RE: Soon to Come - Not RHS
Posted: Tue May 13, 2008 5:01 pm
Besides USS Corvina and USS Bullhead perhaps you, Morse and Kimball can get together to supply a list of US subs sunk by IJN subs.
ORIGINAL: spence
Besides USS Corvina and USS Bullhead perhaps you, Morse and Kimball can get together to supply a list of US subs sunk by IJN subs.
Woof!! That’s the question, isn’t it? Ok, this one deserves a big answer, so I’ll post it as an addendum to this; lots of implications for this puppy.If so then would it make sense to make a hedgehog pattern equal to the number fired?
This one also deserves a big answer in a separate reply, Woof! Your questions are good!Depth charges have no facing, so we could mod load outs on ships that mimic standard patterns instead of using 'weapon mounts', and have appropriate reloads, usually expressed in x standard patterns?
Oh yes. An ASW TF has a significantly better chance to detect a sub, and therefore ‘shoot first’. A SurfCom or Escort TF isn’t “looking”, so maybe the sub gets a torp off, but once the code gets into Ship_Ship, it’s the same algorithm. The difference is in the “detection” routines.Does the ASW task force exhibit any significant effectiveness is asw than say surface combat or escort task force?
No. The code just looks at what classes of ships are allowed into an ASW TF and then looks at their “weapons”. A motorboat, listed in Class DE, with 50 K-guns, will be gnarly.Do the various ship classes have any effect on asw effectiveness? Some ships were built with asw as primary purpose, such as DE's, Frigates, Corvettes, etc. (no that Frigates or Corvettes are actually modeled in the game).
Woof! Well for detection, the code is random (big divisor when sub is in ‘shallow water). For combat, the code compares the accuracy (acc) of the attacking weapon against a number of factors; underwater speed (which is a functional calculation of cruise speed), the maneuverability metric, and the leader rating. The bigger the speed, maneuver, and leader, the better the ability to get a “sub avoids the pattern’ result.What are the values in a submarine that affect asw, and how do they do this?
Bring ‘em on, pal.More questions later.
Does it mean that subs should have in field "cruise speed" put their max underwater speed instead?ORIGINAL: JWE
For combat, the code compares the accuracy (acc) of the attacking weapon against a number of factors; underwater speed (which is a functional calculation of cruise speed)
I suppose, if you were tweaking towards the ultimate for combat, you could put underwater speed in as the ‘cruise’ speed of a sub. This will, of course, skew the range/movement calculations, but you spends your money & takes your chances.ORIGINAL: Monter_Trismegistos
Does it mean that subs should have in field "cruise speed" put their max underwater speed instead?
ORIGINAL: JWE
I suppose, if you were tweaking towards the ultimate for combat, you could put underwater speed in as the ‘cruise’ speed of a sub. This will, of course, skew the range/movement calculations, but you spends your money & takes your chances.ORIGINAL: Monter_Trismegistos
Does it mean that subs should have in field "cruise speed" put their max underwater speed instead?
The code is simple, in execution, but complex, in implications,; if you tweak something for a combat result, it will tweak something else.
Just my humble opinion, I might well use IRL underwater speed as the “cruise” speed for a sub, but looking at the code, I think this will offer better ‘chances to hit’ because of the the lower (spd) parameter in the calculation.
John
This thread is directed towards how the game code functions and is for modders and players. Discussion as to IRL aspects of this & that are off-topic and should be posted elsewhere. Thank you.ORIGINAL: herwin
Just my humble opinion, I might well use IRL underwater speed as the “cruise” speed for a sub, but looking at the code, I think this will offer better ‘chances to hit’ because of the the lower (spd) parameter in the calculation.
Erp!
A sub moving faster than its cavitation speed (i.e., greater than 4 knots) is much easier to detect and kill. What a sub under attack tries to do is get under the thermocline and creep. For God's sake, this stuff is in the open literature! Don't these people know anything about submarine operations?
ORIGINAL: JWE
This thread is directed towards how the game code functions and is for modders and players. Discussion as to IRL aspects of this & that are off-topic and should be posted elsewhere. Thank you.ORIGINAL: herwin
Just my humble opinion, I might well use IRL underwater speed as the “cruise” speed for a sub, but looking at the code, I think this will offer better ‘chances to hit’ because of the the lower (spd) parameter in the calculation.
Erp!
A sub moving faster than its cavitation speed (i.e., greater than 4 knots) is much easier to detect and kill. What a sub under attack tries to do is get under the thermocline and creep. For God's sake, this stuff is in the open literature! Don't these people know anything about submarine operations?
ORIGINAL: Terminus
JWE did that.
ORIGINAL: Monter_Trismegistos
Does it mean that subs should have in field "cruise speed" put their max underwater speed instead?ORIGINAL: JWE
For combat, the code compares the accuracy (acc) of the attacking weapon against a number of factors; underwater speed (which is a functional calculation of cruise speed)
ORIGINAL: herwin
Why the big divisor for shallow water?
Subs were much less detectable in shallow water and littoral areas.
ORIGINAL: JWE
I suppose, if you were tweaking towards the ultimate for combat, you could put underwater speed in as the ‘cruise’ speed of a sub. This will, of course, skew the range/movement calculations, but you spends your money & takes your chances.ORIGINAL: Monter_Trismegistos
Does it mean that subs should have in field "cruise speed" put their max underwater speed instead?
The code is simple, in execution, but complex, in implications,; if you tweak something for a combat result, it will tweak something else.
Just my humble opinion, I might well use IRL underwater speed as the “cruise” speed for a sub, but looking at the code, I think this will offer better ‘chances to hit’ because of the the lower (spd) parameter in the calculation.
John
ORIGINAL: el cid again
ORIGINAL: herwin
Why the big divisor for shallow water?
Subs were much less detectable in shallow water and littoral areas.
A couple of issues arise: if the bottom is shallow enough a sub can sit on it - and it "disappears" from active sonar echos most of the time. In some places - e.g. Formosa Straits - currents over the bottom cause a lot of noise - rendering passive detection less likely to work - and sometimes reducing active detection range as well.
But not all is roses for the submarine: it may not be able to submerge, it may run into things in shallow water a lot more often than not - doubly so with a strong current (see Formosa Straits) - and it may itself not be able to find targets - particularly by listening.
ORIGINAL: JWE
Gosh, Henry, a couple Paxils (or any of the paroxetines) would cure that quick. Shoot, after I take a couple Paxils, I'm positively calm about losing an entire ASW TF to a KD5 with a 4" deck gun. [:D][:D]
Is submarine still able to manuver with such low speed? As I remember old Harpoon, subs always moved with speed at least 5 knots - speed arbitrary set to being lowest speed in which captain has still control over sub's position)ORIGINAL: el cid again
the speed a submarine can sustain underwater for hours is very low - only 2 - 4 knots .
OOps, sorry Harry.ORIGINAL: herwin
Oh, BTW, it's Harry (Welsh), not Henry (English). It's an old family name. [;)]