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Operation Sea Lance Modification Report Summary

1. SENSORS

1.1 Visual Lookout
1.1.1 No DD Lookout
1.1.2 No Merchant Lookout
1.1.3 Reduced Aircraft Lookout Range Parameter
1.1.4 No Lookout Visual Reports

1.2 Radar
1.2.1 Reduced Radar Range Parameters
1.2.2 Radar Types Standerdized

1.3 Sonar
1.3.1 No DD Passive Sonar alone
1.3.2 Reduced & Seasoned DD Active Sonar Range Parameter
1.3.3 Reduced Sub Passive Sonar Range Parameter
1.3.4 Removed Sub's Depth Display in DC Station

2. WEAPONS

2.1 Torpedoes (Escort)
2.1.1 No DD Torpedo Tubes

2.2 Depth Charges
2.2.1 Increased DC Range & Reduced Damage Points Parameters
2.2.2 Reconfigured Squid for 2 Depth Charges only
2.2.3 Hedgehog using 2 Depth Charge Throwers
2.2.4 Reduced DC Max Depth Setting Parameter
2.2.5 Reduced Sub's Crush Depth Parameter
2.2.6 Standardized SubDisplacement Parameter

2.3 Depth Charge Rack
2.3.1 Reduced DC Rack Reload Parameter

2.4 Depth Charges (Airborne)
2.4.1 Increased Damage Points

2.5 Guns (Escorts)
2.5.1 No Target Lock Button
2.5.2 No Fire Control Radar Switch
2.5.3 Decreased Ammo Radius & Increased Speed Parameters
2.5.4 Increased Ammo Damage Points Parameter
2.5.5 No Main Battery AA Ammo
2.5.6 Standerdized Main Battery SS Ammo Parameter
2.5.7 Debuged Armement Parameters in UDF

2.6 Guns (Merchants)
2.6.1 No Merchant Guns

2.7 Guns (U-boat)
2.7.1 Added Elevation & Traversal Errors Parameters
2.7.2 Increased Ammo Damage Points Parameter
2.7.3 No Selection for AI Crew to man the Deck Gun or the AA Guns

2.8 Ramming (Escort)
2.8.1 Increased DD's Displacement Parameter

2.9 Anti-Torpedo Protection (Escort)
2.9.1 Increased Torpedo Armour Parameter

2.10 Torpedo Reload (U-boat)
2.10.1 Reduced AmmoStore MagazineCount Parameters

2.11 T-V Acoustic Torpedo (U-boat)
2.11.1 Reduced T-V Acoustic Torpedo Quantity Parameter

3. UNITS

3.1 Turning Radius (Escort)
3.1.1 Reduced DD FullTurn Parameter

3.2 Battery (U-boat)
3.2.1 Reduced SubRange Parameter

3.3 Chart (U-boat)
3.3.1 Disabled Mouse Cursor and No Unit Display

3.4 Chart (Escort)
3.4.1 Disabled Mouse Cursor

3.5 Alarm Time (U-boat)
3.5.1 Reduced AlarmTime Parameter

3.6 Convoy Zig-Zags
3.6.1 Scenario Evade Order Commands
3.6.2 Convoy Speeds/Types

3.7 Visual (Escort)
3.7.1 Improved Night Vision
3.7.2 Improved Binocular View
3.7.3 Range Graticule in Binocular View
3.7.4 Brighter Graticule in Main Battery Gun View
3.7.5 Brighter Graticule in Main Battery Director View

3.8 Visual (U-boat)
3.8.1 Improved Night Vision

3.9 AI Units
3.9.1 AI Naval Unit's Parameters
3.9.2 AI Aircraft Unit's Parameters
3.9.3 AI Merchant Unit's Parameters

3.10 List of Units

3.10.1 Slow merchants
3.10.2 Fast merchants
3.10.3 Tankers
3.10.4 Troop transport ships
3.10.5 Destroyers
3.10.6 USN Destroyers
3.10.7 U-Boats
3.10.8 Aircrafts

4. STAT PILOT PROGRAM

4.1 Random Elements of Version 8
4.1.1 U-boat's Location
4.1.2 U-boat's Direction
4.1.3 U-boat's Depth
4.1.4 U-boat's Crush Depth
4.1.5 U-boat's Alarm Time
4.1.6 U-boat's Speed
4.1.7 U-boat's SubSpeed
4.1.8 U-boat's SubRange (Battery)
4.1.9 U-boat's FullTurn
4.1.10 DC/SH2 Radars (Weather Effect)

1. SENSORS

Objectives:
1. To reduce the Sensor Parameters to a more historically correct value.
2.To remove the « triangle » locating the sub on the Outside View in Destroyer Command when the sub is detected by the sensors.

============================================================

1.1 Visual Lookout:

The Lookout.ddf file has the Max Range parameter set at 20 NM. The Ai lookout would report a visual contact so far out that the player couldn't even see it on the outside view screen until a more reasonable range.

************************* OSL modification *************************

1.1.1 All DD Units have their Lookout Sensor deactivated.

1.1.2 All Merchant Units have their Lookout Sensor deactivated.

1.1.3 All Aircraft Units have their Lookout Sensor reduced to 4 NM at Low Altitude.
Note: All U-boat Units have their Lookout Sensor remained intact.

The Visual Lookout is partly hard-coded for the Human-controlled units in the main program. That means the range parameter can't be adjusted. In DC, it can be removed from the udf file, and the Lookout is deactivated. In SH2 though, it can't be removed from the udf file, otherwise the program crashes. As for the AI units, the parameters can be adjusted.

1.1.4 Lookout visual reports are blanked and silenced.

============================================================

1.2 Radar:

All the range parameters in the Radar ddf files are way too high, and some radar types are completely wrong. The date in the udf files were also erratic.

Type Surface * Air ** Freq Date
GB_286 4.0nm (4000m) - 214 1941.02
GB_271 5.5nm (5500m) - 3000 1942.03
GB_291 4.5nm (4500m) - 214 1942.05 ***
US_SC1 10.0nm 30nm 200 1942.02
US_SC2 10.0nm 40nm 200 1942.09
US_SG 11.0nm - 3000 1942.12
US_SG3 15.0nm - 3000 1944.08
US_SF 6.0nm - 3000 1942.11 Flush-Deckers
US_SL 10.0nm - 3000 1943.01 Escorts
US_SA - 12.5nm 200 1942.07 Escorts
US_SA1 - 20nm 3000 1942.12 Escorts
GE_FuMO29-30 2.5nm 4.0(0.5)nm 368 1942.06
GE_FuMO61 3.0nm 5.0(0.7)nm 556 1944.03

GB_ASVI 5.2nm (5200m) - 214
GB_ASVII 8.7nm (8700m) - 176.47 1940.12.29
GB_ASVIII 10.0nm (10km) - 3093 1943.05.21
US_ASB 20.0nm - 400 1942.10.12
US_ASD 25.0nm - 10000 1944.05.20
US_APS3 25.0nm - 10000 1943.02.28

* Ship (U-boat) In the game, U-boats are actually detected at about half the specific ranges ±15%.
** In the game, Aircrafts are detected at 14% of the specified range.
*** Actually, this is an Air Search Radar.

************************* OSL modification *************************

1.2.1 Radar Range parameters are corrected:

Surface * Air ** Freq Date
GB_286 2.0nm (2000m) - 214 1941.01
GB_271 4.0nm (4000m) - 3000 1942.01
GB_291 - 6.0nm 214 1942.01
US_SC1 3.0nm 5.0nm 200 1942.02
US_SC2 3.0nm 6.6nm 200 1942.09
US_SG 5.0nm - 3000 1942.12
US_SG3 6.0nm - 3000 1944.08
US_SF 4.0nm - 3000 1942.11
US_SL 5.0nm - 3000 1943.01
US_SA - 6.0nm 200 1942.07
US_SA1 - 10.0nm 3000 1942.12
GE_FuMO29-30 1.5nm 4.0nm 368 1942.06
GE_FuMO61 3.0nm 5.6nm 556 1944.03

GB_ASVI 3.0nm (3000m) - 214
GB_ASVII 4.0nm (4000m) - 176.47 1940.12.29
GB_ASVIII 5.0nm (5000m) - 3093 1943.05.21
US_ASB 4.0nm - 400 1942.10.12
US_ASD 10.0nm - 10000 1944.05.20
US_APS3 10.0nm - 10000 1943.02.28

Note: The STAT Pilot can randomly modify these values according to weather conditions or breakdown in version 8.

1.2.2 The following Radars are replaced with those first three above, for uniformity:
GB_285 4.5nm 4.5nm 600
GB_272 6.5nm - 3000
GB_273 9.0nm - 3000
GB_290 7.5nm - 3000
GB_279 - 35nm 40
GB_293 - 7.5nm 3000
GB_277 17.5nm 11.5nm 3000
GB_281 7.0nm 50nm 85.7

============================================================

1.3 Sonar:

All the range parameters in the Sonar ddf files are way too high.

Nominal Nominal Actual
RangeP RangeA MaxRg* Date
GB_123 4.0nm 1.2nm 3600m 1939
GB_128 4.5nm 1.8nm 5400m 1939
GB_144 5.5nm 2.1nm 6300m 1943
US_QCE 4.0nm 1.2nm 3600m 1939
US_QCL 4.5nm 1.8nm 5400m 1942.03
US_QGA 5.5nm 2.1nm 6300m 1944.03

* DD Maximum Active Range is actually 150% of Nominal Active Range in the game.

************************* OSL modification *************************

1.3.1 DD Passive Sonar alone is deactivated because too unstable.
Note: Passive Sonar associated with Active Sonar still works with same range as Active.

1.3.2 DD Active Sonar NominalRangeA parameter is reduced and « Seasoned »:

Season: Winter Spring Summer Fall Date
Months: 1-2 3-6 7-8 9-12 Others Corvette
GB_123 1000m 1500m 2000m 1500m ------- 1939.09
GB_128 1500m 2000m 2500m 2000m 1939.09 1942.01
GB_144 2000m 2500m 3000m 2500m 1943.01 1944.01
US_QCE 1000m 1500m 2000m 1500m 1939.09 -------
US_QCL 1500m 2000m 2500m 2000m 1942.03 -------
US_QGA 2000m 2500m 3000m 2500m 1944.03 -------

1.3.3 Sub Passive Sonar NominalRangeP parameter is reduced:

Type Std OSL 2/7B 7C/7C41 9C
GE_GHG22 7.0 3.5 1939.09 ------- -------
GE_GHG48 11.0 5.5 ------- 1939.09 1939.09
GE_GHG48+KDB 16.0 8.0 ------- 1942.01 1942.01
GE_BG 16.0 8.0 ------- 1944.02 1943.10

1.3.4 Removed Sub's Depth Display in DC Station

Historically, there was no such indication of a sub's depth at:
PQ, or 100-200 feet or >200 feet on any display.
The only means was: Loss of Active Range in yards = Sub's Depth in feet.
Later the « Q » attachment fed directly the Squid or Hedgehog weapons.
A good operator could only guess depth by looking at signal strength.

2. WEAPONS

Objectives:
1. To reduce the Weapon Parameters to a more historically correct value
2. To make them operate in Manual Mode, where the skill of the player is more involved than the one of the AI.
3. To make the DD survive one torpedo hit (Anti-HeadHunt defence).
4. To make the DD survive raming a sub.

============================================================

2.1 DD Torpedoes:

Based on the facts that torpedoes were not used by Escort vessels as a standard anti-submarine weapon (there were some odd exceptions), and to eliminate the Head Hunting behaviour, it was decided that DD players would not be able to use torpedoes against Sub player.

2.1.1 Torpedo Tubes were removed in the DD's Unit Description Files.

============================================================

2.2 Depth Charges:

The DC's adf file parameters are:
1. DamagePoints.
2. Range.

The other parameters are:
3. The distance of the explosion:
3.1 Depth difference between sub's depth and DC depth settings.
3.2 Horizontal distance between the DC and the sub
4. SubDisplacement in the udf file.

The formula for the Hull Integrity Damages is as follows:

DistanceFactor = ( COS ( ( Distance / RangeParameter )*(Pi/2) ) ) ^3
MaxDamages = (7-(SubDisplacementParameter / 400))*DamagePointsParameter
=> Damages = DistanceFactor * MaxDamages

This is a table of the first 2 parameters (standard values):

Radius Damage Sink Date
Points Rate
GB_MkVII 31m 17 3.0m/s 1939
GB_MkVIIH 30m 20 5.0m/s 1941.06
GB_MkVIIHM 30m 25 5.0m/s 1943.01
US_Mk6E 32m 18 2.4m/s 1939
US_Mk6L 32m 18 2.4m/s 1942.08
US_Mk7E 45m 32 2.4m/s 1939 (Rack Only)
US_Mk7L 45m 32 2.4m/s 1942.08 (Rack Only)
US_Mk9E 32m 18 2.4m/s 1943.03
GB_Squid 40m 14 13.4m/s 1943 (Castle)

The Range parameter is just a coefficient that decreases the damages over a distance at the non-linear rate of a cosine wave.

Dist/ Distance
Range Factor
0% 100%
10% 96%
20% 86%
30% 71%
40% 53%
50% 35%
60% 20%
70% 9%
80% 3%
90% 0%
100% 0%

There is a problem with the 4th parameter: bigger the sub, less damages it will have.

Max Damages per SubDisplacement:
Type: II VII-C IX-C OSL
DP 329t 865t 1232t 800t
1 6% 5% 4% 5%
2 12% 10% 8% 10%
3 19% 15% 12% 15%
4 15% 19% 16% 20%
5 31% 24% 20% 25%
6 37% 29% 24% 30%
7 43% 34% 27% 35%
8 49% 39% 31% 40%
9 55% 44% 35% 45%
10 62% 48% 39% 50%
12 74% 58% 47% 60%
14 86% 68% 55% 70%
16 99% 77% 63% 80%
18 111% 87% 71% 90%
20 124% 97% 78% 100%
22 136% 106% 86% 110%
24 148% 116% 94% 120%
26 161% 126% 102% 130%
28 173% 135% 110% 140%
30 185% 145% 118% 150%
32 198% 155% 125% 160%
34 210% 164% 133% 170%
36 222% 174% 141% 180%

Which means that a Type VII-C will always have 23% more damages that a Type IX-C under the same conditions, and a Type II-B will have 57% more damages than the Type IX-C.

There was a controvercy concerning this in the forum: does a smaller sub get more or less damages because of its size?

************************* OSL modification *************************

Requirements:

1. One DC must not be totally leathal. Therefore, less power on direct hit, but some damages at some distance. The purpose is to create more flooding and equipment damages than hull damages. Each time there is an explosion, the simulator determines at random those other damages. So by having a wider range and less hull damages, chances are that those other damages will be generated more than before.

2. Maximum Depth Charge depth was historically 550 feet (was increased to 700 feet later during the war).

3. A sub in the cellar must not get more than 5% damages per DC.

4. All U-boats will receive the same amount of damages under the same conditions (Distance/Depth).

--------------------------------------------------------------------

2.2.1 DC Range was increased and the DP reduced to meet the 1st requirement.

Radius Damage Sink Date
Points Rate
GB_MkVII 60m 3 3.0m/s 1939
GB_MkVIIH 60m 4 5.0m/s 1941.06
GB_MkVIIHM 60m 5 5.0m/s 1943.01
US_Mk6E 60m 3 2.4m/s 1939
US_Mk6L 60m 3 2.4m/s 1942.08
US_Mk7E 60m 6 2.4m/s 1939 (Rack Only)
US_Mk7L 60m 6 2.4m/s 1942.08 (Rack Only)
US_Mk9E 60m 3 2.4m/s 1943.03
GB_Squid 60m 40 13.4m/s 1943 (Castle)
Hedgehog 60m 40 6.7m/s 1943.01 (Tribal)*

* Since the Tribal Class K-Gun node has a bug, OSL used it to simulate Hedgehog, which is historically correct.

Test Results for one DC (800t sub):

GB Mk VII (1939.09):
Radius: 31m 60m
DamagePoints: 17 3

Depth Dist Std OSL
0m 85% 15% ==> OSL 82% reduced
PQ 5m 77% 15%
10m 55% 14%
50' 15m 30% 12%
20m 10% 10% <== equal
25m 2% 7%
100' 30m 0% 5%
35m 0% 3%
40m 0% 2%
150' 45m 0% 1%
50m 0% 0%
200' 60m 0% 0%


GB Mk VII H (1941.06):
Radius: 30m 60m
DamagePoints: 20 4

Depth Dist Std OSL
0m 100% 20% ==> OSL 80% reduced
PQ 5m 90% 19%
10m 55% 18%
50' 15m 35% 16%
20m 13% 13% <== equal
25m 2% 10%
100' 30m 0% 7%
35m 0% 5%
40m 0% 3%
150' 45m 0% 1%
50m 0% 0%
200' 60m 0% 0%


GB Mk VII HM (1943.01):
Radius: 30m 60m
DamagePoints: 25 5

Depth Dist Std OSL
0m 125% 25% ==> OSL 80% reduced
PQ 5m 113% 24%
10m 81% 23%
50' 15m 44% 20%
20m 16% 16% <== equal
25m 3% 12%
100' 30m 0% 9%
35m 0% 6%
40m 0% 3%
150' 45m 0% 1%
50m 0% 0%
200' 60m 0% 0%

A single OSL DC will not sink a sub anymore. It will take direct hits from 2 to 3 pairs of DC to do it. Also, both original and OSL DCs have the same values at 20m (10% to 16%).

2.2.2 The Squid is reconfigured to use only 2 forward-firing DC Throwers instead of 3 firing sequentially forward and on the sides.

2.2.3 The Hedgehog weapon fired 24 small bombs to max depth of 1300 ft at a sink rate of 22 fps, in a pattern 140 to 160 ft in diameter, and explosed on contact with the sub. The DC Thrower is used to simulate the Hedgehog, but the depth has to be manually selected though. Actually, it's exactly like a Squid in the game.

Squid (1943) or
Hedgehog (1943):
Radius: 60m
DamagePoints: 40

Depth Dist OSL
0m 200%
PQ 5m 195%
10m 180%
50ft 15m 158%
20m 130%
25m 100% <== Leathal Radius (Historically correct)
100ft 30m 71%
35m 45%
40m 25%
150ft 45m 11%
50m 3%
55m 0%
200ft 60m 0%

2.2.4 The DD's Depth Charge dsf & tga files are modified to limit the DC depth setting to 550 feet to meet the historical requirement. There is no OSL mod for the 700 feet depth setting.

2.2.5 To meet the 3rd DC requirement, the sub's crush depth is set to Test Depth (Red on the gauge) +20% (about 200m for the Types VII-C and IX-C, which was what the germans believed to be). There were some bold captains that went deeper and came back to tell us about it. But generally speaking, 200m was historically considered the limit. This value is the OSL standard value. The STAT Pilot can change this parameter randomly in a later version.

U-boat Type: 2B 7B 7C 7C41 9C
Designed Depth (Yellow) 80m 100m 110m 120m 110m
Test Depth (Red) 120m 150m 165m 180m 165m
Crush Depth (Red+20%) 144m 181m 198m 216m 198m <= OSL
Max Depth (Crush+4m) 148m 185m 202m 220m 202m
Depth below Max DC(168m) 0m 17m 34m 52m 34m
Depth Charge GB_MkVII 100% 11% 3% 0% 3%
Depth Charge GB_MkVIIH 100% 15% 5% 0% 5%
Depth Charge GB_MkVIIHM 100% 18% 6% 0% 6%

Note: The STAT Pilot can randomly modify the Crush Depth value in a later version.

2.2.6 SubDisplacement parameter in udf files for all U-boat Types was set at 800 tons to meet the 4th DC requirement (same amount of damages under the same Distance/Depth conditions).

============================================================

2.3 Depth Charge Rack.

Objective:
1. There was a lot of discussion concerning the fact that the program waits until the rack is empty before it is reloaded in 15 minutes. Historically, the standard pattern was 10 DCs (2x3 Rack + 2x2 K-Gun). So the rack was not emptied on each attack, and it is assumed that the crew would refill the weapon on a regular basis when possible. Therefore, to simulate this, the reload time should be reduced.

************************* OSL modification *************************

2.3.1 DC Rack GunLoadRate parameter modified to reload in 10 minutes.

============================================================

2.4 Depth Charges (Airborne)

The AI Aircraft doesn't always use the proper weapon against a U-boat when on surface or submerged. If DCs are used against a surfaced sub, the damages are minimum; at PQ though, the sub is dead.

Type Radius Damage Sink Date
Points Rate
GB_250lb 8m 16 3.0m/s 1939
GB_MkVIII 29m 16 3.0m/s 1941.03
GB_MkXI 31m 19 2.54m/s 1943.03
US_Mk17 29m 17 2.5m/s 1939
US_Mk47 30m 22 3.0m/s 1944.07.16

************************* OSL modification *************************

2.4.1 Damage Points increased to cause serious damages to U-boat on surface.

Type Radius Damage Sink Date
Points Rate
GB_250lb 8m 55 3.0m/s 1939
GB_MkVIIA 31m 55 3.0m/s 1941.03
GB_MkVIII 29m 55 3.0m/s 1941.03
GB_MkXI 31m 60 2.54m/s 1943.03
US_Mk17 29m 55 2.5m/s 1939
US_Mk47 30m 65 3.0m/s 1944.07.16

============================================================

2.5 Guns (Escorts)

When a target is locked on, a « triangle » appears on the Outside View screen, and remains locked long after the contact is lost, indicating precisely the location of the sub. This is a non-sense.

************************* OSL modification *************************

2.5.1 The Target Lock Button is disabled.

This meets the 2nd Sensor objective to remove the « triangle » locating the sub on the Outside View in Destroyer Command when the sub is detected by the sensors.

2.5.2 The Fire Control Radar Switch is disabled in the OFF position

A target has to be selected and locked on for the Fire Control Radar to control the elevation of the guns, based on the target range. Since the target can't be selected anymore, the FCR switch is useless.

Note: By disabling the FCR Switch, the Main Battery must be operated manually, using the Main Battery Gun screen [F9] where the gun's elevation can be manually controlled, instead of the Main Battery Director screen [F8] where the gun's elevation is fixed.

2.5.3 The Ammo Radius parameter is decreased & Speed increased.

To improve the accuracy of manual shooting. This is to compensate for the loss of the Fire Control Radar.

Test Results: 50% at 3000m (same as sub).

2.5.4 The Ammo DamagePoint parameter is increased.

This is to match up the sub's DP increase.

2.5.5 Main Battery AA Ammo removed.

2.5.6 Main Battery SS Ammo MagazineCount standerdized to 100.

2.5.7 Many Bugs fixed in the Armement Parameters of the Unit Description Files.

============================================================

2.6 Guns (Merchants)

************************* OSL modification *************************

2.6.1 Guns are removed from Merchant Ships.

============================================================

2.7 Guns (U-boats)

The Deck Gun is in Auto-Mode by default. It is « perfectly » accurate in range. Historically, there was no Auto Ranging Control on the Deck Gun. On the contrary, the surfaced sub was bouncing like a cork.

Objectives:
1. Make the Deck Gun more like in Manual Mode (less accurate).
2. Make the attack on surface ships more powerfull.

************************* OSL modification *************************

2.7.1 Introduced Elevation & Traversal Errors.

To reduce Auto-Mode accuracy.

Test Results (Target at 90° Sideways:

Distance Miss Rate
1000m 15%
1500m 22%
2000m 27%
3000m 50%
4000m 60%

2.7.2 Ammo DP increased.

To be able to sink a ship in a shorter time period.

Test Results:

40 hits to sink a Merchant in 4 minutes.
80 hits to sink a Destroyer in 8 minutes.

2.7.3 Removed the buttons to select the operation of the Deck Gun or the AA Machine Guns by the AI Crew.

============================================================

2.8 DD can ram sub without sinking

The amount of damages in a collision is a function of the unit's displacement and speed: Bigger the ship, less damages it will take.

************************* OSL modification *************************

2.8.1 DD's Displacement parameter is increased to 7700t.

Tests Results (depends on speed):
DD's hull damages between 20% to 40%
Sub's hull damages between 70% to 90%

Note: The value of the displacement is not historically true, but the result of the collision is. And that was the objective.

============================================================

2.9 DD Anti-Torpedo Protection

Requirements:
1. First torpedo hit will cause 40% damages.
2. Second torpedo hit will cause 80% damages.
3. DD will sink within 10 to 15 minutes.

************************* OSL modification *************************

2.9.1 A combination of the DD's increased displacement and an increase in the Torpedo Armour typical to each Class to meet the requirements.

============================================================

2.10 Torpedo Reload for the U-boats.

Historically, a U-boat would fire all its torpedoes (sometimes all but one), and then start the evasion phase early enough to get away fron the escorts. Most of the time, the boat would be silent and no reload would be done during that time. By the time the reload is complete, the convoy is too far out, and the boat is trying to catch up and not lose sight of it. Very seldom were the U-boats able to do a 2nd attack right away in the same battle.

Also, U-boats that have been is previous battles were ordered by BdU to join the Group and attack with what they had left.

************************* OSL modification *************************

2.10.1 The MagazineCount parameters are reduced in the AmmoStore for each Type in such a way that there is were no reload left. But in August, we revised it and 2 torpedoes are now available in the Ammo Store.

2.11 T-V Acoustic Torpedo (U-boat)

************************* OSL modification *************************

2.11.1 T-V Acoustic Torpedo quantity reduced to 1 when historically available.

3. UNITS

Objective: Unit handling is more realistic.

============================================================

3.1 Turning Radius

Twin screw ships were able to maneuver better than single screw ships. Therefore, the turning radius is much too large the way it is.

Requirements for 180° turn (diameter):
Corvette 200m
Sloop 300m
Escort 400m
Destroyer 600m

************************* OSL modification *************************

3.1.1 FullTurn parameter of each Class reduced to meet the requirements.

The formula is:

FullTurn = [(Diameter)*(Pi)]/[(MaxSpeed)*(K)]

Note: K is a coefficient specific to each Class, about 1.06, corresponding to the loss of speed when turning.

Ex: Flower Corvette
Diameter = 200m
Speed = 16.5 knots
FullTurn = 36 s/180°

============================================================

3.2 Sub's battery

The Flank Speed was historically used for emergency manoeuvres only (evading Depth Charge attacks like) because it drained the battery so much that it overheated and reduced its efficiency. There's also the fact that STAT games are limited in time, and therefore some parameter should be scaled down.

************************* OSL modification *************************

Requirements:
Flank 0h40m
Std 2h00m
1/3 10h00m

3.2.1 The SubRange Parameter is reduced to meet the requirements.

============================================================

3.3 Chart (Sub) [F3]

Historically, the chart was used only for navigation. The attack was done by observing the target using the periscope or the UZO (usually 3 observations at 1 minute intervals), compiling tha data to get the target's course and speed and feeding this information into the TDC. The Captain was the one doing the observations, and was assisted by some officers in compiling the data.

************************* OSL modification *************************

3.3.1 The Mouse Cursor is disabled in the Chart display screen and Data filtered out.

The Chart dsf is mofified in such a way that only the U-boat's position is shown by a blue cross in the middle of the chart, and the cursor is disables. All other units are not displayed.

Functions still available:
1. Zoom buttons.
2. Center U-boat's position. This function is no more automatic. The button must be pressed to update the screen.
3. Kriegsmarine Grid only.

Functions disabled:
1. Target Select/Lock (Left-Click)
2. Distance Measuring Tool (Left-Click & Drag)
3. Depth reading (cursor over an area of the map).
4. Coordinates reading (cursor over an area of the map).
5. Way Points (Left-Click & Drag)
6. Map Notes

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3.4 Chart (Escort) [F2]

Historically, the Combat Information Center was operated by a whole group of specialists where all info was centralized, analysed and displayed.

But all other Auto functions available in this screen are not realistics, and should be manual operations: Auto-DC, Auto-Attack (with Guns), Auto-Torpedo, etc.

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3.4.1 The Mouse Cursor is disabled in the Chart display screen.

Functions disabled:
1. Target Select/Lock (left-click).
2. Auto-Commands (right-click).
3. Distance Measuring Tool (left-click and drag).
4. Depth reading (cursor over an area of the map).
5. Coordinates reading (cursor over an area of the map).
6. Way Points (left-click and drag).
7. Map Notes (right-click).

One main problem is the grey triangle that shows the exact location of the sub in the View screen[F3]. This triangle shows up when the target is selected. By disabling the mouse, and other mods preventing the target selection, this serious problem is solved.

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3.5 Sub's Alarm Time

From the time the Crash Dive command (ALARM!)is given to the time the surfaced sub dives and reaches about the depth of 10 m is the Alarm Time. It is too long.

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3.5.1 The AlarmTime parameter is reduced for each Type:

Alarm Time
Type Old OSL
2B 30s 19s
7B 28s 18s
7C 28s 18s
7C41 28s 18s
9C 35s 25s

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3.6 Convoy zig-zags.

The purpose of this is to have the U-boat come close to the target and get into a good firing position. Historically, a good firing position was on the side of the target, slightly ahead, with the bow (or the stern) pointing at the target, at a distance of less than 1500m (usually 1000m). There is also the fact that Merchants were not used to navigate in close formation, and were constantly trying to remain in their assigned position. By doing so, they were more or less zig-zaging.

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It is very hard to reproduce this in the game since the Auto-TDC is so perfect that it can hit the bow of a ship 5000m away. The only way to introduce an error to the super Auto-TDC is to have the target zig-zag. It forces the U-boat to fire at the side of the target, and not at the front or the rear, and get closer to reduce the effect of the zig-zag error in the TDC.

3.6.1 Scenario must have Evade Order Commands for the Convoy

Order1.1=Formation,Form_As_Are,2000,-1,-1
Order1.2=Speed,Exact,3.5,-1,-1
Order1.3 = ROE,Submarines,Unlimited,Avoid,Evade,Full,-1,-1

Formation Spacing should be between 1500m to 2000m.
The turning diameter of Merchants is about 1 NM (2000m).

3.6.2 Scenario must have right speed for different types of Convoys

Slow Convoys: from 5 knots in bad weather to 7 knots (3-4m/s)
Fast Convoys: from 8 knots in bad weather to 10 knots (4.5-5.5m/s)

Speed Exact value is in m/s:
m/s knots
1 1.8
2 3.6
3 5.4
4 7.2
5 9.0
6 10.8
7 12.6
8 14.4
9 16.2
10 18.0

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3.7 Visual (Escort)

3.7.1 Improved Night Vision

A lighter background filter is added to the view.
[F3] Observation Deck & Binocular view
[F8] Main Battery Director
[F9] Main Battery Guns

3.7.2 Improved Binocular View [F3]

The black « Binacular » filter removed to allow full screen view.

3.7.3 Range Graticule in Binocular View [F3]

3.7.4 Brighter Graticule in Main Battery Gun View [F9]

3.7.5 Brighter Graticule in Main Battery Director View [F8]

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3.8 Visual (U-boat)

3.8.1 Improved Night Vision

A lighter background filter is added to the view.
[F2] Periscope
[F6] Deck Gun
[F7] Machine Gun
[F8] UZO
[F9] Bridge

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3.9 AI Units

Almost all AI units have bugs in the parameters in their udf files.

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3.9.1 AI Naval Unit's Parameters debugged and corrected to be used by players.

3.9.2 AI Aircraft Unit's Sensors and Weapons Parameters corrected.

3.9.3 AI Merchant Unit's Parameters corrected.

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3.10 List of Units

3.10.1 Slow merchants:
M_SC_Cargo_OSL1 -------------> 6800t 12 kts
M_SC_Cargo2_OSL1 ------------> 3200t 11 kts
M_SC_Liberty2_OSL1 -----------> 7200t 11 kts (1942.01)

3.10.2 Fast merchants:
M_FC_Cargo_OSL1 --------------> 8200t 18 kts
M_FC_Liberty_OSL1 -------------> 7200t 13 kts (1942.01)
M_FC_Victory_OSL1 -------------> 7700t 19 kts (1944.01)

3.10.3 Tankers:
M_OT_GenTanker_OSL1 --------> 8900t 15 kts
M_OT_T2_Tanker_OSL1 -------> 10400t 18 kts

3.10.4 Troop transport ships:
M_PP_TroopTransport_OSL1 -> 13600t 23 kts

So in the game, when you see a merchant ship, and open up the side window to identify the ship, you'll get the same displacement value (rounded off) in the UDF file as in the Vessel ID info.

Slow Cargo ships (< 13 kts max speed) should be used only in slow convoys (< 8 kts ie. 5 in rough weather to 7 kts in good weather) where ships are going at STD speed which is 60% of max speed, and Fast Cargo (FC) in fast convoys (8 to 10 kts). These figures for slow and fast convoys are historically correct.

Tankers were part of both types of convoys.

All USN Troop Transport convoys from the US to North Africa for Operation Torch were escorted by USN Destroyers only. I'm preparing the UDF files of those USN DDs and I'll send them to you. And this was also true for all subsequent convoys involving the transport of US army soldiers to the UK for Operation Overlord.


3.10.5 Destroyers:
NDD_DD_A_OSL1
NDD_DD_BlackSwan_OSL1
NDD_DD_Onslow_OSL1 (1941.02)
NDD_DD_Town_OSL1
NDD_DD_Tribal_OSL1 (No K-Guns until 1943.01 -> Hedgehog)
NDD_DD_VW_OSL1 (1941.01)
NDD_DE_Hunt3_OSL1 (1940.06)
NDD_K_Castle_OSL1 (1943.02)
NDD_K_Flower_OSL1 (1940.01)

3.10.6 USN Destroyers:
NDD_DD_Benson_OSL1 (which is identical to the Gleaves Class)
NDD_DD_Clemson_OSL1 (which is identical to the Wickes Class)
Note: Historically, those are the only Classes of DDs that took part of the Battle of the Atlantic. All other USN DDs were sent to the Pacific.
NDD_DE_Buckley_OSL1 (1943.02)
NDD_DE_Evarts_OSL1 (1942.09)
NDD_DE_Treasury_OSL1 (USCG Cutter)

3.10.7 U-Boats:
NSSUBoat2B_OSL1
NSSUBoat7B_OSL1
NSSUBoat7C_OSL1
NSSUBoat7C41_OSL1 (1943.08 )
NSSUBoat9C_OSL1 (1940.01)

3.10.8 Aircrafts:
ASCCatalina_OSL1
AHBB17_OSL1 (1941.01)
AHBB24_OSL1 (1941.01)
AHBSunderland_OSL1 (1942.02)

In the Scenario, the following command should be used for the aircrafts:

Order1.1 = BombLow
Order1.2 = BombDC
Order1.3 = ROE,Submarines,Unlimited,Destroy,Cruising,Full,-1,-1

I've corrected the airborne radars and weapons.

I've corrected the U-boat's radar for aircraft detection.
There is a bug that reduces it by 85%.
So I increased it by 85% to read correctly.

There is also an other bug that makes the aircraft disappear from the screen between the range of 3800m to 800m (the red triangle is still there though).
The screens affected are:

F2 (Periscope) at x1, but OK if zoomed at x4.
F7 (Machine Gun) if zoomed, but OK if not zoomed.
F9 (Bridge) , but OK with Binoculars.

Sound tests were OK (in Stereo).

4. STAT PILOT PROGRAM

The purpose of the STAT Pilot program is to:
1. Verify the proper installation of the STAT files
2. Select a Scenario at random based on the number of DC players
3. Generate a Scenario based on the randomly selected one, with random elements
4. Start the DC/SH2 program automatically

Note: The STAT Pilot requires a STAT Database file which contains the Scenarios and other informations for that month's STAT games.

4.1 Random Elements of Version 8:

4.1.1 U-boat's Location

The U-boat's Location is calculated from the Convoy's Location, at a random bearing of -120° to 120° from the Convoy's direction, and at a range of 8 nm arobase.gif 120°, or 10±2 nm arobase.gif 60°, or 12±4 nm arobase.gif 0°. The probabilities are greater for locations ahead of the convoy.

This function requires a special command in the Scenario:
[RANDOM]
Submarine = TRUE
If the Random Command is not in the Scenario, then the STAT Pilot will not change the locations of the U-boats. This would be the case where a scenario is near the coast line, and there are chances where a U-boat woud end up aground.

4.1.2 U-boat's Direction

The U-boat's Direction is also calculated from the Convoy's Direction. It is the Convoy's bearing ± 15° (random). This is to help the player find the convoy. This function also requires the Random Command in the Scenario.

4.1.3 U-boat's Depth

The U-boat's Depth is always set at Surface, since this was historically the way U-boats traveled.

4.1.4 U-boat's Crush Depth

This value is based on the Test Depth value + probability factor.

5% probability of a factor of 80% * Test Depth
10% probability of a factor of 90% * Test Depth
15% probability of a factor of 100% * Test Depth
20% probability of a factor of 110% * Test Depth
35% probability of a factor of 120% * Test Depth
10% probability of a factor of 130% * Test Depth
5% probability of a factor of 140% * Test Depth

Ex: In a Type IX-C with a Test Depth of 165m, there are 35% chances that the Crush Depth will be 198m (Red+20% OSL Standard), or 5% chances the Crush Depth be 231m (Red+40%). Only 15% chances to have a Crush Depth below the Red mark.

4.1.5 U-boat's Alarm Time

This is a random factor between 100% and 140%.

4.1.6 U-boat's Speed

This is a random factor between 75% and 110%.

4.1.7 U-boat's SubSpeed

This is a random factor between 75% and 110%.

4.1.8 U-boat's SubRange (Battery)

This is a random factor between 75% and 110%.

4.1.9 U-boat's FullTurn

This is a random factor between 75% and 110%.

Note: The 6 Random Elements above represent various status of the U-boat, simulating poor performance due to previous damages, or better performance in some cases.

4.1.10 DC/SH2 Radars (Weather Effect)

RANGE
WEATHER FACTOR
Clear 110%
Partial 100%
Foggy 90%
Squalls 80%
Overcast 70%
Overcast Rainy 60%
Storm 50%


Voilà tout ça n'a plus de secret pour vous maintenant tongue.gif ... si vous comprenez l'anglais! laugh.gif
kingcharle
biggrin.gif ok je retourne installer sub command tongue.gif au moins j'aurrais des boutons qui servent a quelque chose biggrin.gif biggrin.gif

alors bon courrage au joyeux sub et DD biggrin.gif vous en avez besoin

cool.gif

PS a quoi elel servent toutes les pieces des DD car si tout est out a pas grand chose a mon avis sleep.gif
Martin-Hessler
pff tout ça pour des fonctions en moins.... wacko.gif
Crabe tambour
essayez les gars et vous y viendrez vous aussi : le challenge n'en est que meilleur

Citation
1.3.4 Removed Sub's Depth Display in DC Station

Historically, there was no such indication of a sub's depth at:
PQ, or 100-200 feet or >200 feet on any display.
The only means was: Loss of Active Range in yards = Sub's Depth in feet.
Later the « Q » attachment fed directly the Squid or Hedgehog weapons.
A good operator could only guess depth by looking at signal strength.

blink.gif ça reste à confirmer (je ne m'en suis pas rendu compte) mais ça risque de ne pas arranger nos affaires... sad.gif

signé : "à vaincre sans péril, on triomphe sans gloire" tongue.gif
Martin-Hessler
en clair ça veut dire quoi ! wacko.gif
Crabe tambour
Que nous ne devrions pas ou plus avoir d'indications même imprécises sur la profondeur du soum... ça n'a pas l'air d'être le cas.
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