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Old 02-21-12, 01:35 PM   #3196
Sepp von Ch.
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Wow, this night vision fix is a brand new experience fo rme. Very good!

And I love (hate) diesel damage fix, really great mod.

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Old 02-21-12, 02:46 PM   #3197
h.sie
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Quote:
Originally Posted by Pete Burke View Post
I have been using the hard code fixes and really enjoying them, but I have a problem. The game seems very stingy about letting me send a contact report. I have to be in sight of at least several ships and even then sometimes it won't let me send one. I know that they can only be sent every hour.
Is there a MOD or fix that allows a player to send a contact report at any time? Since with the hard code fixes the player enters the convoy data manually, it should be possible to send it whether in sight of the convoy or not.
For example, I closed on a convoy submerged and got an estimate of speed and course. I would like to be able to disengage, surface, and then report what I found.
Anyone have a fix for this?
Hi. Stiebler could reduce that problem, but it has not been completely solved so far.
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Old 02-21-12, 04:26 PM   #3198
Obltn Strand
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Quote:
Originally Posted by h.sie View Post
Hi. Stiebler could reduce that problem, but it has not been completely solved so far.
I have been playing lately with both GWX and NYGM. I never had any troubles sending contact report with NYGM. However GWX requires distance under 8 km sometimes less to send it.
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Old 02-21-12, 10:35 PM   #3199
Victor Schutze
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Quote:
Originally Posted by h.sie View Post

@Victor: Currently you cannot. Stiebler will surely provide an Addon in the next time. Please be patient.
I'll keep the V16A3 version for now until Stiebler creates the addon for V16B1.
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Old 02-22-12, 04:25 PM   #3200
Pete Burke
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Thanks for the quick reply and a great patch for sh3. This contact reporting thing is still bugging me. Can anyone point me in a direction as to how to edit the game or create my own mod to address it. What tools do you use?
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Old 02-22-12, 07:06 PM   #3201
U-SERB
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Great work H.sie! Thanks again.
Can you please answer me about co called "death zone". Is that incorporated in any mod?
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Old 02-23-12, 02:39 AM   #3202
h.sie
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what is "death zone"?
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Old 02-23-12, 03:25 PM   #3203
U-SERB
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Quote:
Originally Posted by h.sie View Post
what is "death zone"?
Am I said wrong? Death or deaf zone.... It's time after depth charge attack, when asdic and hydrophone don't work properly.

According to some historians U-boats have great chance to escape after escort miss them with depth charge... It's about 10-20 minutes...

When I read some destroyer attack diary I found long time between dropping depth charges, because it's difficult to find again sub after unsuccessful attack with depth charges...

That will give us great opportunity for escaping from escort...
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Old 02-23-12, 03:36 PM   #3204
makman94
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Many thanks for this new version H.Sie !

this is not just a ...mod

this is .... moding

Congrats


ps: yea...time to...play !
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Old 02-23-12, 04:08 PM   #3205
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@makman: yea...time to...play !

Wise decision of yours! Hope you like it

@U-Serb: ok, now I understand. No, that is not modelled. Some time ago I tried it but without success so far. sorry.
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Old 02-23-12, 07:06 PM   #3206
U-SERB
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@h.sie: Is it maybe possible with longer reload time for depth charge attack?
After attack, even sub is locked with asdic, dd need few minutes for second salvo of depth charges attack?! Is that possible for modding?

Best regards
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Old 02-24-12, 03:50 AM   #3207
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@U-SERB: Not at the moment.
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Old 02-24-12, 05:55 AM   #3208
fitzcarraldo
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Quote:
Originally Posted by U-SERB View Post
Am I said wrong? Death or deaf zone.... It's time after depth charge attack, when asdic and hydrophone don't work properly.

According to some historians U-boats have great chance to escape after escort miss them with depth charge... It's about 10-20 minutes...

When I read some destroyer attack diary I found long time between dropping depth charges, because it's difficult to find again sub after unsuccessful attack with depth charges...

That will give us great opportunity for escaping from escort...
You have the TDW Water disturbance Mod, by The Dark Wraith: Not exactly that you search, but this mod simulates the disturbance of the water after depth charging and you can accelerate the boat before the next attack.

Regards.

Fitzcarraldo
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Old 02-24-12, 08:08 AM   #3209
U-SERB
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Quote:
Originally Posted by fitzcarraldo View Post
You have the TDW Water disturbance Mod, by The Dark Wraith: Not exactly that you search, but this mod simulates the disturbance of the water after depth charging and you can accelerate the boat before the next attack.

Regards.

Fitzcarraldo
I will try it. Thank you very much!
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Old 02-24-12, 08:42 AM   #3210
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Quote:
Originally Posted by U-SERB View Post
@h.sie: Is it maybe possible with longer reload time for depth charge attack?
After attack, even sub is locked with asdic, dd need few minutes for second salvo of depth charges attack?! Is that possible for modding?
Deep-water explosions have meaning only if the ship was equipped with only primitive hydrophone monitored directly by human. Later types of passive sonar were not as vulnerable to depth charges explosions.

The escorting ships lost bearing submerged submarine for two reasons:
1. Growth disturbance (volume) generated by the acceleration of their own ship. Hydrophones, and therefore Allies passive sonar were very vile and clearly worse than the oldest German GHG sonar. In addition, the escort ships operated at higher speeds than u-boats.
2. Submarine escape beyond the cone beam broadcast by sonar. Early sonar (first ASDIC type) had a very narrow angle of the cone. Only 10 degrees from vertical (continually expanded with later types of sonars), and about 60-90 degrees horizontally.
It is for this reason, the escort ships sailed a zigzag taper to cover the wider area.

In total, these two reasons, losing a single ship bearing escort when approached at high speed already at a distance of 150 meters - particularly if the submarine was submerged at great depth.

Then there was the factor which temperature inversion layer, which acted like a prism for the light beam and a shallow bottom, which acted like a mirror. Therefore, the escort ships to not lose the bearing of one or more left standing motionless ships, target acquisition suspicious area when the other tried to cover it with depth charges.

As time passes, subsequent models were increasingly sonar cone angles of the transmitted signal - especially in the vertical, the signal was transmitted at ever higher frequencies, which do not interfere with the sound of their own propellers, a layer of water of different temperature and in addition was inaudible to the U-boat crew.
Nevertheless, the submarine was still able to escape. The best later war sonar (US Type147A and UK QGAA) gave a signal in a cone with an angle that does not exceed 65 degrees vertically from the water surface, so submarine submerged to a depth of 200 m coming out of the cone has 93 meters in front of the escort ship (horizontal). In addition, at that time u-boat had the hull covered with sound-absorbing material, used a fake audio sources, and the Allies still used the poor passive sonar/hydrophone.

SH3 (GWX in particular), poorly modeled this behavior because it seems that the Allied passive sonar (hydrophones) are extremely sensitive, and when combined with active sonar only a little better (or no). It is very likely that the sonar does not help at all in the detection of a submarine or its role is unknown because they occur very frequently detected outside the cone of the sonar signal. In addition, sonar angles modeled in SH3/GWX cover only 10 degrees to the vertical sonars for all except 40 and 65 for types 144A and 147a. But that's not all. Hydrophone/passive sonar scanning angles include up to 80 degrees vertically and 270 degrees horizontally, which means that the submarine can not be lost. That's what is happening in GWX, where a huge increase in detection (paranoid) was obtained by extending the range of primitive hydrophone (default AI) from 600m to 7000m deterioration of the sensitivity of active sonar (sensivity: 0.03->0.01, speed factor: 20->15 kts).

In addition, if weaken of the passive sonar/hydrophone then u-boat silent running (and <2 kts) causes the submarine is almost undetectable, although sometimes it is clearly detected at a distance of 6-7 km when it is switched off engines and silent running.
Therefore, this part of the simulation SH3 is very weak imo.

----------------------------------
@h.sie
Unfortunately Diesels Damage Mod from V16B1 has some minor bugs:
1. If set ahead flank submerged (with electric engines) and surfacing then diesel can run flank until fuel exhaustion.
2. If set ahead flank on surface and increase time compression then diesels always break down because the message from the officer does not reduce the compression time and the player is not able to respond quickly enough. [Update:] This happens even without time compression. Failure occurs immediately after you receive the message from the officer.

Last edited by Olamagato; 02-26-12 at 12:17 PM. Reason: update
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