hear you a lot farther off. The idea that subs should not be regarded as quiet was not a bad design choice. They put in no guppies either - so the only exception - which was not really operational - is simply absent. These vessels were just going to sea when the war ended.

As late as a decade after the ware we made submarines optimized for surface operations - and we tended to move far too fast to be quiet.
At first USS Nautelus was considered a tactical miracle - dashing about at full speed - and her captain wrote there was "no incentive NOT to go at full speed" - the idea of being quiet was not really popular even a decade later.


Broadband acoustic sound levels (dB re 1microPascal at one meter) from Stefanick

SSBN creeping 152 or below
SSBN full speed 171-181
Merchant ship or large warship 183-190
Modern SSK 115-125
USS Hake on electric drive 126-138
WWII non-cavitating running on diesel (<2.5 knots) 144-156
USS Hoe lightly cavitating 149-151
WWII cavitating running on diesel (>7 knots) 169-180
SSN 578 155-172
HEN 160-172

Maximum SOSUS detection range (worst-best) in nm for non-cavitating WWII sub running on diesels
Deep water 20-500
Shallow water 10-70

For non-cavitating running on electric drive
Deep water 5-125
Shallow water 3-30

Basically a WWII sub running on electrics was about as loud as a Polaris SSBN or Akula SSN. A Los Angeles SSN is a bit quieter.

Harry Erwin
"For a number to make sense in the game, someone has to calibrate it and program code. There are too many significant numbers that behave non-linearly to expect that. It's just a game. Enjoy it." herwin@btinternet.com
User avatar
castor troy
Posts: 14331
Joined: Mon Aug 23, 2004 10:17 am
Location: Austria

RE: WiTP ASW Scen Design - Not RHS

Post by castor troy »

ORIGINAL: JWE

ORIGINAL: castor troy
Now the question is why doesn´t jwilkerson experience the same in his games? [:D]
Because he made a deal, and promised his first born to Hecuba if she would 'hep him a bit'. [:D][:D]

[:D] hehe
Post Reply

Return to “Scenario Design”