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#1 |
Planesman
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Hi Everyone.
I've been looking though old threads, and notice congregations of kaleuns discussing and comparing notes on tactics, harbour raids, convoy attacks, boat types etc, but as far as I can see there isn't yet one single thread dealing with uber-realism. So, can I start one here? I'd like to hear from other kaleuns that play with high realism settings, and mods to provide a more realistic, challenging and immersive simulation as opposed to an action game. Not that there's anything wrong with playing with auto-targetting and drooling at the beautiful graphics etc, but I'm actively targetting high-realism players. For example: I play GWX2.1 at 100% realism - an no external camera! - with OLC's GUI and environment to give taller waves (and less visibility). I always exit the game and restart upon returning to port, letting SH3Commander randomly transfer crewmen etc. I'll head for my assigned patrol grid, remaining there for 24hrs, before heading on a search pattern nearby if targets are not found. In order to try to achieve a realistic tonnage per patrol, I take no notice of single ships presented on the map, presuming that the majority of these would not be reported IRL. Convoys reported via the map I will pursue. Unless using the stern torpedo tube, the minimum number of fish fired per target is 2, unless the shot is determined to have only a 'long-shot' chance of success. External reloads are only used with the boat at a complete stop with windspeed lower than 5m/s. All targets sighted are engaged unless they're a fishing boat or smaller, or a destroyer/corvette. Only battleships, cruisers and aircraft carriers are valid targets amongst enemy naval forces. So, my question to other uber-realistic (or wannabe uber-realistic) players is this: How do you ensure your gameplay is as accurate as possible? Which mods do you use? Do you have any advice about how I can better simulate real life experiences within the confines of SH3 as a computer game? Also, I was wondering about GWX Enhanced Damage Effects... Can someone tell me whether this will cause stricken ships to sink faster due to explosions & fires etc? I can't say for sure, but I think that with EDEs enabled, ships seem to blow themselves to pieces long before they would otherwise flood and sink without EDEs. Comments anyone? All feedback and responses gratefully received! ![]() p.s. I doubt very much I'll ever have time to play without any time compression to simulate the boredom. I take that as read... and really can't be bothered to try it myself...
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#2 |
Maverick Modder
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Interesting idea for a thread.
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Freedom of speech - priceless. For everything else there's Mastercard. Last edited by onelifecrisis; 05-20-08 at 01:07 AM. |
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#3 | |
Commodore
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There is a section in the GWX manual where "VonHelsching" briefly wrote up the GWX approach to damage modeling, and that may help answer some of your questions. AFAIK the explosions you see in EDE are merely cosmetic, and don't cause additional damage, since the only files modified are the particles (which affect the visuals) and the zones.cfg, which causes explosion effects but (should) not cause additional damage. If you are patient enough for a ship to flood, most of the merchant ships in GWX can be sunk with one or two torpedoes because, IIRC, most of the merchant ships that were lost IRL went down with one or two torpedo hits: once you put a hole in the big cargo spaces, it's just a question of whether your ship has enough reserve buoyancy to stay afloat with a large flooded compartment. Large warships could (but did not always) survive a couple of hits provided the ship could retain power for the pumps, and if the ship's compartmentalization could limit the flooding to a small volume of the ship, but the explosion could buckle a ship's deck plates, hull plates, and bulkheads and thereby allow water to leak further into the ship. For example, HMS Barham rolled over just a few minutes after being hit by three torpedoes from U-331; HMS Malaya survived a hit from U-106, but HMS Ark Royal was lost to a single torpedo from U-81, described in detail here. A lot depended on the exact type and location of damage, as well as the design and layout of the ship in question. Silent Hunter III does not allow modeling of a lot of important damage and damage control mechanisms that would affect the outcome IRL, so what we have is really just a rough approximation, regardless of which mods you use, if any. Hope this helps! Pablo
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"...far better it is to dare mighty things, to win glorious triumphs even though checkered by failure, than to rank with those poor spirits who neither enjoy much nor suffer much, because they live in the gray twilight that knows neither victory nor defeat." - Theodore Roosevelt, speech before the Hamilton Club, Chicago, April 10, 1899 |
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#4 |
Maverick Modder
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Thanks for the info, Pablo!
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#5 | |
Commodore
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The explosion and fire effects are more spectacular, but the hit points, damage caused by weapons hits, zones, etc., remain the same as without using EDE. Sometimes you see the results more quickly than if the ship merely sank beneath the waves, but I attribute that (from a realism perspective) to things like steam explosions in the boiler room, etc., that can occur as the result of flooding a steam ship's boiler room, flammable or hazardous stores (chemicals and such) in the cargo, etc., that are not strictly modeled in Silent Hunter III. Pablo
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"...far better it is to dare mighty things, to win glorious triumphs even though checkered by failure, than to rank with those poor spirits who neither enjoy much nor suffer much, because they live in the gray twilight that knows neither victory nor defeat." - Theodore Roosevelt, speech before the Hamilton Club, Chicago, April 10, 1899 |
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#6 | |||
Commodore
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![]() Hmm...I wasn't aware of these effects. To answer your questions: a) AFAIK, the EDE effects are only cosmetic, so the ships don't sink more easily. The only files affected by the EDE mod are particles and zones.cfg - if the changes to those files don't cause more explosion damage, then EDE can't cause more damage. "EDE - it doesn't make ships sink - it makes them sink more spectacularly." b) Have you tried torpedoing ships at known ranges in a mission with known cargoes with the mod enabled and then with it disabled? For example, if you hit a ship with a cargo of ammunition and you're too close, then you're gonna get pasted - but you only know that for sure if you are playing a scenario that specifies the cargo type. Pablo
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"...far better it is to dare mighty things, to win glorious triumphs even though checkered by failure, than to rank with those poor spirits who neither enjoy much nor suffer much, because they live in the gray twilight that knows neither victory nor defeat." - Theodore Roosevelt, speech before the Hamilton Club, Chicago, April 10, 1899 |
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#7 | |
Commodore
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In general, we've found controlled tests in mission environments to be necessary in verifying reported problems since the mission editor can control some of the variables that can affect your results. Repeatability of the results is key when assessing stuff like this. BTW, I checked with the GWX Technomages: the explosions are only visual effects, and cause no additional hit points of damage. Pablo
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"...far better it is to dare mighty things, to win glorious triumphs even though checkered by failure, than to rank with those poor spirits who neither enjoy much nor suffer much, because they live in the gray twilight that knows neither victory nor defeat." - Theodore Roosevelt, speech before the Hamilton Club, Chicago, April 10, 1899 |
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#8 | |
Maverick Modder
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![]() Anyway thanks for getting back with that, good to know what the "official" line is, at least.
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Freedom of speech - priceless. For everything else there's Mastercard. |
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#9 | ||
Commodore
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It would be a lot easier for us to check this out if you could cite a circumstance (range, ship type, ship's cargo, etc.) where you are repeatedly and reliably damaged when using EDE, and undamaged when not using EDE. FWIW, I have not suffered any damage when using EDE, even when using the deck gun at very close (100 to 200m) range. Pablo
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"...far better it is to dare mighty things, to win glorious triumphs even though checkered by failure, than to rank with those poor spirits who neither enjoy much nor suffer much, because they live in the gray twilight that knows neither victory nor defeat." - Theodore Roosevelt, speech before the Hamilton Club, Chicago, April 10, 1899 |
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#10 | |
Commodore
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I read the U-boat Commander's Handbook and try to follow its advice. Although it's dated 1943, before the roof caved in the the Ubootwaffe, it's pretty much common sense and works well in SH3 and GWX V2.1. Specifically:
![]() Pablo
__________________
"...far better it is to dare mighty things, to win glorious triumphs even though checkered by failure, than to rank with those poor spirits who neither enjoy much nor suffer much, because they live in the gray twilight that knows neither victory nor defeat." - Theodore Roosevelt, speech before the Hamilton Club, Chicago, April 10, 1899 |
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#11 | |||
Eternal Patrol
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I try to use one torpedo for each level (small, medium, large) of merchant size, and I also never attack destroyers. At 100% I assume that becomes a very bad idea anyway. Also, I don't try to dogfight with them like I did back in the days of Silent Service and SH1. After my attack I go deep and slow, and think about trying to keep those little sprites alive. Quote:
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#12 | ||
Planesman
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Location: Salford, Manchester, UK
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Is there any historical evidence for how many torps to fire at targets? I generally fire 2 at anything bigger than 1500t, upping to 4 if I get the chance to shoot a carrier or cruiser. When targetting, I always try to get an AOB of 90 degrees, in order that distance is irrelivent - simply the angle and speed of target. Quote:
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#13 | ||
Silent Hunter
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#14 |
Planesman
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Do you know whether there's any way I can change this?
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Using GWX 3.0 at 100% realism, OLC's 'Ubermod' & Torpdamagefinal ![]() |
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#15 | ||
Eternal Patrol
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Chapter 4, Section 6, Page 51, Part 4614. http://www.ibiblio.org/hyperwar/USN/....html#section6
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