View Full Version : poor visibility
brendan
01-25-09, 02:15 AM
during my last patrol, i had no contact (even on the rockall bank). I decided to go home through the irish sea. the weather was rough, i found some merchants off liverpool, but visibility was so low that i coudn't see them until 250 meters. couldn't even get a solution from the watch officer. i got too close to a large merchant, fired 2 torpedoes blind (both bounced off at 200 m) and the he blew both my periscopes off and killed my whole watch crew. then i gave up and headed home. anyone have any techniques or advice?
Weiss Pinguin
01-25-09, 02:29 AM
During poor weather you can stay submerged (When oxygen and battery capacity allow) and use your hydrophones to detect any ships in the area. 'Blind' underwater attacks, where you rely solely on your hydrophones, are possible, but much more difficult than a normal visual attack. (A tutorial on hydrophone hunting can be found here (http://www.subsim.com/radioroom/showthread.php?t=107303))
Beyond that... I'm not really sure there's a whole lot you can do, except hope for clear weather or go hunting elsewhere. :hmm: Foul weather eliminates any chance of using the deck gun, and the flak gun is all but useless against a merchant, provided you can even man the flak gun in poor weather...
UberTorpedo
01-25-09, 02:53 AM
brendan,
Here's some other hydrophone hunting tutorials you might find interesting.:know:
http://forums.ubi.com/eve/forums/a/t...7821098535/p/1 (http://forums.ubi.com/eve/forums/a/tpc/f/857101043/m/7821098535/p/1)
and
http://www.subsim.com/radioroom/showthread.php?t=110619
The video (U42HydroHunt.exe) for both posts has also been uploaded to my Filefront. See link under my sig:)
cheers
Lzs von swe
01-25-09, 10:02 AM
When, and if, I decide to attack in that kind of weather I plot the ships course as precise as possible and get myself positioned ahead and on the same "line".
Let the ship overtake you, and hope itīs not just a fishing boat:-? , staying some 50-100m to the side on parallel course.
Set your torpedoes to magnetic pistol and fire them when the ship is closing to 300m ahead of you, almost out of sight.
But if itīs some 15m/s wind and heavy sea I donīt bother, too big risk of waisting
expensive torpedoes.
Faamecanic
01-25-09, 11:05 AM
When, and if, I decide to attack in that kind of weather I plot the ships course as precise as possible and get myself positioned ahead and on the same "line".
Let the ship overtake you, and hope itīs not just a fishing boat:-? , staying some 50-100m to the side on parallel course.
Set your torpedoes to magnetic pistol and fire them when the ship is closing to 300m ahead of you, almost out of sight.
But if itīs some 15m/s wind and heavy sea I donīt bother, too big risk of waisting
expensive torpedoes.
Thats what I do :up: What was frustrating was SH3 weather being 15 m/s and rain for more than a MONTH on end...
GWX 3.0 solves that :rock: :up: If your not playing with GWX brendan..,.. then your missing half the game! Reccomend you download and install immediately.
A Very Super Market
01-25-09, 12:10 PM
3.0 has the new enviroment that makes it even harder to see at night, so..... Good luck! :rotfl:
brendan
01-25-09, 12:31 PM
yeah i have gwx. went from mildly entertaining to full on addiction. i wouldn't even play the stock version after seeing 3.0. is sh3 commander as good of an improvement? haven't gotten that yet
A Very Super Market
01-25-09, 12:40 PM
SH3 commander is something that you should always have. It not a mod per se, but it makes changing your crew a hell of a lot easier, as well as several immersive features. It doesn't pose any risk to your game, so no worries about crashes. You can also set various options with Commander, including water opacity, TDC levels though you still can't change the visibility problems.
brendan
01-26-09, 08:28 AM
so i could add that now, without an uninstall? i saw some compatibility files for commander with gwx3, but i didn't download them at the time, can i add them after i add commander without problems?
Captain Nemo
01-26-09, 08:57 AM
If your machine can handle it, switch to the GWX 16 km atmosphere which in my opinion is a vast improvement over the 8 km atmosphere. It also has the advantage of increasing your visibility in poor weather from around 300 metres to 1,000 metres.
Nemo
Captain Nemo
01-26-09, 10:15 AM
so i could add that now, without an uninstall? i saw some compatibility files for commander with gwx3, but i didn't download them at the time, can i add them after i add commander without problems?
Yes you can add SH Commander at any time without the need to uninstall SH3. Commander is a standalone program that enhances SH3 game play enormously. A new version (3.2) has just been released, you can find out more here http://www.subsim.com/radioroom/showthread.php?t=147237 . Just follow the instructions for using it with GWX 3.0.
Nemo
brendan
01-28-09, 01:14 PM
downloaded it, have gwx 3, where can i find the commander files for compatibility w/gwx? i think i have the wrong thing or can't unzip it or something and want to find out before messing something up, thanks
Faamecanic
01-28-09, 01:54 PM
Check out the second post in this thread...I had the same question a few weeks ago... Maybe someone needs to add the GWX 3.0 SH3 commander files links to the GWX 3.0 release thread??
http://www.subsim.com/radioroom/showthread.php?t=146575
brendan
01-28-09, 02:54 PM
i downloaded the files, but i think i screwed up somewhere. i followed the sh3 commander install instructions. i think i overwrote the new cfg files with the old ones by mistake. so i downloaded it again, but this time i got confused and installed the 3.0 files directly into the sh3 commander cfg, not a temporary folder, what should i do?
brendan
01-28-09, 09:57 PM
ah, it seems to work alright
badwolf
01-29-09, 12:11 AM
Ever since I nearly rammed one up the backside I've installed Longer Wakes v1.0, great assistance following them from a distance and plotting their course. You need a fast machine though when using it with GWX 3.0
For those of us who don't have the cpu speed needed for the 16k atmosphere, is there a way we could get the torpedo's to arm earlier?
I've had ships that are somewhat visible in the scope, but can't lock onto. Once at the 300m range the game will let me lock, but the torp will just bounce off the side.
Frustrating, had a C3 yesterday that I wasted my last 2 eels on :mad:.
This has worked for a few times.
Plot the target's course.
Get in front of the target and point the same course of the target. Stop engines, allow target to pass overhead. When it is 250 meters away, launch a magnetic shot.
As the target is retreating, this gives time for the torpedo to arm. :cool:
I'll try that, from what I understand the torpedo needs 300m of running distance before arming. So giving that that target will be putting on distance, the torpedo may be armed by the point of impact. I won't wait till 250m, the further the better - but of course the target must lock first. Am not going to learn the TDC just yet, I'm still a rookie at this ;).
Weiss Pinguin
01-31-09, 02:44 PM
I've been playing this since last summer and I've only now turned off Targeting solution assistance. (With the Type XXI of course, lol) Certainly makes things more frenetic during an attack. :lol:
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