View Full Version : Whats the best way to get fastest dive time
downunder
04-16-09, 06:56 AM
I use an IXB and whats the quickest way to get the fastest dive time with out crash diving. Ie does speed make a difference? crew placement?
Cheers
GoldenRivet
04-16-09, 07:16 AM
speed and riding low in the water... it doesnt seem that crew placement is taken into account in SH3.
if you set decks awash by ordering about 7 meters depth and set flank speed, then when full speed is reached order a dive... this will take the least time
danlisa
04-16-09, 07:20 AM
I use an IXB and whats the quickest way to get the fastest dive time with out crash diving. Ie does speed make a difference? crew placement?
Cheers
The faster you are traveling the fast you dive.
There was some research done into whether having crew forward would aid in diving times and it turned out it did but minutely, we're talking seconds.
If you are in a situation where you think you'll need to dive quickly (from surface) then run decks awash. Not only will this shorten dive time but it also reduces your visible signature.
downunder
04-16-09, 08:24 AM
Thanks i will try that, Its just nerve racking trying to get under quickly when im under aircraft attack. Does decks awash slow your speed? I know my beast of a boat would take about 25 seconds to go under.
Drill your team with lots of crash dives :O:
I wish that the divetime could get better with crew that are more experinced, but that is not modeled into the game.
Decks awash and full speed must be the best thing to do for cut in divetime as stated.
badwolf
04-16-09, 09:35 AM
Making sharp turns reduces speed and slows the dive, a 10 degree turn should be plenty enough to throw the plane off your course.
verticalization
04-16-09, 12:36 PM
I have a quick question about running decks awash, not to get too far off topic, but.. i tried doing it for the first time in my last patrol, calm seas.. i set 7m depth
my boat kept the depth perfect, however.. i couldn't get the crew on the bridge, i had to be at atleast 6m before they would pop back up again
is there any way to keep the crew on deck? with decks awash?
http://www.subsim.com/radioroom/downloads.php?do=file&id=966 Never tried this one but give it a go. Remmeber to backup before installing or use JSGME util.
downunder
04-16-09, 06:32 PM
Well thats a good point! Am i going to get blown out of the water while cruising along on the surface with no watch up there. Or is that the hitch! the trade off for a faster dive time.
RoaldLarsen
04-17-09, 01:23 AM
You cannot run decks awash in stock. You need a mod. The one linked two above this post is one, although it also has other effects. Simplest is to just change the values of Surface Depth in the Properties section of each u-boat type's confguration file. You can do that by adding the following text to the end of SH3 Commander's Static settings.cfg file:
[data\Submarine\NSS_Uboat2A\NSS_Uboat2A.cfg]
Properties|SurfaceDepth=7;meters
[data\Submarine\NSS_Uboat2D\NSS_Uboat2D.cfg]
Properties|SurfaceDepth=7;meters
[data\Submarine\NSS_Uboat7b\NSS_Uboat7b.cfg]
Properties|SurfaceDepth=8;meters
[data\Submarine\NSS_Uboat7c\NSS_Uboat7c.cfg]
Properties|SurfaceDepth=8;meters
[data\Submarine\NSS_Uboat7c41\NSS_Uboat7c41.cfg]
Properties|SurfaceDepth=8;meters
[data\Submarine\NSS_Uboat9b\NSS_Uboat9b.cfg]
Properties|SurfaceDepth=8.3;meters
[data\Submarine\NSS_Uboat9c\NSS_Uboat9c.cfg]
Properties|SurfaceDepth=8.3;meters
[data\Submarine\NSS_Uboat9d2\NSS_Uboat9d2.cfg]
Properties|SurfaceDepth=8.3;meters
Note that these instructions assume that you don't already have any other modifications to the Submarine type configuration files listed in Static settings.cfg. If you do, you should put the "Properties|SurfaceDepth=" lines into the respective pre-exisiting sections for each Submarine type configuiration file.
The one downside to running decks awash is that you consume more fuel.
Oneshot/Onekill
04-18-09, 06:24 AM
Just make sure if your going to run decks awash, do it when your almost certain to make contact with the enemy in a short amount of time. As Mur44 said you will consume alot more fuel doing it and your surface speed will be somewhat reduced making for more difficult intercepts.
Jimbuna
04-18-09, 07:44 AM
The one downside to running decks awash is that you consume more fuel.
....and as we all know, it makes one helluva difference in your range :-?
Huncowboy
04-18-09, 12:30 PM
Drill your team with lots of crash dives :O:
I wish that the divetime could get better with crew that are more experinced, but that is not modeled into the game.
Decks awash and full speed must be the best thing to do for cut in divetime as stated.
Which makes me wonder, what does crew experience mean? How about GWX 3.0?
antikristuseke
04-18-09, 05:42 PM
When I took a full broadside from HMS Nelson, my dive was hellishly quick. Ofcourse I died dead so you might not want to try this.
owner20071963
04-18-09, 05:59 PM
Which makes me wonder, what does crew experience mean? How about GWX 3.0?
Your crew Exp depends on how many Patrols
and times you Play your career.
The more You play
the more they get experience basically :arrgh!:
Ask more Q&A
Here http://www.subsim.com/radioroom/showthread.php?t=150302
Huncowboy
04-18-09, 08:15 PM
Your crew Exp depends on how many Patrols
and times you Play your career.
The more You play
the more they get experience basically :arrgh!:
Ask more Q&A
Here http://www.subsim.com/radioroom/showthread.php?t=150302
It is really time for me to learn how to ask questions properly. Sorry. What I meant was how does the effectiveness of the sonar boy change with experience. Or the watchman. Does their detection capability increase or is there any other advantage. How about a helmsman. For one I think I have read they resist fatigue a bit better. Anything else other than that. I will head over to the FAQ. Thanks!
owner20071963
04-18-09, 08:39 PM
Welcome,
the above link is for
the Silent Hunter Monthly Meet,
Any Questions you may have will be answered,
on Silent Hunter,
by members here on Subsim,
Verbally,
Again Welcome Aboard :salute:
Jimbuna
04-19-09, 08:12 AM
Which makes me wonder, what does crew experience mean? How about GWX 3.0?
As previously stated, the crew experience level will rise as each patrol is completed.
The increase in experience will not raise the effectiveness of the equipment used but rather the ability to use it eg: the sonar man will hear contacts more often if within range of his equipment.
A big plus factor in enhanced experience is the fact that crew get fatigued less quickly http://www.psionguild.org/forums/images/smilies/wolfsmilies/pirate.gif
Huncowboy
04-19-09, 02:31 PM
As previously stated, the crew experience level will rise as each patrol is completed.
The increase in experience will not raise the effectiveness of the equipment used but rather the ability to use it eg: the sonar man will hear contacts more often if within range of his equipment.
A big plus factor in enhanced experience is the fact that crew get fatigued less quickly http://www.psionguild.org/forums/images/smilies/wolfsmilies/pirate.gif
Thanks. So there is more than just effect on fatigue. Cool. That is what I was after. Right now I am trying to see if it makes sense to give a sonar ability to a 3rd crew or not. I already have 2 sonar guys but I can only keep them fresh if the radioman is a non sonar person. But then I only have about 60% green on top of the station. It seems even when both sonar person is on station the station is still not full green.
What are some other effects? I.e. engine crew?
UnderseaLcpl
04-19-09, 03:51 PM
Thanks. So there is more than just effect on fatigue. Cool. That is what I was after. Right now I am trying to see if it makes sense to give a sonar ability to a 3rd crew or not. I already have 2 sonar guys but I can only keep them fresh if the radioman is a non sonar person. But then I only have about 60% green on top of the station. It seems even when both sonar person is on station the station is still not full green.
What are some other effects? I.e. engine crew?
I don't know if the radio/sonar station can be made 100% "green", but I seem to remember them becoming immune to fatigue if they have a ritterkreuz (or maybe it's the German Cross in Gold, or maybe either one)
I'd make them high-priority medal recipients, right after the officers.
In any case, I think your radio guy should have the sonar ability as well. At some point, I became convinced that this resulted in getting more position reports, but I can't remember why for the life of me.
You might already know this, but the crew only accumulates fatigue at less than 32x time compression. edit- including 32x. Sorry, I meant less than 64x.
As far as your crash-diving question goes, my humble advice is to not put yourself in that situation. There is only a short period of time between the prominent appearance of aircraft radar and the advent of radar detectors. The radar detectors give you plenty of advance warning for even a normal dive at cruising speed. Once airplanes become a real pain, spend daylight hours cruising underwater at slow speeds. It is tedious, but much safer.
If an aircraft does catch you by surprise, do not crash dive. Throw some flak at him and try to present a small-profile, high speed target. Once he passes overhead, you can dive more safely.
I wouldn't recommend a crash-dive in the Type IX, either. Doing so causes your butt to stick out of the water for a few seconds while the electrics spool up. A regular dive from a full-ahead cruise with a slight course change should minimize your "pants-down" time, and throw off the plane's targetting.
That's my 2 cents. It has worked pretty well for me the past few careers.
RoaldLarsen
04-19-09, 08:04 PM
I don't know if the radio/sonar station can be made 100% "green", ...
In any case, I think your radio guy should have the sonar ability as well. At some point, I became convinced that this resulted in getting more position reports, but I can't remember why for the life of me.
You might already know this, but the crew only accumulates fatigue at less than 32x time compression.
As far as your crash-diving question goes, my humble advice is to not put yourself in that situation. There is only a short period of time between the prominent appearance of aircraft radar and the advent of radar detectors. The radar detectors give you plenty of advance warning for even a normal dive at cruising speed. Once airplanes become a real pain, spend daylight hours cruising underwater at slow speeds. It is tedious, but much safer.
If an aircraft does catch you by surprise, do not crash dive. Throw some flak at him and try to present a small-profile, high speed target. Once he passes overhead, you can dive more safely.
I wouldn't recommend a crash-dive in the Type IX, either. Doing so causes your butt to stick out of the water for a few seconds while the electrics spool up. A regular dive from a full-ahead cruise with a slight course change should minimize your "pants-down" time, and throw off the plane's targetting.
That's my 2 cents. It has worked pretty well for me the past few careers.
Yes you can get the bar to total green, but you must have two radio qualified petty officers in the room. You can get it to almost all green with a fresh top-ranked petty officer and a fresh senior seaman. (I'm using generic terms for the ranks because people use different ranks, and there seems to be a difference of opinion about which designations to use in German.)
Fatigue happens at 32x TC as well.
It has not been my experience that the radar detector always gives ample warning time. However, it is definitely better than nothing. Neither is there always ample warning time when a plane is visually reported at long range. I have to wonder about how the game times these things. A plane travelling at 360km/hr is only doing 100m/sec so it should take half a minute to travel 3km. I often only get a 5 to 15 second gap between the report from the radar detector or a visual contact at long range and the explosion of bombs. I have tweaked the visual sensor settings of the u-boat crew to address this, with limited success.
I agree that in regions of air coverage, it is best to stay submerged most of the time. The best time to resurface for recharging is probably during daylight, so you have a better chance of detecting aircraft. I also agree that if the plane is too close when detected it is probably better to dodge and shoot at it during its first pass, and then dive. Type IXs do take a lot longer to dive, so "too close" is farther away in a IX boat. It has not been my experience that a regular dive is ever fast enough, but I may experiment with regular dives on type IXs. I tend to run at flank with decks awash, if the weather allows, in order to dive more quickly, despite the resultant speed reduction. I think this gives a better dive time advantage than running at full speed fully surfaced.
Take this advice as being worth what you paid for it. After all, my last 8 losses (over 43 patrols from 1942/12 to 1944/04) were all to aircraft.
Huncowboy
04-19-09, 10:20 PM
Lot of good info. I have two petty officers both radio qualified, and it is about 80% green. But this is patrol #8 so they have way to go to get more experience. I guess it must also pay to have watch officers up there to keep it 100% green for spotting a/c. I don't have to deal with that too often yet because it is only 1940 Oct in my patrol. But soon.
FIREWALL
04-19-09, 11:17 PM
Tried the decks awash\ fuel economy mod useing jsgme.
http://www.subsim.com/radioroom/down...do=file&id=966 (http://www.subsim.com/radioroom/downloads.php?do=file&id=966)
Hit the snorkle depth key and boat went to snorkle depth not decks awash.
The usual rollback and beginning of patrol.
Useing VIIb boat late 1939
Anyone else tried this mod ?
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