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View Full Version : SH3 Weather Changes How does it work?


LarryM1953
03-14-09, 09:17 AM
!...

Otto Heinzmeir
03-14-09, 09:46 AM
It doesn't change often. It wasn't modeled in stock SH3 very well. About the only time you can count on it to change is the day you make it back to your harbor.

Bosje
03-14-09, 09:52 AM
true, when it rains it pours. for two weeks on end :rotfl:

irish1958
03-14-09, 10:04 AM
How does it work? Only the Shadow knows.

Otto Heinzmeir
03-14-09, 11:08 AM
My crew will hold a moment of silence to honor your commander. Tough break:nope: The calm seas didn't help you as it makes it easier for the escorts to find you.

irish1958
03-14-09, 04:45 PM
Interesting enough, the U-boats were supposed to attack on the surface, and early in the war that is what they did.
Even early in the war, it is difficult to do this in the game.

Lt.Fillipidis
03-14-09, 04:50 PM
Actually, it depends on the month that you are.
I was off scapa flow once, and i damaged an empire type freighter with my last torpedo. The engines were silenced so the escort took off about 20 hours later.
In the meanwhile i took cover below the damaged ship. The weather was stormy so i decided to get some fresh air and submerge again and wait.
The next day it was clear. I fired it with my 20mm and it went down.
(In the meanwhile another DD caught me in the crime scene, so i took cover next to the sunken ship now)

Otto Heinzmeir
03-14-09, 07:14 PM
You may want to check out this thread regarding the weather. I haven't tried out this mod yet but it sounds like it might help.

http://www.subsim.com/radioroom/showthread.php?t=130112

difool2
03-14-09, 11:13 PM
Changes have already been incorporated into the latest GWX releases.

Long story short:

1. The game checks for a weather change depending on season, with a slight random variation-summer 12-16 hours, spring/fall 32-40 hours, winter 64-80 hours, intervals approximate.

2. The timer resets every time you load a saved game. Hence if you saved it during winter at around the 60 hour mark, upon reload the timer goes back to zero, and you will have to wait at least 2 1/2 more game days, without reloading, for another change.

3. The above times are hard-coded, with a slight adjustment possible via the weather_random_interval in the .campaign files (lower=a bit shorter).

4. The weather mod mainly attempts to moderate the effects of wind, such that you end up with fewer 15 MPS intervals, wind speeds are more variable than before.

Threesixtyci
03-15-09, 04:58 AM
I never really played the stock version of SH3... but I'm noticing that the wind never gets above 15m/s with GWX3.0. And it seems to be that high *almost* all of the time.

goggles
03-16-09, 09:37 AM
Interesting enough, the U-boats were supposed to attack on the surface, and early in the war that is what they did.
Even early in the war, it is difficult to do this in the game.
hahaha....sorry but if anything early war its too EASY to attack on the surface

39/40 westcoast of uk using nothing but deckgun ive racked up ridiculous amounts of tonnage easily up 20 ships sunk per patrol (i sink everything even little motorboots) all you have to do is be careful with deckgun ammo place your shots properly

seriously though should be a bit harder to do this i rarely encounter enemy warships or aricraft and even if i do all i do is dive for a few hours and resurface to continue my rampage, ive done this in completely flat seas totally clear and yet i still have very little difficulty with this


either thier needs to be more frequent enemy patrols here or less traffic cause its silly at times

(note this is with gwx 3 and sh3 cmdr nearly full realism)

Otto Heinzmeir
03-16-09, 09:59 AM
Interesting enough, the U-boats were supposed to attack on the surface, and early in the war that is what they did.
Even early in the war, it is difficult to do this in the game.
hahaha....sorry but if anything early war its too EASY to attack on the surface

39/40 westcoast of uk using nothing but deckgun ive racked up ridiculous amounts of tonnage easily up 20 ships sunk per patrol (i sink everything even little motorboots) all you have to do is be careful with deckgun ammo place your shots properly

seriously though should be a bit harder to do this i rarely encounter enemy warships or aricraft and even if i do all i do is dive for a few hours and resurface to continue my rampage, ive done this in completely flat seas totally clear and yet i still have very little difficulty with this


either thier needs to be more frequent enemy patrols here or less traffic cause its silly at times

(note this is with gwx 3 and sh3 cmdr nearly full realism)


Yea that is exactly true with the deck gun. I think the earlier post was regarding surfaced torpedo attacks. Historically submarine attacks were done at night while surfaced from a range of about 1500m. In game however, the majority of time, one gets are easily detected by the convoy from this range at night. Making periscope attacks the norm in game for torpedo attacks.

From uboat.net they have stats on all ships sunk by subs and by what means and there was onlt about 220 ships sunk exclusively using a deck gun. So that aspect is not modeled well at all in the game. I simply quit using my deck gun altogether except to finish off a ship that has been torpedoed already, and then I limit the rounds I use.

hulkamania
03-16-09, 11:37 AM
Yeah, I found the deck gun thing to be a little ridiculous in the early war. It becomes very dangerous in the late war, when even smaller cargo ships are armed with a couple of cannons and at least one machine-gun. It's not that they will necessarily sink you, but the AI aim-point seems to be right at your deck-gun, which means your entire gun crew can be splattered with one shot, I would think.

(I'm referring to the vanilla version of the game, as I haven't tried out any mods, yet)

goggles
03-16-09, 07:50 PM
Yea that is exactly true with the deck gun. I think the earlier post was regarding surfaced torpedo attacks. Historically submarine attacks were done at night while surfaced from a range of about 1500m. In game however, the majority of time, one gets are easily detected by the convoy from this range at night. Making periscope attacks the norm in game for torpedo attacks.

From uboat.net they have stats on all ships sunk by subs and by what means and there was onlt about 220 ships sunk exclusively using a deck gun. So that aspect is not modeled well at all in the game. I simply quit using my deck gun altogether except to finish off a ship that has been torpedoed already, and then I limit the rounds I use.

hmmmm i manage surfaced torpedo night attacks fine as well:hmmm: do you run with your decks a wash

ive gotten within 500 meters of a merchie without being detected on the surface in fairly good visiblility

this seems odd to me that your being detected at ranges of up to 1500m at night ill have to do some experiments:ping:

Otto Heinzmeir
03-18-09, 10:28 AM
Regarding the weather again. When I first installed GWX3.0 the weather seemed improved. But I have had a two week period (real life time) where its been foggy, rainy and high winds 80% of the time. As soon as I get about 2 or 3 days (game time) out from base.

I have been reading that one of the Campaign files has an entry that affects how fast the weather changes. I believe this was the Campaign_RND file.

What I am wondering is if I didn't knacker my install when I added one of the other optional mods. I notice that the locks mod I use, overwrote all 3 of my campaign files. That seems to be about the same time my weather went permanently south. Though I wasn't keeping a weather log so don't have good data to support that.

I don't suppose there is a way to see if the entry that effects weather in the Campaign_RND file is different in the locks mod than in the initial GWX file? I don't really know where to look for this.

Sailor Steve
03-18-09, 11:11 AM
I never really played the stock version of SH3... but I'm noticing that the wind never gets above 15m/s with GWX3.0. And it seems to be that high *almost* all of the time.
A long time ago someone did some experimenting, and found that he could adjust the wind up to 45 m/s, but when the game was reloaded it defaulted back to 15 m/s. He then changed the waves themselves to be twice the height of stock, rendering the percieved wind speed to be twice what is in the game. This is incorporated into SH3 Commander, with the additional wrinkle of have the option of 1.25, 1.5 or 2 times the normal height, or of having it automatically change with the seasons.