Author Topic: Submarines  (Read 1331 times)

Offline Dead87

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Submarines
« on: January 31, 2014, 03:58:10 AM »
We got almost everything in here..from planes..to tanks to ack ack...to task forces...well how about submarines??? You could have them launch just like a task force does...give it commands just like a task force....and even operated it from scope view....subs would stay under water for period length of time...but must resurface to vent in new air.could be bombed or depth charged this way or under water as well...but would be hard to spot..this in turn would allow you to put in depth charges as well...for aircraft us only...since we cant directly control destroyers in task groups...that would be a way to take subs out...also if task force goes over a sub...then u could have it be destroyed cause the destroyers dropped charges on it..but only if task force is directly on top of it...but this would be a good way to combat task force groups...just an idea..which im pretty sure ill get alot of reasoning why this shouldnt be added...but submarines were use in ww2...plus i dont see why you shouldnt add them

Offline danny76

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Re: Submarines
« Reply #1 on: January 31, 2014, 04:01:15 AM »
Not an unreasonable wish, however a wish that has been discussed ad infinitum on these boards, which you will discover via the search function. :aok
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Offline R 105

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Re: Submarines
« Reply #2 on: January 31, 2014, 08:46:42 AM »
 I looked for an on line Sub game but never found an outstanding game to play.  :(

Offline Debrody

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Re: Submarines
« Reply #3 on: January 31, 2014, 12:11:17 PM »
Silent Hunter. Its a good game, but Aces High is mostly about aircrafts, i guess.
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Offline Ack-Ack

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Re: Submarines
« Reply #4 on: January 31, 2014, 12:19:18 PM »
HiTech has mentioned in the past that he'd like to add submarines to the game eventually.

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Offline EagleDNY

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Re: Submarines
« Reply #5 on: January 31, 2014, 06:27:50 PM »
As a long time Silent Hunter I, II, and III player - I can tell you that a submarine has virtually no chance of getting into firing position vs our CV group running continuously at 33 knots.  Not going to happen unless you want to sit there for 8 hours camping the port, and even then you have to get within 2000 yards as the CV group steams away.   


Offline The Fugitive

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Re: Submarines
« Reply #6 on: January 31, 2014, 06:42:14 PM »
As a long time Silent Hunter I, II, and III player - I can tell you that a submarine has virtually no chance of getting into firing position vs our CV group running continuously at 33 knots.  Not going to happen unless you want to sit there for 8 hours camping the port, and even then you have to get within 2000 yards as the CV group steams away.   



Ahhhhh but if you had them spawn from  the PT spawns you could use them to intercept CV groups as they come in toward the shore.  :aok

Offline XxDaSTaRxx

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Re: Submarines
« Reply #7 on: January 31, 2014, 08:29:23 PM »
Quote from: Latrobe
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Offline Dead87

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Re: Submarines
« Reply #8 on: February 01, 2014, 02:07:40 AM »
As a long time Silent Hunter I, II, and III player - I can tell you that a submarine has virtually no chance of getting into firing position vs our CV group running continuously at 33 knots.  Not going to happen unless you want to sit there for 8 hours camping the port, and even then you have to get within 2000 yards as the CV group steams away.   


G7a torpedo-  It was the standard issue torpedo for all German U-boats and surface torpedo-bearing vessels of the war.
The G7a(TI) was of variable speed, running a distance of 5,000 m at 81 km/h (5,500 yd at 44kt), 7,500 m at 74 km/h (8,250 yd at 40 kt), and 12,000 m at 55.6 km/h (13,200 yd at 30 kt). The 44 kt setting was used only by torpedo boats like the Schnellboote on torpedoes with reinforced engine.

Kinda blows your 2000 yards away huh??? an no you dont need to camp a port...its called putting it on a patrol route

Offline Someguy63

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Re: Submarines
« Reply #9 on: February 03, 2014, 10:58:20 AM »
Kinda blows your 2000 yards away huh???

No, it doesn't. Yes, you still have the option of firing from maximum range, but you would run a great chance of missing.
If you wish to hit the target I strongly suggest you stay within 2000 yards, because during the time it takes for the torpedo to reach the target, the cv could simply change its course, and the torpedo would miss.
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Offline wpeters

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Re: Submarines
« Reply #10 on: February 03, 2014, 11:30:18 AM »
JUst a thought. Maybe Hitech is putting some code into the new graphics engine that will allow it.   


   But two things also need to happen.  We need ships all over the cartoon ocean. That way there would be more than just the cvs
                                                      Also we would need some of the same tools that are use SHIII to set up the attack on one of the ships. 






If done properly would add a new experience to the game.   Still over half of everyone would miss because of the trigonometry involved.
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Offline Someguy63

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Re: Submarines
« Reply #11 on: February 03, 2014, 01:13:59 PM »
In SH3 there is an auto calculation option in periscope view. Just place the crosshairs over the target, and over the desired area of the ship, then fire.
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Offline Arlo

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Re: Submarines
« Reply #12 on: February 03, 2014, 01:57:33 PM »
G7a torpedo-  It was the standard issue torpedo for all German U-boats and surface torpedo-bearing vessels of the war.
The G7a(TI) was of variable speed, running a distance of 5,000 m at 81 km/h (5,500 yd at 44kt), 7,500 m at 74 km/h (8,250 yd at 40 kt), and 12,000 m at 55.6 km/h (13,200 yd at 30 kt). The 44 kt setting was used only by torpedo boats like the Schnellboote on torpedoes with reinforced engine.

Kinda blows your 2000 yards away huh??? an no you dont need to camp a port...its called putting it on a patrol route

Do you know anything about submarines and torpedoes that weren't of German origin? Where did you develop your keen ability to make friends and influence people?

If you're this excited about the G7A then here's a Japanese torpedo that should bring you to full blown orgasm: http://en.wikipedia.org/wiki/Type_93_torpedo

Having said that, a sub added to AHII would be more akin to all the other ships in the game. You won't get the Silent Hunter/SubSim community experience. Torps will likely be modeled like the ones we already have with the range, speed and destructive power tweaked up a bit to be more .... submarine like.

I'd venture, however, that if HT does put a sub in the game (whatever the immersive level) that it'll be a more like a fleet boat than a U-boat. Take care, whomever you  are.  :salute :cheers: :D

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« Last Edit: February 03, 2014, 02:05:27 PM by Arlo »

Offline alpini13

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Re: Submarines
« Reply #13 on: February 03, 2014, 02:04:19 PM »
the subs to add would have to be the small subs that germany,italy or japan had....you could spawn like a pt boat from abase...not the CV...and try to engage an enemy cv.that would be good for the sub.......however the cv would have to have some kind of defense for the sub...and that would mean,if there was a sub in area....a ping from sonar would have to be sounding(ASDIC) to be able to judge the subs distance and basic direction....not show up as a blip like radar.  and then would have to have a depth charge option on all manned guns on the cv ships and ofcourse on the pt boat.

Offline Arlo

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Re: Submarines
« Reply #14 on: February 03, 2014, 02:17:30 PM »
the subs to add would have to be the small subs that germany,italy or japan had....you could spawn like a pt boat from abase...not the CV...and try to engage an enemy cv.that would be good for the sub.......however the cv would have to have some kind of defense for the sub...and that would mean,if there was a sub in area....a ping from sonar would have to be sounding(ASDIC) to be able to judge the subs distance and basic direction....not show up as a blip like radar.  and then would have to have a depth charge option on all manned guns on the cv ships and ofcourse on the pt boat.

You're presuming. They could mimic/represent any submarine that served during WWII. They wouldn't have to spawn from ports or CVs. They could materialize from any number of patrol zone spawn boxes put anywhere on the map.

Thing is, as you stated, a submarine couldn't practically be modeled for the game without modeling an entire 'submarine system.' The OP doesn't seem to realize that. You certainly would need ASW ships (DDs, DEs, etc.) with sonar and depth charges that are independent of the Task Force (but would likely still have to spawn from them). Coastal sub-chasers from the ports (if the sub spawns from a close enough zone). The water needs various depths, suddenly, and cannot be a uniform surface that mimics water (though, likely, the only external view will be through a scope, but even a virtual depth requires coding - and now map makers have to handle that element, as well). This would be a full-time job for HT, in itself. Forget about new planes. Forget about environmental tweaks. Forget about GVs. That or it would have to be a decade long back-burner project.

And what would be the dividend in the end? Are submarine simmers gonna be lured from sub sims? Will the subs be gathering sea dust?

Yeah, another 'I have an idea! Let's add subs to the game!' thread.  :D
« Last Edit: February 03, 2014, 02:20:28 PM by Arlo »