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-   -   [REL] Merchant Fleet Mod for Silent Hunter 3 (https://www.subsim.com/radioroom/showthread.php?t=170741)

Wolfstriked 07-04-11 07:31 PM

Thanks frau kaleun that explains alot.So it was honor on the Allied countries part to not involve other the neutral countries.I'm pretty sure alot of ships still did this though and would imagine that the Uboats would decide if that ship flying a neutral flag but headed towards England is a target or not.And a quick change before they land back to allied flag so that people did not see their cowardiness.;)

frau kaleun 07-04-11 08:37 PM

Quote:

Originally Posted by Wolfstriked (Post 1697790)
Thanks frau kaleun that explains alot.So it was honor on the Allied countries part to not involve other the neutral countries.I'm pretty sure alot of ships still did this though and would imagine that the Uboats would decide if that ship flying a neutral flag but headed towards England is a target or not.And a quick change before they land back to allied flag so that people did not see their cowardiness.;)

Well no doubt some "neutral" ships would be considered valid targets under certain conditions. IIRC certain waters were declared a "war zone" once the attempted blockade of Britain began so any ship found to be sailing in and out of there was running the risk of being considered fair game.

And I assume that when it was still feasible for subs to stop a merchant for boarding and inspection, if any ship was found to be carrying war materiel destined for one's enemy that would justify sinking it.

There were some ships - commerce raiders, for instance - that did disguise themselves, but that was done to allow them to sneak up on their own targets, not just to avoid becoming a target themselves.

Anyway I think to some extent you are right that it was a matter of honor, but also a very practical matter of not doing something that would make the seas more dangerous for everyone in the long run just to alleviate some of the danger for yourself in the short term.

Wolfstriked 07-04-11 08:52 PM

Works for me,thanks Buddy! Another question.I just took out a destroyer,auxillary cruiser and 2 cargo ships in a TypeIIA sub doing the happy times mission.The destroyer took two hits cracking it in half and the other ships all went down with one hit.I feel pretty good about that and wonder about the destoyer.Is it not suicide for a destoyer to go straight at a submarine that dives.I waited for it to reach 1000meters and let loose two spread apart very slightly.Was that common practice,basically playing chicken,if I miss you get a perfect run on me and I am dead but chances are you will explode first.The thing is they come straight at you.

I think what needs to be modeled is for the escorts to keep firing heavily at the area you submerge at....its what I would do in case a nutcase Captain is doing what I am doing.

EDIT...just remembered that water acts like a brick wall to bullets effectively stopping them from killing a person at just 3 ft with a 30deg angle and 8ft straight down.Thats for a soft skinned bunny but a metal sub or periscope etc could take alot more especially with reduced hitting power.

yubba 07-04-11 09:02 PM

Not to side track this thread but is there a periscope mod that has a better maginifcation than the stock low end or a more realistic view at 500 meters it looks a mile away. I'm running a low end machine 512 ram mem and 128mb geforce fx 5200. thank you. my comrades in arms are worried about my eye sight.

Wolfstriked 07-04-11 09:04 PM

Quote:

Originally Posted by yubba (Post 1697811)
Not to side track this thread but is there a periscope mod that has a better maginifcation than the stock low end or a more realistic view at 500 meters it looks a mile away. I'm running a low end machine 512 ram mem and 128mb geforce fx 5200. thank you. my comrades in arms are worried about my eye sight.

The MaguiFinal has the attack scope with an X12 magnification.

yubba 07-04-11 09:18 PM

thank you for your speedy reply, 12x you can count the rivets with that, what's the low end ?
link?

Wolfstriked 07-04-11 09:44 PM

1.5.....6X.....12X


http://www.subsim.com/radioroom/show...166320&page=31

Fish In The Water 07-04-11 09:49 PM

Quote:

Originally Posted by igorlikespike (Post 1697543)
Unfortununately I have to say that this mod simply will not play on my SHIII GWX 3.0. I have tried almost everything, but always with the same result.CTD, CTD , CTD:damn:

It's very memory intensive. Most folks need at least 4GB of RAM (plus the corresponding patch) to get it to run.

yubba 07-04-11 09:56 PM

would there be a low end mod more suitable for a low machine, or could I go in and tweek a file at the moment I wouldn't know where to look.

Wolfstriked 07-04-11 09:59 PM

Give it a try>Its just static 2D so even though it looks good its not real 3D that takes a wallop to produce onscreen.

Wolfstriked 07-04-11 10:06 PM

At the beginning of the war the escort ship would visually search for and detect the submarine. Sailors would strain through binoculars to sight a surface U-boat or, if the submarine were submerged, the tell-tale periscope and its feather-like wake. Once the submarine was sighted the escort ship would attack with gunfire and then, if in a good position, attempt to ram the submarine. Now, with the submarines attacking submerged, the escort ships were fitted with sound detection equipment. Initially these were hydrophones or listening instruments lowered into the water to hear the sounds' of a submarine's propellers. Once the submarine was detected, either visually or by sound, the escort ships would race for the sound "contact" with guns firing if part of the submarine or its periscope were visible.

Is there any way to force the escorts to fire at periscopes and be more accurate also??

igorlikespike 07-06-11 04:50 AM

Quote:

Originally Posted by Fish In The Water (Post 1697832)
It's very memory intensive. Most folks need at least 4GB of RAM (plus the corresponding patch) to get it to run.

I see. I only have 2GB RAM, so I guess that is the source of the problem. I did patch the game with the 4GB downloadable patch, until it says executable succesfully patched". Well, at least I saw some of the ships, when starting a career in 1939 or 1940. Guess I have to buy a better PC.

Depesz 07-06-11 07:20 AM

Hi!
I Have 3gb ram on my laptop and the full version works. What is NEEDED is the 4gb patch AND a command for windows to use more memory for a single application, I don't rember that command though :( I will search for it and post it if I can find it.

igorlikespike 07-06-11 10:29 AM

An interesting turn of events.

After surfing on the forum I found an advice by Bakkles which adresses the problem - at least somewhat. It is suggested that one copies some ship data files manually into mods folder and then see how much the PC can take. I tried this, installed some of the merchants and tankers and incredibly enough, when running the museum, I did not have a problem. I was very happy with that, but judging from previous experience I chose to be cautious. Soon the reason for this made itself clear - I hat a CTD trying to load single missions like "The happy times " or Freetown Convoy 1941".

what is funny that in previous instances, with full MFM beta mod I had CTD in museum and all the missions from 1941 onwards. Now I have vice versa - museum works perfectly, but I cannot play!

Sailor Steve 07-08-11 08:07 PM

Quote:

Originally Posted by Wolfstriked (Post 1697849)
Is there any way to force the escorts to fire at periscopes and be more accurate also??

Escorts (and armed merchants) do fire at periscopes in SH3. That was one of the first things everybody commented on.


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