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Old 01-30-22, 12:55 PM   #454
Bubblehead1980
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Join Date: Apr 2009
Location: Florida USA
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Quote:
Originally Posted by Strykr View Post
I agree with Fitzcarraldo, A Convoy Training mission would be great.
I use the "Dick O'Kane Fleet Boat" mission, for practicing torpedo attacks and methods, and a night convoy scenario would be helpful for testing tactics.

Currently in campaign, I'll make a quick save when I detect a convoy, and replay it different ways.

I find I have pretty good luck with night attacks if I'm around 2000 yards.
Depending on weather conditions of course. I "Shoot and Scoot", so anything closer, and I dont have time to get out of visual range before torpedo impact.

The addition of Wolfpacks will be a GAMECHANGER.

Again, great job on your Modpack Bubblehead, and congrats on your Mod/Modder of the Year Award.


Sounds like you are doing it correctly, good job. In reality typical firing range in night surface attack was 2000-2500 yards, so I tweaked things in the mod so could, in most cases, fired from 2000-2500 yards, make the turn away without always being spotted, and shredded by sniper like gunfire. Basically, your sub is difficult to visually spot on the surface, as subs actually were. Many variables involved, but sounds like have found the intended experience.

How I operate, to avoid showing broadsides and thus risking being spotted prior to torpedo impact, is after firing, I make sure have a little momentum and rudder already on about 5-10 degrees of direction intend to flee, so basically by time torpedoes hit, I am in the turn, then just before torpedo impact, I go ahead flank to push on through the turn and haul a**. Worst case (in most situations), I can dive if needed.


I agree, coordinated attack groups aka wolfpacks is a bit of a game changer. I am still tweaking some things but have some basics working pretty well in testing. Of course, due to limitations of game can't exactly operate and communicate as the actual packs did, but still brings the immersion and provides some assistance against the larger convoys etc.

Example of what I have so far.

Orders in July 1944 will state are to proceed to Luzon Straits as part of wolf pack (they will have, based on historical docs, the name of the pack, typically named as the pack CO, be it a Captain in the early packs of the most senior CO aboard one of the subs) . In some instances, will depart in company with other AI subs (as packs often did), some instances will just proceed to your assigned area.

For the coordinated attacks, the AI subs (which fire torpedoes) are placed to appear along the track of a specific convoy , appropriate radio traffic will appear ordering player sub to so and so position at x date and time. It is set up so in some cases player is first to attack, some cases, wll be second or third. This is typically how us wolfpacks operated, they took turns, attacked from opposite sides.

In the sim, plays out well when most escorts are distracted, trying to hunt/sink the other subs, player can move in and attack.

One I recently I had in testing is I was inside convoy of 18 ships in 1944, on the surface at night and set up on two large tankers in the center column(where the most important ships usually are located). Fired three MK 18 each, which for northbound tankers, is somewhat overkill since are most likely loaded with fuel, but never know, so fired three each. Anyways, they hit, two 10000 tankers in fireballs, fired stern tubes at a merchant in column astern, hit it. Now, was racing along, dodging spotlights and gunfire. Could see escorts rushing in towards me on radar and visually spotted their massive bow wakes due to speed. Of particular concern was a full fledged destroyer, they and most DE's have speed to overtake sub on surface, unlike most escorts.

Anyways a couple of minutes into the chase, a ship on the starboard exterior column blows up, could hear(gotta love EAX sound mod) and see the flash in the distance. The DD turned around to go after it, as did two other escorts, only one kept heading for my area. I spent a few minutes dodging other merchants spotlights and sporadic gunfire, the escort trying to locate me, but always behind, but finally seemed to gain a fix and was closing, occasionally firing his guns from 3000-4000 yards, one or two close splashes, but not too close. Then on the port side of convoy, boom another ship goes up, escorts head that way. I was near the rear of the convoy about to exit and a mid sized merchant presented easy set up for my last MK 18 in stern tubes( had more in reserve, but had fired other three, saved one in case needed it before had chance to reload) . Manned aft TBT, fired the torpedo from 2100 yards. Ship must have had ammo as cargo as it denigrated, which 4600 ton merchants typically don't do unless have volatile cargo. Of course this attracted a previously undetected escort , the "rear guard" but , but was able to pull away on surface after chase and dodging a few rounds.

I was in testing, so had the external and next previous cams on. I was abel to watch escorts counter attacks on the subs. Unfortunately, a oversight, omission, bug etc in SH 4 , likely because UBI was too lazy to really work in AI subs into SH 4, is other AI vessels see them, even when they are not visible above the surface. So the escorts get within range and "spot" them, they fire their guns first, instead of just dropping depth charges. However, they will get close enough and will drop depth charges. AI subs don't change depths, so there is no "going deep" to evade. I have them timed and set to hit their last waypoint after attacking, so they will delete on last waypoint, which simulates them going deep and running silent. This also makes daytime submerged pack attacks not really possible as they are spotted at some distance.

Surfaced US AI subs, I am on the fence to include them in attacks, because they have tendency to get into gunfights with escorts lol. Guess could remove their deck guns, but then looks silly. Still working that part out.


Totals for attack in testing.

My boat (GATO)- Two 10000 ton tankers, one 4500 ton merchant.

AI Sub #1 - One merchant (unknown tonnage)


AI sub#2 One merchant (unknown tonnage)


Now, these results are not typical, AI subs are usually not most accurate shots lol, be it enemy or friendly.
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