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View Full Version : Wrecks longevity & Maximum distance of magnetic detonator


biosthetique
12-28-08, 08:41 PM
-1- Does anyone know how to prolong the presence of wrecks?...They generally disappear within minutes and their presence during a mission or campaign could be of interest to confuse enemy sonars and of advantage to hide close to them.

-2- Then, does anyone know the maximum distance from which a torpedo with a magnetic influence detonator will explose from its target and if it is possible to modify it?
Thank you;)

iambecomelife
12-28-08, 09:05 PM
-1- Does anyone know how to prolong the presence of wrecks?...They generally disappear within minutes and their presence during a mission or campaign could be of interest to confuse enemy sonars and of advantage to hide close to them.

-2- Then, does anyone know the maximum distance from which a torpedo with a magnetic influence detonator will explose from its target and if it is possible to modify it?
Thank you;)

I can't help you with #2, but to prolong the presence of shipwrecks after they are hit you need to open data\zones.cfg. Inside you will find flooding rates for all classes of ship. To make a wreck stay longer you will need to increase the flooding time for its components.

Philipp_Thomsen
12-28-08, 09:40 PM
Depends on a lot of factors. The ships bounce up and down on the waves.

You can miss a shot even if you set the correct depth, cos if the ship is too high on the bounce, the magned don't detonate. If it's too low, it bounces off the keel.

I normally set the detonator to 0,8 meters below the keel, as indicated in the book.

I think the maximum distance for detonation under the keel in game would be something around 3 meters.

Kpt. Lehmann
12-28-08, 09:58 PM
Depends on a lot of factors. The ships bounce up and down on the waves.

You can miss a shot even if you set the correct depth, cos if the ship is too high on the bounce, the magned don't detonate. If it's too low, it bounces off the keel.

I normally set the detonator to 0,8 meters below the keel, as indicated in the book.

I think the maximum distance for detonation under the keel in game would be something around 3 meters.

Unfortunately, Phillip Thomsen is not quite correct.

Magnetic detonators in SH3 revert to "impact" if the running depth is set too shallow... and will detonate if the angle of impact is good... as with any 'impact' detonator.

Magnetic detonators will fail to explode in Sh3 if the running depth is as little as 1.5 to 2 meters too deep.

biosthetique
12-28-08, 10:18 PM
Thank you for the answer of #2, that is helpful:up: .
Regarding #1, my question is oriented toward the stage after which a ship is considered a wreck and rests on the bottom. In relative shallow waters 25 to 60 meters deep,(I.e French/English channel in some areas), if a submarine distance itself from a fresh kill for too long, then returns, the wreck has disappeared. The current did not move it away, the program erased it.
How can I, through modifications of datas in which files, make those wrecks to remain the entire mission or the entire campaign where they it hit the bottom?....
Thank you;)

Philipp_Thomsen
12-28-08, 11:52 PM
Depends on a lot of factors. The ships bounce up and down on the waves.

You can miss a shot even if you set the correct depth, cos if the ship is too high on the bounce, the magned don't detonate. If it's too low, it bounces off the keel.

I normally set the detonator to 0,8 meters below the keel, as indicated in the book.

I think the maximum distance for detonation under the keel in game would be something around 3 meters.

Unfortunately, Phillip Thomsen is not quite correct.

Magnetic detonators in SH3 revert to "impact" if the running depth is set too shallow... and will detonate if the angle of impact is good... as with any 'impact' detonator.

Magnetic detonators will fail to explode in Sh3 if the running depth is as little as 1.5 to 2 meters too deep.

What I meant about "bounce of the keel" was in the case of hitting in the curved part of the keel, the very bottom part, in case of setting too shalow, which would bounce even being an impact one.

:up:

Silverleaf
12-28-08, 11:59 PM
How can I, through modifications of datas in which files, make those wrecks to remain the entire mission or the entire campaign where they it hit the bottom?....

That's what I thought you meant in your first post - but I too am interested in this effect because it would give U-boats another defensive mechanism. Imagine it, 35 meters down a wreck lies, you pull up along side her and sit silent using her as a deflector for acquisition.

Not sure if this would help "in game" given I don't know if the AI has been created to allow such a tactic/failsafe.

Sledgehammer427
12-29-08, 12:37 AM
I too am interested in this effect because it would give U-boats another defensive mechanism. Imagine it, 35 meters down a wreck lies, you pull up along side her and sit silent using her as a deflector for acquisition.

Not sure if this would help "in game" given I don't know if the AI has been created to allow such a tactic/failsafe.

there are no records of U-boats doing that IIRC...the sonar wasnt great so they didnt know the precise position of the shipwreck, drift, currents and the ships speed before it sunk can mess with where it ends up hitting bottom...it would be far too risky to nuzzle ur U-boot up alongside a shipwreck.

also, in game, think of how much your FPS would drop with a half dozen shipwrecks sitting and bubbling on the bottom

Weiss Pinguin
12-29-08, 01:17 AM
Yeah, it's not like they could open a porthole and keep tabs on where the wreck was... Different factors affecting the sinking ship could place one's U-boat at pretty serious risk, I'd imagine.

biosthetique
12-29-08, 02:06 AM
I just asked how it was possible, I did not ask how it was not!...So, does anyone knows which files to access?...Thank you;)

Silverleaf
12-29-08, 02:46 AM
Many thanks for the replies.

I've long considered lag as a problem with wrecks on the sea floor, BUT I also am of the mind that if your not within visual radius of the wreck, it shouldn't render at all. For the life of me I can not remember the game/company that handled rendering in much the same manner. It worked very well and gave extra depth to the environment.

Cheers,

Madox58
12-29-08, 08:59 AM
It can't be done.
Sure,
if a ship hits bottom before it reachs it's crashdepth
it will remain there.
As long as you are in rendering range!

Once you pass the line?
It's already destroyed as far as the Game Engine is concerned
and so goes 'POOF!'

biosthetique
12-29-08, 12:16 PM
@Sledghammer and Weis Pinguin: The answer is embedded in some records, have you consulted Italian records?. The channel is littered with wrecks from the WWI in 39, they are mapped out and some submariners certainly used them to their advantages to evade. Prien would not have done what it did at Scapa Flow, if he did not have used those wrecks. 74 WWI German navy ships scuttled themselves in Scapa Flow in 1919, many were salvaged, yet eight are still in the bottom today. So, to see or not to see does not deter courageous young men in a type VII, let alone in a type II or even smaller submersibles?
@Silver Leaf: I agree on the harware variable, to avoid lag a big ram and a very fast access HD are necessary. It is more of case per case problem than a general one. That might be the reason why the bottom of the sea is as flat as the panhandle in SHIII. Not that the Uboat could dive so deep that they could hide in canyons or undersea mountains chains, yet the bottom is not always made of flat sand in the Channel , Atlantik Ocean and Mediterranean Sea.
@Privateer: There are no possibilities even remote, to modify that magic line?
Thank you;)

Elektranaut
12-29-08, 05:04 PM
I was recently drawn into a scuffle with two destroyers in shallow water.I managed to torpedo and sink the first one but then in attempting to evade the second pursuant piled into the wreck of the first mentioned ship and it was goodnight Irene.

biosthetique
01-01-09, 12:04 PM
Even sunk, they can still take a bite out of ya!...Need to listen their hulls rattling the sea floor!