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.
Yes it will be excellent.
But I'm focusing on the Soviet side. There are some differences.
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!
But in the northern part it was shallow.
Since I use shallow water and deep sea hexes for the role of freezing and ice. It will be necessary to try to combine it or choose one option.
Especially since there are some problems with freezing hexes and their boundaries
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.
I agree, if you look at this side.
But I would like that there was a parameter which was a complex counter, it is oxygen and internal damage, fatigue of the crew.
Since I do not have another variable counter there is only a fuel.
It's like fuel in tanks, which reflects some more maintenance parameters.
Another aspect, I need to make naval battles less intense so that it was more historical.
In naval operations in these seas quite a short distance. And a number of boats have just ocean fuel reserves (360, 800).
Maybe they can refuel once in the scenario:)
To balance this, it is done with Ammo. With another such mechanics with Fuel.
But of course this is always a compromise if I had a separate counter for this, it was not necessary to invent all this
In the mode "lying on the bottom" the boat is unlikely to get fatal damage, but for this it is necessary to pay something.
And also I would like to simulate the situation of the decision when the fuel runs out and it is necessary to choose to surface under the enemy's fire or remain forever under water!
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
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.
Thank. It is interesting. But this mechanics looks bad. Not very suitable for global mods.
Let's highlight the fact that the distance does not matter. This is problem

Hmm, I was already thinking about adding a firing range of 2 to the submarines. Maybe it's worth considering again
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.

I saw it now, too.
At first, I was thinking add camo trait to the submarines in mode - "Surfaced".
But сamo completely suppresses the detection of aviation which will not be natural.
The problem is that the submarine is detected by aviation in the sub-mode.
Of course, can make the regime "lie down" in the class capital ships + camo + give big air and naval defence.
Then the aircraft will not be able to detect it, the ships will find out close, but they will not be able to kill. This mode of semi-immortality.
That's one of the reasons why I decided to recalculate the detection range from the ships.
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.
By the beginning of the war, the radar seemed to be on only one Soviet cruiser. As far as I know.
Then in 43, several Soviet ships were modernized in England.
I do not have exact data here.
Rather, it was already in the late phase of the war.
But what did this radar represent? 30 km for detection of surface targets and 100 km for air targets.
We do not have such a thing as detection of air targets.
And 30km in my mod corresponds to 2 hexes.
Also I counted on the calculator taking the height of the mast of the battleship and the range of visibility was about the same 30km.
Practically this is not affected by the size of the target.
These are the same 2 hex.
As for the range of the other ships.
I have such logic.
One naval unit represented:
Battleship - 1 pcs.
Cruiser - 2 pcs.
Destroyer -10 pcs.
Submarine - about 20 pcs.
Boats - 30-40 pcs.
Accordingly, the battleships-cruisers have a short detection range.
And already submarines, boats can disperse and have a much greater range due to the number of units.
As for the destroyers, of course it would be good for them to make two modes of formation of concentration and dispersal for search (in which there will be less defence and attack, but more detection radius).
But I'm afraid AI will not understand how to use it. And for the Soviets it is unlikely to be in demand.
And why did you add a surface mode for submarines in the Recon class?