cardas -> RE: Submarine torpedo attacks (5/8/2016 12:02:06 AM)
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Double posting because I doubt this would be noticed otherwise. Testing of a modified version of the posted scenario reveals that a submarine does not seem to attack if even a single torpedo weapon slot is out of ammo. I can of course not be certain that it never happens because that would imply I would have run an amount of turns approaching infinity, but if they do ever attack under those circumstances then it is very, very rare. This is one of the two test submarine classes I used. The device ID and name is perhaps a bit meaningless on its own, but as I said this was based on the Coral Sea stock scenario so the data is the same. Example test submarine class:
Weapon slot ID Device name Num Turrets Facing Ammo Armor
Wpn 1 1687 53cm Type95 Torp 2 2 00 - Front 3 0
Wpn 2 1687 53cm Type95 Torp 2 2 00 - Front 3 0
Wpn 3 1687 53cm Type95 Torp 2 2 00 - Front 2 0
Wpn 4 1687 53cm Type95 Torp 2 2 02 - Rear 1 0
Wpn 5 1687 53cm Type95 Torp 2 2 02 - Rear 1 0
Wpn 6 1703 Type 22 Radar 1 1 05 - All Sides 0 0
The submarines of this class started with the following ammo loads (radar obviously 0 for all) Submarine 1: 3 - 3 - 2 - 1 - 1 Submarine 2: 3 - 3 - 2 - 1 - 0 Submarine 3: 0 - 0 - 0 - 1 - 1 Submarine 4: 3 - 3 - 2 - 0 - 0 Let's reiterate the testing scenario. All submarines had naval search provided (own float planes along with floats from an airbase) that kept the DL on the targets high. All submarines had the exact same amount of targets in their hex {TF 1: 3 CV (Lexington), TF 2: 7 xAK (Euro L Cargo), TF 3: 10 xAKL (Coastal Cargo)}. The submarines were on the Japanese side, the targets on the Allied (US Navy). As can be seen, there was no ASW present that could hinder the efforts of the submarines, the only potential source of damage would be if they engaged an armed target in a gun duel. The Coastal Cargo class is unarmed. The submarines had an experience level of 99/99 and was commanded by leaders of type LCDR with 99 in every skill (political value: 1). After running 10 turns of this modified scenario the submarines had as an example the following ammo levels Submarine 1: 0 - 1 - 1 - 1 - 1 Submarine 2: 3 - 3 - 2 - 1 - 0 Submarine 3: 0 - 0 - 0 - 1 - 1 Submarine 4: 3 - 3 - 2 - 0 - 0 Or to put it in short, only the submarine that started with ammo in all its torpedo slots ever attacked. To me it seems that there is clearly a bug here with the submarine behaviour. The test was done using the latest Beta patch provided by michaelm (version 1.7.11.25.10). Note that this is a bit different that what I had speculated to begin with. I thought it only happened if the first torpedo weapon slot was out of ammo, but apparently which torpedo slot is out of ammo doesn't matter. 10 turns might seem too few, but consider that the submarine with ammo in all slots did at least one attack every turn until it had exhausted its ammo supply in one of the slots. I also tried this more than once but only the so called Submarine 1 ever attacked. The only thing that changed was the remaining ammo levels on Submarine 1. So if it before its last attack had 1 - 1 - 1 - 1 - 1 in ammo left, then it could proceed to do a 6 torpedo spread against one of the CVs and end up with 0 - 0 - 0 - 1 - 1 for example. But as I said, it too always stopped attacking once at least one torpedo slot was at 0 ammo. I won't go into the same level of detail with the other submarine class, the main difference was that it had a gun as well. The same deal either way, once one of its torpedo weapon slots were out of ammo they too stopped attacking. A very big thank you to paradigmblue for his assistance in this matter, wouldn't have been possible without him.
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