ORIGINAL: mdiehl
I wonder how one poster can know what another poster is reminded of?
Nih! Nih!
Ugum Bugum - Uber Alles!!!
Moderators: wdolson, MOD_War-in-the-Pacific-Admirals-Edition
ORIGINAL: mdiehl
I wonder how one poster can know what another poster is reminded of?
Nih! Nih!
ORIGINAL: Mynok
I think most players would prefer some kind of balance more than slavish adherence to history in one aspect of the game, when other, major, factors are hard-coded to be very ahistoric. If we ever get a WITP2 I hope refits and R&R, and historic tube management, are included. Until then, playing with ASW effectiveness variables is an attempt to steer around hard-coded game realities.
Amen. Sanest post (in a pool of very few) I've seen on this thread so far.
ORIGINAL: mdiehl
American DD skippers and crews knew EXACTLY what to do with torpedoes when not tied to a gun line. Most of the crews were highly experienced by training, and almost no one got promoted to command a Desron in the USN at any time in the interwar period without exemplifying good knowledge of tactics and a penchant for bringing the enemy to battle.
Bring up another myth, I'm enjoying dispelling them.
ORIGINAL: bklooste
(when most allied subs attacked mainly unescorted vessels) .
And a quesiton for those who want the IJN to never, or nearly never, fire at escorts. If the sub is bingo fuel tomorrow, and a KV shows up, should the CO shoot at it? How about two days fuel? What parameters would you give the coders if you were doing the system analysis for them? Under what exact conditions should a sub shoot at an escort? Different for each side? (Historically, the USN began going after escorts on purpose in mid-1944. See USS Harder.) Do the players think there should be parallel code bases for the two sub fleets? (Not that this will happen.) Is the issue that they shoot at all, or is the issue that they hit escorts too often? I suspect that code is easier to alter than firing-decision code. Ecorts should be hard to hit for several reasons, primarily short waterlines, fast spins, and more lookouts per ton than merchants. But I sure don't know how to tell a coder how to tweak any of those to be "historic" (Were Canuck lookouts better than guys from Brooklyn?), let alone how to do it and not break something else--like have that I-boat use those four fish on a tanker day after tomorrow that "should have" lived if only that KV had died.
Drawing attention to the fate of USS Duncan was an appropriate and accurate counter to the charge that the Japanese looked like idiots at Cape Esperance. Helena opened fire without authority due to a misunderstood exchange of signals. Duncan was hit by fire from friendly ships – a clear target identification failure. Scott’s order to check fire was disregarded by a number of American ships. The US force squandered an advantage that should have resulted in annihilation of the Japanese bombardment group. I do not disparage either side by suggesting that their performance made them look like ‘idiots’, but it is plain from the above that the Japanese had no monopoly on shortcomings in command, control and target identification that night.ORIGINAL: mdiehl
Anyone else got a glib nonsequitur that needs to be shot down?
I shouldn’t have to put up with mdiehl’s barbs, and I won’t. If moderators won’t restrain this kind of inflammatory behaviour I shall respond to it as I see fit.
ORIGINAL: Local Yokel
I shouldn’t have to put up with mdiehl’s barbs, and I won’t. If moderators won’t restrain this kind of inflammatory behaviour I shall respond to it as I see fit. Or find a forum for my contributions where such conduct isn't tolerated.
"Come and see the violence inherent in the system. Help! Help! I'm being repressed!"
ORIGINAL: Ron Saueracker
I advocated an AI sub-routine which allowed subs to be controlled by an HQ (like IRL) and the player simply picked doctrines and patrol zones and the AI did the rest. Subs were assigned to squadrons to micromanage various player desires/strategies. Might have worked.[;)]
ORIGINAL: jwilkerson
In any possible new game successor to AE that I am involved in - there would be a submarine/ASW design driven by knowledgeble SMEs from the start of the design phase. I actually first posted on this forum to "whine" about the submarine/ASW modeling - ran smack into Ron - though we were in pretty much total agreement - probably still are [:)].
ORIGINAL: Bullwinkle58
So, when is hte new game going to be done?[:)]
ORIGINAL: Local Yokel
I shouldn’t have to put up with mdiehl’s barbs, and I won’t. If moderators won’t restrain this kind of inflammatory behaviour I shall respond to it as I see fit. Or find a forum for my contributions where such conduct isn't tolerated.
ORIGINAL: Bradley7735
ORIGINAL: Local Yokel
What, incidentally, were these “faulty doctrines” on which Japanese ASW is said to have been based, and where can I see this documented?
There was a politician who made a speech one day, saying that our (US) subs were doing great in the Pacific because the Japanese were setting their depth charges at 200 feet, and our subs were nice and safe at 350 feet.
That speech made quite a stir at the time, because a politician was announcing war time information that spies could use to help kill Americans. (as far as anyone knows, that information did not make it back to the Japanese, who continued to keep their depth charges shallow.)
ORIGINAL: Ron Saueracker
And a quesiton for those who want the IJN to never, or nearly never, fire at escorts. If the sub is bingo fuel tomorrow, and a KV shows up, should the CO shoot at it? How about two days fuel? What parameters would you give the coders if you were doing the system analysis for them? Under what exact conditions should a sub shoot at an escort? Different for each side? (Historically, the USN began going after escorts on purpose in mid-1944. See USS Harder.) Do the players think there should be parallel code bases for the two sub fleets? (Not that this will happen.) Is the issue that they shoot at all, or is the issue that they hit escorts too often? I suspect that code is easier to alter than firing-decision code. Ecorts should be hard to hit for several reasons, primarily short waterlines, fast spins, and more lookouts per ton than merchants. But I sure don't know how to tell a coder how to tweak any of those to be "historic" (Were Canuck lookouts better than guys from Brooklyn?), let alone how to do it and not break something else--like have that I-boat use those four fish on a tanker day after tomorrow that "should have" lived if only that KV had died.
I advocated an AI sub-routine which allowed subs to be controlled by an HQ (like IRL) and the player simply picked doctrines and patrol zones and the AI did the rest. Subs were assigned to squadrons to micromanage various player desires/strategies. Might have worked.[;)]
ORIGINAL: Bullwinkle58
ORIGINAL: bklooste
(when most allied subs attacked mainly unescorted vessels) .
Do you have a source for this rather incredible claim?
ORIGINAL: bklooste
ORIGINAL: Bullwinkle58
ORIGINAL: bklooste
(when most allied subs attacked mainly unescorted vessels) .
Do you have a source for this rather incredible claim?
1. i was reffering to 1941 not teh whole war. Though would say its also true in 42.
2. How many non troop transport convoys did the Japanese run in 41 and early 42 , the sources i read state little convoying was done ? How many escorts are there in the OOB ( if you use historical conversions and when most of the destroyers are mainly used for troop transports) .. Result = lots of task forces with very few escorts. QED. Even players who do lots of conversions and reasonable convoys are struggling with 1 escort per convoy or 2 for high priority.
ORIGINAL: Bullwinkle58
There were fewer escorts sunk in 1942 because of several variables. There were fewer subs on patrol. The torpedoes didn't work. Many of the pre-war COs were too cautious, and were relieved, but not until they'd made a couple of patrols. None of those reasons indicates that the Japanese didn't escort convoys in 1942.