View Full Version : sub tower sticks out of water at periscope depth
I have just been on GWX to practice my torpedo runs in the academy mode and my subs conning tower sticks out of the water slightly initially my sub is just over 10m submrerged and then creeps up to 10 meters to which then shows the conning tower out of the water. why does it do this ? i also have SH3 commander and all patches to both SH3 and GWX and no other mods.
Thanks
Sea Wolf
01-02-07, 07:41 AM
Read the GWX manual ;)
When stationary the sub will rise slightly so either stay at >2 knts or stop at a slightely lower depth than periscope.
SW
andy_311
01-02-07, 07:42 AM
IVE read it some thing to do with your sub speed if your running @2knt the boat rises if you do a search of the forums am sure it could be expained better than I can.
Thanks guys for your help
Jimbuna
01-02-07, 08:03 AM
Either set speed at 3knots or set depth 2 metres deeper than you want :yep:
Sailor Steve
01-02-07, 11:56 AM
Personally I think they should have gone whole hog and have the sub keep rising, just like NYGM has it keep sinking. Even better, a randomized "oh crap" function that will make it rise OR sink. Perfect trim is goal seldom achieved.
Von Hinten
01-02-07, 02:12 PM
Even better, a randomized "oh crap" function
You mean to tell me those aren't deliberately in GWX already? :o
Because I have those moments about every 45 seconds when I have to try and get away from a couple of C&D's (again) after a(nother) sloppy attack ... :oops:
Sailor Steve
01-03-07, 12:12 PM
Well, there's that too. I just meant about the sub being unstable at full stop or very slow speeds.:rotfl:
Albrecht Von Hesse
01-03-07, 12:15 PM
I 'solved' the problem by simply setting periscope depth when I'm running slow for 14 - 15 meters, and loading up the bow quarters and forward torpedo room with crew. Doing that I maintain roughly 12- 13 meters or so which keeps the watch tower down.
During rough seas I might have to add a meter or two more depth to assure I don't accidentally breach, but I haven't really encountered any real problems with the slight positive bouyancy of the mod.
dean_acheson
01-03-07, 12:21 PM
Just set your depth at 15 meters and let it go at 1-2 knots, it will be fine.
AVH- does putting crew in the nose actually do anything? That is meant as a serious question.
Albrecht Von Hesse
01-03-07, 12:26 PM
Just set your depth at 15 meters and let it go at 1-2 knots, it will be fine.
AVH- does putting crew in the nose actually do anything? That is meant as a serious question.
From experimentation and actual game play observation it seems to, yes. I've had several occassions where I noticed a slight but definite tendancy to 'nose-down' when I manned the forward compartments.
Can't find the thread where I posted the screenshots, but the one occassion I'd been running on the surface, deck awash, towards a convoy for a surface-run attack approach, and I couldn't get rid of the bow spray. If I crept the depth down, I'd slip to submerged before the spray would vanish, as the bow kept remaining just above the surface.
On a whim I fully manned the forward torpedo room and the bow compartment, and slid everyone as far forward as I could, and was shocked (albeit pleased :D ) to see the bow spray finally disappear as the nose of the boat slipped under and stayed under. As I'd changed nothing else at all but where the crew were all I can assume is that, yes, somehow where your crew is located does effect trim and weight distribution.
dean_acheson
01-03-07, 12:32 PM
I'll be damned. That's a heck of a discovery, in my books.
Anyone else noticed this? I never have, but never tried it. Never put people into the bow before unless I was loading torps. Always shove everybody into their bunks untill I really needed them.
Jimbuna
01-03-07, 12:39 PM
IIRC there was a thread recently where AVH and a few others testified to the 'positive' effects of crew positioning :up:
Mooncatt
01-03-07, 01:57 PM
wow im impressed. well thats that problem solved......next :D
Yes I agree that is most impressive.
Regards,
Grell
Lanzfeld
01-03-07, 02:21 PM
I, too, wish that the boat would continue to rise or sink without "limits" when slow as in NYGM. Can we fix this?
Paajtor
01-03-07, 02:35 PM
Amazing...gonna try it this evening! :up:
Maybe I can make our boat ride the waves a bit more like I want it to.
I have an almost full torp-compartment in bow (playing on no-fatigue) all the time, and from my 1st GWX-patrol, I thought she was behaving a little strange on high seas.
I mean, with full throttle, her propulsion should be "pulling" her stern a little downwards, and push the bow upwards...this should make her ride big waves much better, with the conning-tower disappearing less often beneath the surface.
Sailor Steve
01-03-07, 04:40 PM
I 'solved' the problem by simply setting periscope depth when I'm running slow for 14 - 15 meters, and loading up the bow quarters and forward torpedo room with crew. Doing that I maintain roughly 12- 13 meters or so which keeps the watch tower down.
During rough seas I might have to add a meter or two more depth to assure I don't accidentally breach, but I haven't really encountered any real problems with the slight positive bouyancy of the mod.
Just set your depth at 15 meters and let it go at 1-2 knots, it will be fine.
This is a classic example of the occassional futility of "realism" mods. The idea is to recreate the problems involved with u-boat attack, such as not being able to run at very slow speeds near the surface, and some creative gamers will immediately find a way to turn it back into "just a game".:rotfl:
I'd love to see how they would counter it if it just kept surfacing.
Albrecht Von Hesse
01-03-07, 05:37 PM
I 'solved' the problem by simply setting periscope depth when I'm running slow for 14 - 15 meters, and loading up the bow quarters and forward torpedo room with crew. Doing that I maintain roughly 12- 13 meters or so which keeps the watch tower down.
During rough seas I might have to add a meter or two more depth to assure I don't accidentally breach, but I haven't really encountered any real problems with the slight positive bouyancy of the mod.
Just set your depth at 15 meters and let it go at 1-2 knots, it will be fine.
This is a classic example of the occassional futility of "realism" mods. The idea is to recreate the problems involved with u-boat attack, such as not being able to run at very slow speeds near the surface, and some creative gamers will immediately find a way to turn it back into "just a game".:rotfl:
I'd love to see how they would counter it if it just kept surfacing.
Simple . . . I'd carefully flood the trim tanks to set trim at slight negative, and have the planes set to a slight rise, and tweak the speed back and forth between 1 -2 knots lift me up a bit when I start to slide down.
Oh, wait . . .
I don't have realistic trim tank adjustments . . .
Individual plane adjustments either . . .
Hmmmm . . .
You can only get as 'real' as the game mechanics permit. I happen to view setting my depth 1 - 2 meters deeper than my desired depth as a simulated means of adjusting my trim and bouyancy, and not as a cheat to get around the attempt of GWX to simulate the problems real U-boat commanders had.
Lanzfeld
01-03-07, 05:58 PM
Cant we just make it so the sub continues to rise without hitting the upper limit if the boat is less then 1 to 2 knots?
Paajtor
01-03-07, 06:14 PM
Amazing...gonna try it this evening! :up:
Hmmm...well, to bad the weather was great. Didn't have any rough seas at my current patrol (escaping from Scapa lol), so I couldn't test the crew-shifting thing properly.
But I tried a little, and couldn't tell any difference, "boat-behaviour wise".
You're sure it ain't a hoax? :lol:
johan_d
01-03-07, 06:22 PM
Results Kaleun? I dont see much happen here.
Albrecht Von Hesse
01-03-07, 06:33 PM
Amazing...gonna try it this evening! :up:
Hmmm...well, to bad the weather was great. Didn't have any rough seas at my current patrol (escaping from Scapa lol), so I couldn't test the crew-shifting thing properly.
But I tried a little, and couldn't tell any difference, "boat-behaviour wise".
You're sure it ain't a hoax? :lol:
Here's my thread from way back: http://www.subsim.com/radioroom/showthread.php?p=327115#post327115
It's where I'd been doing a surface run and couldn't get rid of the bow spray until I manned the forward compartments. As you can see in the screenshots I was running at ahead flank with decks awash (approx. 7.5 meters) with no bow spray. Up until I'd manned the bow torpedo and bow quarter rooms nothing I did would get rid of the spray unless I drastically slowed up, and going any deeper put me submerged. All I can assume is that, somehow, manning the two forward rooms had the effect of tipping my bow down.
Paajtor
01-03-07, 07:24 PM
I read that topic, but it's not GWX...still I hope it's true, would be a neat option.
But I wonder if SH3/GWX's AI really can make out a bow-spray from far away?
Is it actually featured, or in reality just a calculation based on % of hull that is being exposed to the air?
I mean, if you zoom-out on external cam, and look far ahead...then the random-looking waves suddenly appear in a pattern, towards the horizon (depending on your anisotropic filtering).
Now suppose an enemy is somewhere in that pattern, far away - let's say at 10k.
From his POV, your boat is in a similar pattern.
So the AI can calculate, how the waves look at your position.
Does it use this info, to determine the amount of spray your boat is creating?
Hartmann
01-03-07, 08:15 PM
Perhaps the best way to test the crew weight is in calm waters and no wind to see if the bow and stern raise or sink
johan_d
01-03-07, 08:25 PM
and, does the bow spray actually mean anything to AI?
nightdagger
01-03-07, 10:23 PM
I know in stock the AI is stupid enough not to notice your conning tower out of the water at periscope depth sometimes.
Jimbuna
01-04-07, 06:18 AM
and, does the bow spray actually mean anything to AI?
It is highly likely a bow wave would give your presence away to an escort...well, in GWX anyways :arrgh!:
vBulletin® v3.8.11, Copyright ©2000-2025, vBulletin Solutions Inc.