Re: ***[MOD] RUSSIA AT WAR:1941 [BETA]
Posted: Fri Jun 22, 2018 9:32 pm
I like this idea sooo much... 

Yes, such AA Cruisers were in Britain and the US.captainjack wrote:The switchable ships sound good, but the limited range of swiitches for cruisers reminded me that some countries used specialist AA cruisers - I'm unsure if this included your range of countries. I'd expect that these would have limited naval and ground combat abilities (presumably passive attacks only), but would provide AA defence to nearby units and have AA attack capability.
In the next version of the BE mod there will be shallow and deep sea hexes. Shallow seas will be where water depth is less than approximately 100 meters. Obviously in deep sea submarines will be able to dive deep and move, but not to attack (with the exception of the late war German Type XXI) as in the previous versions. In shallow seas submarines will still be able to dive deep (that is to land on the bottom of the sea), but will not be able to move when doing so. This tactic was used quite often and was also immortalized by the movie Das Boot.But I still think to add another mode of the so-called "Lie down on the bottom".
Quite often during the Second World War, Soviet submarines fell to the bottom for several days,
and if it turned out they went to the base.
I am not so sure that it is a good idea. Most submarines of ww2 could indeed spend just limited time underwater due to the limited capacity of the batteries used by their electric motors, but once they surfaced they could fully recharge the batteries in a few hours from their petrol/diesel engines and be ready for another dive. Therefore the time spent underwater did not really affect their overall patrol range.But I'm thinking to emulate a limited stay under water.
Having made that in this mode 30% of fuel per turn were lost.
Then for example boats of C-class, Shch -class can be in this mode of 3 turns and M-class only 2 turns.
After that, they may not have enough fuel to return to the base.
As far as I know, basically any unit in the game, be it sea, air or ground, has a 50% chance to detect a "submarine" type unit within its spotting range. So for example if a submarine type unit is within the spotting range of three enemy units, there is a nearly 100% chance (precisely 88% if I am right, and 75% if there are two enemy units) that it will be spotted and become visible to the enemy. The distance does not seem to matter. And after being spotted the submarine does not remain visible. It can disappear again in the next turn, even if it does not move.I did not quite understand how the submarine detection mode works in PZC.
I was faced with the fact that the class of submarines is detected using spotting, even at long distances.
And probably after detection, the submarine will always be visible.
If you know how the submarine detection mode works, write.
Yes, I did the same, but unfortunately the submarine class overrides the camo trait: submarine type units can be detected in the way as I described above, wheter or not they have the camo trait.Due to the fact that the submarines in the class submarine are often detected, I decided to add the Сamo trait.
Which might not be entirely correct: larger ships were more often equipped with radars than smaller ones. Initially Soviet warships had no radar but later the allies supplied them some and most larger vessels became radar equipped. Also, larger ships usually have a longer sighting range as they usually have a higher mast from which they can see the horizon further. And yet it is true that it is hard to spot small boats or surfaced submarines from a distance. So maybe small torpedo boats could get the camo trait - but then why not surfaced submarines as well? Because it would negate the effect of Allied radars - radar equipped Allied planes were responsible for the sinking of nearly half of the German U-boats. And the large majority of those were travelling on the surface when they were detected by an Allied air-to-surface radar before the U-boat could even hear the noise of the plane or see it.Also I think it's essential to change the spotting system for all ships.
The principle will be that the capital ships BB, CA and destroyers - spotting will be reduced.
Yes it will be excellent.McGuba wrote:In the next version of the BE mod there will be shallow and deep sea hexes. Shallow seas will be where water depth is less than approximately 100 meters. Obviously in deep sea submarines will be able to dive deep and move, but not to attack (with the exception of the late war German Type XXI) as in the previous versions. In shallow seas submarines will still be able to dive deep (that is to land on the bottom of the sea), but will not be able to move when doing so. This tactic was used quite often and was also immortalized by the movie Das Boot.
I agree, if you look at this side.McGuba wrote: I am not so sure that it is a good idea. Most submarines of ww2 could indeed spend just limited time underwater due to the limited capacity of the batteries used by their electric motors, but once they surfaced they could fully recharge the batteries in a few hours from their petrol/diesel engines and be ready for another dive. Therefore the time spent underwater did not really affect their overall patrol range.
Thank. It is interesting. But this mechanics looks bad. Not very suitable for global mods.McGuba wrote:As far as I know, basically any unit in the game, be it sea, air or ground, has a 50% chance to detect a "submarine" type unit within its spotting range. So for example if a submarine type unit is within the spotting range of three enemy units, there is a nearly 100% chance (precisely 88% if I am right, and 75% if there are two enemy units) that it will be spotted and become visible to the enemy. The distance does not seem to matter. And after being spotted the submarine does not remain visible. It can disappear again in the next turn, even if it does not move.
I saw it now, too.McGuba wrote:Yes, I did the same, but unfortunately the submarine class overrides the camo trait: submarine type units can be detected in the way as I described above, wheter or not they have the camo trait.
With other words, camo trait does not seem to work for submarines.
By the beginning of the war, the radar seemed to be on only one Soviet cruiser. As far as I know.McGuba wrote:Which might not be entirely correct: larger ships were more often equipped with radars than smaller ones. Initially Soviet warships had no radar but later the allies supplied them some and most larger vessels became radar equipped. Also, larger ships usually have a longer sighting range as they usually have a higher mast from which they can see the horizon further. And yet it is true that it is hard to spot small boats or surfaced submarines from a distance. So maybe small torpedo boats could get the camo trait - but then why not surfaced submarines as well? Because it would negate the effect of Allied radars - radar equipped Allied planes were responsible for the sinking of nearly half of the German U-boats. And the large majority of those were travelling on the surface when they were detected by an Allied air-to-surface radar before the U-boat could even hear the noise of the plane or see it.
Yes, that is the problem: as you described it Soviet submarines would be able to "land" on the bottom of the sea even if it is like 2000 meters deep. And your map contains a large part of the Black Sea with such depths, and even though most operations indeed took part in the shallow waters, what would prevent the players from entering the deeper parts and "land"?Soviet submarines had a max depth of immersion significantly smaller. It's 60, 80, 90 meters according to the types of boats.
Therefore, here can use only the mode "Lie down to the bottom."
The seas where the operations took place were rather shallow. Although the depth in the Black Sea reached 2200 meters!
Submarines did not really carry fuel in barrels. They had fuel tanks. When they wanted the enemy to think that they were gone, sometimes they just opened some valves and released some fuel from their fuel tanks. They were also able to dump rubbish, cloths and rags and stuff like that through the torpedo tube so that the enemy would think that the submarine had been destroyed and pieces of the equipment were surfacing. Sometimes it worked, sometimes did not. It had the disadvantage that it made a clear sign on the surface where the submarine was and all the destroyers had to do is to conduct a thorough sonar search in that area and if they found the submarine again they could drop a lot of deapth charges on it. Usually they did so, anyway, just to make sure. It was quite difficult for the surface ships to determine if a submarine was killed or not. So when they saw the debris and oil on the surface they stayed for some time more, searching with the sonar and listening with the hydrophones and dropping some more charges at that area. Also they checked the debris on the surface: if they found human parts like limbs and stuff they could be almost sure that the sub had been destroyed. So it was not so easy to trick the sub hunters with this tactic.Although there have often been cases when submariners threw away some of the fuel to imitate that they were sunk.
But I don `t know whether these were special barrels with fuel or used fuels tanks
I like your logic and I used a very similar one, but there is one more factor to consider: larger German warships usually had at least 1-2 naval recon planes which could search the area around the ship increasing its detection range. The Germans had the Ar 196, I am not sure though, whether the Soviets had a similar system.As for the range of the other ships.
I have such logic.
One naval unit represented:
Battleship - 1 pcs.C
Cruiser - 2 pcs.
Destroyer -10 pcs.
Submarine - about 20 pcs.
Boats - 30-40 pcs.
Accordingly, the battleships-cruisers have a short detection range.
For scipting reasons. Capital ships like battleships standing on the Allied convoy routes can trigger the spawning of similar Allied warships to get rid of them. So that the player has to use U-boats, which only have recon and submarine class, in the War of Atlantic if he wants to avoid more enemy battleships to appear. Otherwise U-boats would also trigger to spawning of the same enemy battleships. But now that you wrote this I think I can come up with a more elegant solution and put surfaced Axis subs back to capital ship class.And why did you add a surface mode for submarines in the Recon class?
I will need to add a depth map. Similar that you did in your mod. Unfortunately we only have deep water and shallow water.McGuba wrote: ↑Tue Jul 03, 2018 1:31 pm Yes, that is the problem: as you described it Soviet submarines would be able to "land" on the bottom of the sea even if it is like 2000 meters deep. And your map contains a large part of the Black Sea with such depths, and even though most operations indeed took part in the shallow waters, what would prevent the players from entering the deeper parts and "land"?
I would like for such diving the boat disappeared from the field of visibility.
Сoastal battles and ocean battles are different.McGuba wrote: ↑Tue Jul 03, 2018 1:31 pm I like your logic and I used a very similar one, but there is one more factor to consider: larger German warships usually had at least 1-2 naval recon planes which could search the area around the ship increasing its detection range. The Germans had the Ar 196, I am not sure though, whether the Soviets had a similar system.
Maybe you could use another terrain type for the icy water, an otherwise unused terrain, for example rough desert. Then you can add which units can move on it and how. Just an idea.

The Soviet side had torpedoes for release from a height of about 2000 meters, where a parachute system was used.guille1434 wrote: ↑Tue Jul 24, 2018 4:57 pm But you have to note that for a torpedo attack, the only way was to launch the torpedoes from low to very low level flying aircraft. Except for some types of gliding torpedoes, the regular torpedoes broke down if entering the water at the very high speed they took if launched from high altitude.
Another sad news, after the submarines.guille1434 wrote: ↑Tue Jul 24, 2018 4:57 pm Unfortunately, I could not find a way to give aircraft a range of 1 hex instead of the regular zero attack range. Incidentaly, this range = 1 feature would be a nice feature for "flying gunship aircraft" (aircraft with large caliber guns) to be able to attack land (or even air) targets from outside the range of the targets defensive weapons. Trying to give aircraft class 4 (artillery) did not yield positive results. It seems that the game, overrides the range value higher that 0 when a unit has air movement...
Yeah, of course, I meant the red propeller spinnerguille1434 wrote: ↑Thu Jul 26, 2018 4:37 pm Here are some variations on the Hurricane with red propeller spinner and an entire red nose, in flight and landing attitude. Very interesting the modification made by the Soviets on the Hurricane armament, have you any references on those modified aircraft?
Your icon with a red nose, pushed me to an interesting idea.