Author Topic: Submarines made easy  (Read 1642 times)

Offline sparow

  • Nickel Member
  • ***
  • Posts: 579
      • http://249sqn.wordpress.com/
Submarines made easy
« on: August 15, 2007, 01:11:24 PM »
Hi all,

I'm coming back to this topic...Always nice to stir things up a bit, once in a while...

I am aware that the need for submarines in Aces High is completely secondary but I still believe that it would bring a new dimension to the game, not in a strategical role, but more in a tactical role, as a CV killer.

Why do I say - me of all persons - submarines would be an easy addition to AH? Well, because, basicaly, everything we need is already here...

Naval vehicles: we have PT Boats;
Torpedoes: we have them;
Main guns: we have them;
AAA guns: there;

So, what don't we have?
An image of a surfaced U-Boat or Gato Class sub;
An image of a periscope snooping out of the water;
An image of a sinking submarine;
An image of the interior of the bridge, with access to the main control interface;
A periscope sight (this should not be hard);
An outside view from the turret;

Spawn: automatic and random;
General Heading Movement: subject to control by player, via waypoints, like CV's; otherwise, automatic;
Manual manouever movement: by keyboard or joystick, as in PTs, player controlled;
A submarine would be limited to 3 depths: surface (boat visible), periscope (only periscope visible, dark shadow visible from the air), underwater (300ft depth, invisible to all but HOST);
Depth control: via buttons on the command interface;
His ability to move on diesel or electric power would be automatic;
Range and autonomy  (for a Gato class type):
11,800 nm at 10 knots (21,900 km at 19 km/h) surfaced
100 nm at 3 knots (185 km at 5.6 km/h) (maximum) submerged
Submerged Endurance: 48 hours
Speed: 20¼ knots (37.5 km/h) surfaced, 8¾ knots (16 km/h) submerged
Armament: 10 x 21 in (533 mm) torpedo tubes (6 forward, 4 aft, 24 torpedoes); 1 x 3 in (76 mm)/50 cal AA gun, 2 x .50 cal (12.7 mm) and 2 x .30 cal {7.6 2mm} machineguns);

Damage model: loss of engine, loss of control surfaces, hull perforation, by 20mm, rockets, bombs or artillery shells; not much needed to damage or sink a submarine...

Perk it a little, if you like...Why not?

Cheers,
Sparow
249 Sqn RAF "Gold Coast"
Consistently beeing shot down since Tour 33 (MA) and Tour 8  (CT/AvA)

Visit us at http://249sqn.wordpress.com/

Offline Bosco123

  • Gold Member
  • *****
  • Posts: 3604
Submarines made easy
« Reply #1 on: August 15, 2007, 01:27:15 PM »
No we will never have subs in AH

Get the Italian airforce!!
Skifurd AKA "Bosco"
Unmanned Aerial Systems (UAS) Operator
United States Marine
"Stay ahead of the game, Stay ahead of the plane."

Offline sparow

  • Nickel Member
  • ***
  • Posts: 579
      • http://249sqn.wordpress.com/
Submarines made easy
« Reply #2 on: August 15, 2007, 01:32:44 PM »
Bosco,

Thank you for reading.

Sparow
249 Sqn RAF "Gold Coast"
Consistently beeing shot down since Tour 33 (MA) and Tour 8  (CT/AvA)

Visit us at http://249sqn.wordpress.com/

Offline Greebo

  • Skinner Team
  • Platinum Member
  • ******
  • Posts: 7008
Submarines made easy
« Reply #3 on: August 15, 2007, 02:40:27 PM »
You would also need some means of detecting and killing a submerged submarine or they would be too powerful. Depth charges for aircraft and ideally the ability to see the sub hazily through the water when it is near the surface.

Also sonar, depth charges and hedgehog mortars for destroyers, if they could be made to detach a distance from the fleet under player control.
« Last Edit: August 15, 2007, 02:47:46 PM by Greebo »

Offline NHawk

  • Silver Member
  • ****
  • Posts: 1787
Re: Submarines made easy
« Reply #4 on: August 15, 2007, 03:09:13 PM »
Quote
Originally posted by sparow
....So, what don't we have?
.....
The ability to place anything below 0 altitude isn't possible in the software as it is now.
Most of the people you meet in life are like slinkies. Pretty much useless, but still bring a smile to your face when you push them down the stairs.
-------------------------------
Sometimes I think I have alzheimers. But then I forget about it and it's not a problem anymore.

Offline dedalos

  • Plutonium Member
  • *******
  • Posts: 8052
Re: Re: Submarines made easy
« Reply #5 on: August 15, 2007, 03:32:57 PM »
Quote
Originally posted by NHawk
The ability to place anything below 0 altitude isn't possible in the software as it is now.


Could you email me a copy of the coad please?  I'd like to see it too :rofl
Quote from: 2bighorn on December 15, 2010 at 03:46:18 PM
Dedalos pretty much ruined DA.

Offline Hornet33

  • Gold Member
  • *****
  • Posts: 2487
Submarines made easy
« Reply #6 on: August 15, 2007, 04:04:58 PM »
Quote
Originally posted by Greebo
You would also need some means of detecting and killing a submerged submarine or they would be too powerful. Depth charges for aircraft and ideally the ability to see the sub hazily through the water when it is near the surface.

Also sonar, depth charges and hedgehog mortars for destroyers, if they could be made to detach a distance from the fleet under player control.


Not really all that hard. Make the depth charges like the puffy ack and make it auto. If a submerged sub gets close to a battle group it starts depth charging. A sub at periscope depth should be easy to kill with bombs since the original idea said that you would be able to see a dark outline of the sub at PD.

As slow as subs were they wouldn't be all that powerfull in the game but might be fun to play with.

As far as the zero altitude setting the original idea also took that into account. For the 3 depth settings you only have to make 2 models. One surface running sub, and anouther of just the periscope. Everything going on below the water is just a matter of moving a marker around.
AHII Con 2006, HiTech, "This game is all about pissing off the other guy!!"

Offline Oogly50

  • Nickel Member
  • ***
  • Posts: 568
Submarines made easy
« Reply #7 on: August 15, 2007, 04:13:45 PM »
I would like them.
There was once a saying that goes "If you put an infinite amount of monkeys in a room with an infinite amount of typewriters, eventually they will produce something worth reading."

The internet has proved this wrong.

Offline Ghosth

  • AH Training Corps (retired)
  • Plutonium Member
  • *******
  • Posts: 8497
      • http://332nd.org
Submarines made easy
« Reply #8 on: August 16, 2007, 07:29:11 AM »
You first need a water surface that the sub can rise up through, ships can sail on, and that the sub can sink below.

Then you need sonar, both active and passive for both the subs and the destroyers.

Lick those 2 problems and yes the rest of it is fairly easy.

BTW You also need to be able to man a deck gun 4"?

Offline OOZ662

  • Platinum Member
  • ******
  • Posts: 7019
Re: Re: Re: Submarines made easy
« Reply #9 on: August 16, 2007, 07:38:39 AM »
Quote
Originally posted by dedalos
Could you email me a copy of the coad please?  I'd like to see it too :rofl


The GV-falling-forever bug, the gunner-unable-to-exit-after-pilot-death bug, the ability to throw PTs up into the air and pierce the ground thereby entering the neverending spiral.

These all show that there is no below-ground. Crash a plane at high speed and you'll see as well.
A Rook who first flew 09/26/03 at the age of 13, has been a GL in 10+ Scenarios, and was two-time Points and First Annual 68KO Cup winner of the AH Extreme Air Racing League.

Offline NHawk

  • Silver Member
  • ****
  • Posts: 1787
Re: Re: Re: Submarines made easy
« Reply #10 on: August 16, 2007, 12:23:03 PM »
Quote
Originally posted by dedalos
Could you email me a copy of the coad please?  I'd like to see it too :rofl
When you've worked with terrains as much as I have and you have an intimate knowledge of how things work in the game, then and only then can you make a comment like this with any hope of validity.
Most of the people you meet in life are like slinkies. Pretty much useless, but still bring a smile to your face when you push them down the stairs.
-------------------------------
Sometimes I think I have alzheimers. But then I forget about it and it's not a problem anymore.

Offline sparow

  • Nickel Member
  • ***
  • Posts: 579
      • http://249sqn.wordpress.com/
Some clarifications
« Reply #11 on: August 16, 2007, 01:33:49 PM »
Hi gents,

Thank you for your posting. In fact, maybe you're taking this simple idea a bit further...

My idea is simple: a surfaced sub (Position 1) sails like a PTBoat. It fires torpedos like a PTBoat. It shoots it's main deck gun like any other ship gun, airfield ack or tank. Even the placement and operation of the turret machine guns works just like in the tank turret...

A periscope depth submerged submarine (Position 2) only shows the tip of the periscope and - if possible - a small wake behind it. The colour of the sea, in roughly the area of the submarine, turns darker to simulate it's presence. But it is 1 pixel deep. Well, as deep as the ocean surface, because it is the ocean, only a bit darker...It would still be capable to fire his torpedos.

At 300ft deep (Position 3), no one would be able to see or sink a submarine. Only HOST would know his location. And the player in control, if any.

So, because you only have 3 depths, at surface and periscope depths it would have a graphical depiction and the sub would be vulnerable to everything one throwed at it. At 300ft depth, nothing would be able to touch it, or could he attack nothing too.

Diving or surfacing animations, should be made easy: when it dives, is like sinking head first but with a very shallow angle - and it dives to nothing, really - and produces a white wake then...nothing...only a periscope out if submerging to periscope depth, nothing at all if diving to 300ft...
When it comes up, it's exactly the reverse: first the periscope shows up, then his bow comes out of the limbo followed by the rest of the hull, in a very shallow angle, until all the visible submarine is surfaced. It still will be a less than half sub...
When sinking, it will sink head first, like the boats.

I don't think sonar would be of much use...It just would complicate matters...Just make the Task Force flash and give the DD's the possibility to throw depth charges in the general direction of the menace...Also allow for cruiser and CV guns to automatically start shooting at the sub like they already do at aircraft or PTBoats...A good 250lb bomb should be enough to sink a submarine. Maybe even a couple of smaller bombs or even rockets.

Doing 20knots surfaced and 8knots submerged, a submarine would not be able to run away easily except if it went to Position 3 mode quickly. Anyway, that would make it harmless, so...

NEW IDEA :O : at 300ft depth, no dar, voice or text comms would be available, only at periscope or surfaced! What do you think?

Now, imagine: three or four submarines gather into a wolfpack and they start chasing those Task Forces parked by an airfield...or hidden in safe place...That would give our "Admirals" something to think about, right?

Fire all tubes!

Cheers,
Sparow
249 Sqn RAF "Gold Coast"
Consistently beeing shot down since Tour 33 (MA) and Tour 8  (CT/AvA)

Visit us at http://249sqn.wordpress.com/

Offline Traveler

  • Gold Member
  • *****
  • Posts: 3148
      • 113th Lucky Strikes
Submarines made easy
« Reply #12 on: August 16, 2007, 01:55:40 PM »
I don't think the ocean bottom is programmed into the maps.  there is nothing below sealevel.  That would all have to be developed and then flooded in order to provided a real world underwater.  Ports would be shallow, forcing the sub near the surface if the sub wanted to sit at port to keep the CV down.

I think it's a lot of work and not as easy to put into action as it might first apper.

perhaps after completion of Combat tour, yea, that's the ticket.  Two weeks after Combat Tour is release the first upgrade will have subs.
Traveler
Executive Officer
113th LUcky Strikes
http://www.hitechcreations.com/wiki/index.php/113th_Lucky_Strikes

Offline Bosco123

  • Gold Member
  • *****
  • Posts: 3604
Re: Re: Re: Re: Submarines made easy
« Reply #13 on: August 16, 2007, 03:53:38 PM »
Quote
Originally posted by OOZ662
The GV-falling-forever bug, the gunner-unable-to-exit-after-pilot-death bug, the ability to throw PTs up into the air and pierce the ground thereby entering the neverending spiral.

These all show that there is no below-ground. Crash a plane at high speed and you'll see as well.


hey OOZ I see that you lost your avitar. What happend?
Skifurd AKA "Bosco"
Unmanned Aerial Systems (UAS) Operator
United States Marine
"Stay ahead of the game, Stay ahead of the plane."

Offline dedalos

  • Plutonium Member
  • *******
  • Posts: 8052
Re: Re: Re: Re: Submarines made easy
« Reply #14 on: August 16, 2007, 04:09:30 PM »
Quote
Originally posted by NHawk
When you've worked with terrains as much as I have and you have an intimate knowledge of how things work in the game, then and only then can you make a comment like this with any hope of validity.


So you don't really know if the coad can support it or how big of a coad change would be needed
Quote from: 2bighorn on December 15, 2010 at 03:46:18 PM
Dedalos pretty much ruined DA.