SUBSIM Radio Room Forums



SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997

Go Back   SUBSIM Radio Room Forums > Silent Hunter 3 - 4 - 5 > SHIII Mods Workshop
Forget password? Reset here

Reply
 
Thread Tools Display Modes
Old 03-21-11, 04:48 PM   #46
LGN1
Ace of the Deep
 
Join Date: Mar 2006
Posts: 1,138
Downloads: 147
Uploads: 12
Default

Quote:
Originally Posted by Stiebler View Post
...
Also, the whole point of the Hedgehog-discharged bombs (not depthcharges) was that they exploded only on contact with a U-boat (this is wrongly modelled in SH3), so there was never *any* disturbance in the water if they missed their target.
...

Stiebler.
@Stiebler:
I looked at the hedgehogs in-game and it looks to me as if they are modeled correctly They just sink and if they don't hit anything, they vanish at a certain depth. No explosion without contact I guess in this case there is also no bold-effect from TDW.

@TDW:
This is really a great mod, TDW! I just played around with the noise setting and it seems that you can really make the escorts deaf. They can't hear your sub! As I mentioned earlier, it would be great to have two bolds, one for simulating the noise aspect and one for the ASDIC part. Then it would be perfect. Thanks again for your efforts!

Cheers, LGN1
LGN1 is offline   Reply With Quote
Old 03-23-11, 11:07 PM   #47
rik007
Seasoned Skipper
 
Join Date: Jan 2002
Location: Holland
Posts: 707
Downloads: 117
Uploads: 0
Default

I never knew that you can add files to this game. The dsd-file is called "TDW_DC_Water_Disturbance_v1_0_SH3.dsd" so it doesnot overwrite an existing one. But how is it then picked up by the game?
rik007 is offline   Reply With Quote
Old 03-24-11, 05:45 AM   #48
SquareSteelBar
Sea Lord
 
Join Date: May 2006
Location: U-73
Posts: 1,638
Downloads: 618
Uploads: 0
Default

The 'Library' folder is the game's feeding bowl - it can't resist to eat anything found therein...
SquareSteelBar is offline   Reply With Quote
Old 03-24-11, 08:51 AM   #49
MoN
Seaman
 
Join Date: Dec 2009
Posts: 38
Downloads: 86
Uploads: 0
Default

It seems to me this causes destroyers to dc their own dcs, especially if there is more than one destroyer. Watched two destroyers take turns on nothing until they ran out of dcs yesterday. I was kilometers away. This seems to happen a lot.
MoN is offline   Reply With Quote
Old 03-24-11, 09:21 AM   #50
TheDarkWraith
Black Magic
 
Join Date: Jun 2007
Posts: 11,962
Downloads: 147
Uploads: 5


Default

Quote:
Originally Posted by MoN View Post
It seems to me this causes destroyers to dc their own dcs, especially if there is more than one destroyer. Watched two destroyers take turns on nothing until they ran out of dcs yesterday. I was kilometers away. This seems to happen a lot.
Which is the point isn't it? You escaped. You can adjust the mod and tweak it to taste.
TheDarkWraith is offline   Reply With Quote
Old 03-24-11, 11:06 AM   #51
Hitman
Pacific Aces Dev Team
 
Hitman's Avatar
 
Join Date: Sep 2002
Location: Spain
Posts: 6,099
Downloads: 109
Uploads: 2


Default

Quote:
It seems to me this causes destroyers to dc their own dcs, especially if there is more than one destroyer. Watched two destroyers take turns on nothing until they ran out of dcs yesterday. I was kilometers away. This seems to happen a lot.
This is not completely irrealistic. In fact the late war BOLD devices were designed to produce false echoes under water, and the disturbance created by DCs could probably do something similar, while also DDs frequently depthcharged around the last known Uboat positions even if not getting return echoes due to the disturbances, for additional increase of probabilities of a kill.
__________________
One day I will return to sea ...
Hitman is offline   Reply With Quote
Old 03-24-11, 04:26 PM   #52
Wreford-Brown
Sea Lord
 
Join Date: Nov 2007
Location: In sight of Stonehenge
Posts: 1,750
Downloads: 51
Uploads: 26
Default

This is a very nice mod TDW. It gives a more realistic chance of breaking contact with destroyers and cooperative tactics towards the end of the war will go a way towards negating the advantages this mod gives you.

Another giant leap on the road to realism.
__________________

All my mods are available at MediaFire:
SH3 Mods
Other modders SH3 mods
SH4 Mods
...you can't please all of the people all of the time...
Wreford-Brown is offline   Reply With Quote
Old 03-24-11, 06:08 PM   #53
Salvadoreno
Grey Wolf
 
Join Date: May 2005
Posts: 887
Downloads: 119
Uploads: 0
Default

conflicts? With nygm or gwx3?
__________________
Salvadoreno is offline   Reply With Quote
Old 03-25-11, 03:05 AM   #54
Wreford-Brown
Sea Lord
 
Join Date: Nov 2007
Location: In sight of Stonehenge
Posts: 1,750
Downloads: 51
Uploads: 26
Default

I've found no conflicts with GWX
__________________

All my mods are available at MediaFire:
SH3 Mods
Other modders SH3 mods
SH4 Mods
...you can't please all of the people all of the time...
Wreford-Brown is offline   Reply With Quote
Old 03-25-11, 04:11 AM   #55
Stiebler
Fuel Supplier
 
Stiebler's Avatar
 
Join Date: Oct 2005
Location: London, UK
Posts: 1,237
Downloads: 29
Uploads: 4


Default

No conflicts with NYGM.

There is no theoretical reason why there should be a conflict with any of the super-mods.

Stiebler.
Stiebler is offline   Reply With Quote
Old 03-25-11, 07:56 AM   #56
fitzcarraldo
Argentinian Skipper
 
fitzcarraldo's Avatar
 
Join Date: Jul 2009
Location: Somewhere between Buenos Aires and the Bungo Suido
Posts: 5,128
Downloads: 3215
Uploads: 0


Default

Quote:
Originally Posted by Wreford-Brown View Post
I've found no conflicts with GWX
...And no conflicts in LSH3, also all OK in GWX (heavily modded).

Best regards.

Fitzcarraldo
__________________



My subject is War, and the pity of War. The Poetry is in the pity - Wilfred Owen.
fitzcarraldo is offline   Reply With Quote
Old 03-25-11, 09:07 AM   #57
TheDarkWraith
Black Magic
 
Join Date: Jun 2007
Posts: 11,962
Downloads: 147
Uploads: 5


Default

Quote:
Originally Posted by Salvadoreno View Post
conflicts? With nygm or gwx3?
There's no reason it will conflict with anything unless there are identical IDs (which would be almost impossible as I have my own ID numbering system). The way I've made it work is by hooking effects which can't interfere with anything.
TheDarkWraith is offline   Reply With Quote
Old 03-25-11, 08:58 PM   #58
Reece
CINC Pacific Fleet
 
Reece's Avatar
 
Join Date: Sep 2003
Location: Down Under
Posts: 32,739
Downloads: 171
Uploads: 0
Default

Thanks TDW, a good one for SHIII!
__________________

Sub captains go down with their ship!
Reece is offline   Reply With Quote
Old 03-25-11, 11:59 PM   #59
King_Zog
Soundman
 
Join Date: Mar 2011
Location: London
Posts: 143
Downloads: 31
Uploads: 0
Default

Damn, so without this mod everytime I've waited for the depth charges to explode before going to flank speed and hard rudder it has been completely pointless!? Oh well, downloading now, thanks for making this DarkWraith!
King_Zog is offline   Reply With Quote
Old 03-26-11, 01:19 AM   #60
ryanwigginton
Weps
 
Join Date: Apr 2007
Location: Nottinghamshire
Posts: 368
Downloads: 68
Uploads: 0
Default

Me also. I read about this tactic here on the forum, maybe two years ago and did it ever since, never realising it weren't actually modelled.

Have also been doing it in SH4. Stupid! Great mod, now there's actually a reason to do it.
__________________
Windows 8 Pro 64-bit, Intel Core i7-2760QM @ 2.40GHz, 8GB RAM, AMD Radeon HD 6990M
ryanwigginton is offline   Reply With Quote
Reply


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT -5. The time now is 04:55 AM.


Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2024, Jelsoft Enterprises Ltd.
Copyright © 1995- 2024 Subsim®
"Subsim" is a registered trademark, all rights reserved.