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Captain Can
09-21-10, 11:18 PM
Hello guys i have a quick question.
After trying to learn game basics at '39 campaign more than a month i have started '40 campaign with increasing the game reality a bit more. :) (SH3+GWX)

Now i am at my second patrol(sunk three ships already:DL) .Anyways here is the question.While engaging enemy merchants i am launching one torpedo and if it is not sinking with that i am rising up to 5 meters or so then maning the deck gun and boomm its sinking.the question is , is that a bad idea to let them know i am around?or are they gonna tell the big guys (like destroyers ,other warships etc.) my current plot ? i am using my current tactic to save torpedos.

thanks.
Can

JokerOfFate
09-21-10, 11:30 PM
Nearly the same as my tactic.
Your fine, but the big guys will come sooner or later and they will kick Captain Can's can (Sorry couldn't stop myself).
Just stay out of their way and you'll be fine.

Here's what they do with me most often:
1) Send out a search plane, I shoot it down
2) Send out a warship, I sink it
3) Send out a Cargo ship, I blow it up and near kill myself :DL

P.s. That last one you need to look out for it's deadly :ping:

Captain Can
09-21-10, 11:44 PM
Okey then,i will continue to rely on my current tactic for saving torpeados and gonna try my best to stay out the way of big guys.

tnx for the reply! :)

K-61
09-22-10, 12:04 AM
Once they are hit by a torpedo they send a distress signal. The Admiralty knows you're in the area and sends forces to investigate. Provided the target isn't armed you're reasonably safe to surface and use the deck gun. Aim your rounds for below the waterline, as you must flood a ship to sink it under GWX's damage model. Stock SH3 is an arcade game where the damage model is concerned.

VONHARRIS
09-22-10, 12:05 AM
This tactic can be useful up to mid 1942. After this point most merchants are armed and at that close range you get they can cause enough damage to end your patrol. Be careful. It is better to fire a second torpedo to finish the ship off.
What is your realism percentage?

K-61
09-22-10, 12:10 AM
I haven't been able to use my deck gun since late 1941. I have removed it for the duration of the war, unless I get a big boat and sail those long range patrols looking for loners.

Captain Can
09-22-10, 12:20 AM
thanks for all info's guys now i am more clear.besides i dont know that the merchants will be armed at late 41' or at 42' .i will be more careful during that times.currently i am using %38(or so) realism.

p.s; For the first time i got a report from Bdu that a large convoy is nearby wheeeee! :DL i've changed my pilot course and now getting close to convoy.i dont know whats expecting for me.wish me luck ! :)

reignofdeath
09-22-10, 01:44 AM
be ready for destroyers mate :up: They hurt !

thanks for all info's guys now i am more clear.besides i dont know that the merchants will be armed at late 41' or at 42' .i will be more careful during that times.currently i am using %38(or so) realism.

p.s; For the first time i got a report from Bdu that a large convoy is nearby wheeeee! :DL i've changed my pilot course and now getting close to convoy.i dont know whats expecting for me.wish me luck ! :)

Flaxpants
09-22-10, 03:43 AM
Yes, fire a big juicy salvo and then get the heck outta dodge asap.

desirableroasted
09-22-10, 04:17 AM
Yes, fire a big juicy salvo and then get the heck outta dodge asap.

Or don't fire a salvo. Because you probably won't hit a thing by doing so.

Instead, take your time to get inside the screen (difficult in the best of times) then pick two easy-ish ships to go after (don't be tempted into going after the "biggest," pick two that your skills can handle). Carefully shoot at the first one (1 torpedo) and, if time allows, the second. Just as if they were loners.

Then dive, as quietly as possible, and take the regular evasive actions (there's tons of threads on here about how to do that, so just search and you will find answers to all of your questions).

But spraying a salvo at a convoy and hoping is about as effective (and a whole lot riskier) as spraying a salvo into the open ocean.

Weiss Pinguin
09-22-10, 01:35 PM
If you aim your salvo, you have a better chance. And if your detected and can't close the range enough for aimed torpedoes, then I'd personally go for a full salvo and hope for the best while I snuck away.

K-61
09-22-10, 01:50 PM
I would never fire a salvo in hopes of a hit. If the convoy knows you are there it will zigzag and make a hit even less likely. Why waste four torpedoes on a desperate shot when you can evade and later re-establish contact with the same convoy and set up again for a deliberate attack. I've had perfect setups spoiled at the last second, broke off attack, evaded and then attacked again later. Only I had four more torpedoes available to me since I didn't waste them on a desperate gamble.

Occasionally I will fire a single "Hail Mary" shot on a distant valuable target. I bagged my first Bogue carrier that way. I was too far away for a deliberate attack, so I fired one G7A. My reasoning was that it was early morning and they might not see it in the predawn darkness. Meanwhile, I dove deep and moved away. Several minutes later it hit and the carrier came to a stop, with a list to port. After several hours of evasion and stealthy maneuvering I was able to approach closer and finish her off. Had I fired a salvo of four, which is all I had left and only one hit, I would not have had any left for the kill shot.

JokerOfFate
09-22-10, 03:23 PM
Use the "ongoing" tactic

Basicly you sit inside the convoy picking one ship off at a time, the DD's move in you dive they lose you, and then you do the same thing over and over again.

I tend not to use salvos but they're pretty good with convoys but its still better to use singles, better safe than sorry :up:

Gerald
09-22-10, 03:47 PM
I agree, I only use single shot when its predictive value in my view is better than several at a time, which also "save some eels if some are lost

Draka
09-22-10, 09:10 PM
Salvo doesn't necessarily mean a full set of all tubes available. Salvoes were the practice early war and the way they were taught.I tend to use a 2 eel salvo a lot - minimum spread and running fast. That way any small errors in my calculations and one or the other will hit. YMMV

Sailor Steve
09-22-10, 09:18 PM
Unfortunately the salvoes as done in the game are highly unrealistic. Salvoed torpedoes were fired a minimum of eight seconds apart, not all at the same time.

reignofdeath
09-22-10, 09:24 PM
Although you could set one to fast and one to say medium or slow (That being the first one) and fire your second fast one so that it catches up in time with the slower one

Unfortunately the salvoes as done in the game are highly unrealistic. Salvoed torpedoes were fired a minimum of eight seconds apart, not all at the same time.

Sailor Steve
09-22-10, 09:27 PM
I count out five seconds between shots, and make all of them singles.

But that's just me.

Captain Can
09-23-10, 12:35 AM
guys sorry for the hell of questions but i have another one.:)
is there any way to reload your spented torpedos rather then exiting your current patrol?

JokerOfFate
09-23-10, 12:38 AM
You have to move those manually by going to

WE>Weapon management>then drag your external torpedo to your reserves :DL

Captain Can
09-23-10, 12:40 AM
You have to move those manually by going to

WE>Weapon management>then drag your external torpedo to your reserves :DL

ah i dont mean that.i know how to reload.:)
i mean when your all torpedos are spented.is there any way to reload some from an harbor or from a ship etc?

reignofdeath
09-23-10, 04:22 AM
Lol no worries on the questions, ask almost everyone here, Ive posted way too many posts, all questions Im sure Ive annoyed quite a few already :P :(

But as far as torps. If you have GWX 3 (at least thats what I got) it models the resupply ships and milk cows (Subs used for resupplys am I right? Im not sure) in game, in certain years theyll be in diff places. But if you got GWX 3.0 hit f1 and there should be a resupply ship section with info on where they are and in what years. (They're usually a blue name next to a green name on the map)

stoneys-nutz
09-23-10, 04:43 AM
Don'r worry about how many questions, if you dont ask you wont know, everybody here at one time or another was a newbie, (hate that expression), we all had to learn, so ask away all you want.

frau kaleun
09-23-10, 10:12 AM
ah i dont mean that.i know how to reload.:)
i mean when your all torpedos are spented.is there any way to reload some from an harbor or from a ship etc?

You don't have to return all the way to home base to get another loadout of torpedoes provided an alternate supply option is available - however in order to get more eels you must end your patrol by docking somewhere.

If you meet up with a resupply ship and want to refuel and rearm there you will have to exit your patrol and dock at that ship just like if you returned to base. The game will consider it the end of the current patrol, and when you start the next one you will start it from the same spot where you docked to resupply but with a new, full supply of ammo and fuel.

Jimbuna
09-23-10, 04:35 PM
guys sorry for the hell of questions but i have another one.:)
is there any way to reload your spented torpedos rather then exiting your current patrol?

Afraid not...replenishment doesn't take place until your patrol comes to an end.

desirableroasted
09-23-10, 08:10 PM
Although you could set one to fast and one to say medium or slow (That being the first one) and fire your second fast one so that it catches up in time with the slower one

Nice idea, but try it.

K-61
09-23-10, 11:47 PM
Are you using SH3 Commander? If not, I highly recommend it. It works with any flavour of SH3, from stock out of the box to GWX. It has an option to set time in base to "X" number of days between patrol. If you are planning to dock at a milk cow or resupply ship you should set this number to "1" or else you will spend something ridiculous like 28 days sitting at that milk cow. After your resupply you can set it back to random or whatever you prefer. Your new patrol zone will be "NULL." Go off and patrol wherever you please and then sail back to port.

In real life milk cows generally supplied only fuel, due to space limitations. It is possible they carried a very small number of torpedoes, but in general they only supplied fuel and maybe a few rudimentary repairs and provisions. A supply ship could perform much more, including surgery for a wounded man. If you have battle damage, don't expect to have it repaired by a milk cow, but as I have used one maybe once I am not an authority on what services they offer.

Captain Can
09-24-10, 07:09 AM
thanks a lot for all replies guys. :)
i am off to my 7th patrol and simply loving SH3+GWX.

i can bump this thread in time if i get stuck with something again.:) hope that wont annoy anyone.

frau kaleun
09-24-10, 08:11 AM
Are you using SH3 Commander? If not, I highly recommend it. It works with any flavour of SH3, from stock out of the box to GWX. It has an option to set time in base to "X" number of days between patrol. If you are planning to dock at a milk cow or resupply ship you should set this number to "1" or else you will spend something ridiculous like 28 days sitting at that milk cow. After your resupply you can set it back to random or whatever you prefer.

If you're using SH3 Commander, you don't have to fiddle with the Days In Base at all - it distinguishes between docking at base and docking at a supply ship, and automatically gives you 1 day "in base" when you end a patrol at a milk-cow or other resupply vessel.

If however you have less than 100% hull integrity when you dock at said vessel, the game will still add the same number of extra days in base (for damage) that it would have given you if you'd gone all the way home. The only way I've found to avoid this is to do a manual edit to one's career files before starting the next patrol from the resupply ship.

Herr-Berbunch
09-24-10, 08:25 AM
i can bump this thread in time if i get stuck with something again.:) hope that wont annoy anyone.

This forum (I've said it before, and I'll say it again!) is like no other, the people are mostly friendly (even the odd unfriendly post is from somebody normally friendly) and even though the question may have been asked many times before the members are happy enough to answer it again or at least point you in the right direction. Not like other forum where everybody seems to think that because they know the answer they can be horrid and take the piss out of the new guys whilst being really unhelpful in almost every way discouraging from asking further questions - making the game unenjoyable and thus not wanting to play it. Not here :D

For instance, just ask when/where the juicy ships will be and the list shall appear (:O:from Jim), ask away Captain Can, ask away :D

Jimbuna
09-24-10, 03:35 PM
This forum (I've said it before, and I'll say it again!) is like no other, the people are mostly friendly (even the odd unfriendly post is from somebody normally friendly) and even though the question may have been asked many times before the members are happy enough to answer it again or at least point you in the right direction. Not like other forum where everybody seems to think that because they know the answer they can be horrid and take the piss out of the new guys whilst being really unhelpful in almost every way discouraging from asking further questions - making the game unenjoyable and thus not wanting to play it. Not here :D

For instance, just ask when/where the juicy ships will be and the list shall appear (:O:from Jim), ask away Captain Can, ask away :D

LMAO :har:

JokerOfFate
09-24-10, 09:19 PM
This forum (I've said it before, and I'll say it again!) is like no other, the people are mostly friendly (even the odd unfriendly post is from somebody normally friendly) and even though the question may have been asked many times before the members are happy enough to answer it again or at least point you in the right direction. Not like other forum where everybody seems to think that because they know the answer they can be horrid and take the piss out of the new guys whilst being really unhelpful in almost every way discouraging from asking further questions - making the game unenjoyable and thus not wanting to play it. Not here :D

For instance, just ask when/where the juicy ships will be and the list shall appear (:O:from Jim), ask away Captain Can, ask away :D

:rotfl2:lol

VONHARRIS
09-27-10, 01:52 AM
If you have battle damage, don't expect to have it repaired by a milk cow, but as I have used one maybe once I am not an authority on what services they offer.
I agree but in the game you can do anything at a milk cow , even repair the most severe damege. Not like real life but helpful.

frau kaleun
09-27-10, 08:02 AM
I agree but in the game you can do anything at a milk cow , even repair the most severe damege. Not like real life but helpful.

Aside from not having the option of dismissing/recruiting crewmen, and the automatically allotted 1 day 'in base' if you are using Commander, I don't think there are any distinctions between docking at your home base and docking at any resupply ship or milk-cow. The game will treat it as the end of a patrol and the start of a new one in all other respects.

Jimbuna
09-27-10, 08:14 AM
Aside from not having the option of dismissing/recruiting crewmen, and the automatically allotted 1 day 'in base' if you are using Commander, I don't think there are any distinctions between docking at your home base and docking at any resupply ship or milk-cow. The game will treat it as the end of a patrol and the start of a new one in all other respects.

Don't forget the inability to upgrade equipment.

With regard to 'One day in base' function....every % point of damage will add one additional day.

frau kaleun
09-27-10, 08:26 AM
Don't forget the inability to upgrade equipment.

Righto, forgot about that one.

With regard to 'One day in base' function....every % point of damage will add one additional day.

Yep, found that out the hard way too, lol. I always edit that out before starting up the next patrol, because that seems more realistic... but lately I don't know, if it's only a few days extra... did u-boats ever hang around a resupply ship longer if they needed to do more extensive repairs? I mean a ship docked in a neutral harbor, not when they rendezvous at sea.

I always imagine resupply at Vigo or Las Palmas to be sort of a furtive, get in and out quickly sort of thing - but that's because of the way it's done in Das Boot, I'm sure, which may or may not reflect the way it was normally or at all stages of the war.

Sailor Steve
09-27-10, 09:15 AM
I always imagine resupply at Vigo or Las Palmas to be sort of a furtive, get in and out quickly sort of thing - but that's because of the way it's done in Das Boot, I'm sure, which may or may not reflect the way it was normally or at all stages of the war.
Many types of damage involve replacing things that can't be carried on a ship. Supply ships, especially supply subs, could give a u-boat some food and a couple torpedoes, but a complete resupply was impossible anywhere except in a dedicated base, and repairing damage even more so.

frau kaleun
09-27-10, 09:27 AM
Many types of damage involve replacing things that can't be carried on a ship. Supply ships, especially supply subs, could give a u-boat some food and a couple torpedoes, but a complete resupply was impossible anywhere except in a dedicated base, and repairing damage even more so.

Granted, but I'm more wondering whether or not stopping to resupply at a German ship in a neutral port was necessarily always a cloak & dagger affair, requiring uboats to spend as little time there as possible, or if it was sometimes considered okay for them to hang around longer and do any repairs they could in that location rather than at sea.

Tessa
09-27-10, 09:37 AM
Many types of damage involve replacing things that can't be carried on a ship. Supply ships, especially supply subs, could give a u-boat some food and a couple torpedoes, but a complete resupply was impossible anywhere except in a dedicated base, and repairing damage even more so.


The supply ships would have a number of common/key spare parts on hand, but didn't have an onboard machine shop to make any kind of really major repairs. Though not modelled ingame, they also had good medics and better facilities (compared to the u-boat) to deal with serious injuries. They would either take the casualty onboard and hold them until they could be sent back to port or do the best they could to patch them up so that they could (hopefully) go back to duty before the sub left. Being a somewhat stable platform they were also able to use divers to repair external damage (even if it was just to jerry-rig something to get them home) that could never be done sailing alone; they may have only been able to do simple repairs; albeit ones that were impossible to do otherwise.

Draka
09-27-10, 09:42 AM
It is because of the niceties of "obeying" international law. A ship belonging to a combatant is only allowed 48 hours in a neutral port - so the supply ship had to conceal who she was to be able to remain there. The ship/sub being repaired ditto - she couldn't be publiccaly seen receiving aid from the supply ship, otherwise the "neutrality" of said ship was compromised. In reality, EVERYONE knew who they were and what was going on - but as long as "the proprieties" were observed, the "neutral" country had "plausible deny-ability" when pressed by the Allied diplomats.

Ain't politics just somethin' else?

Edit: Just as an example - Graf Spree after the Battle of the River Platte.

Jimbuna
09-27-10, 10:22 AM
It is because of the niceties of "obeying" international law. A ship belonging to a combatant is only allowed 48 hours in a neutral port - so the supply ship had to conceal who she was to be able to remain there. The ship/sub being repaired ditto - she couldn't be publiccaly seen receiving aid from the supply ship, otherwise the "neutrality" of said ship was compromised. In reality, EVERYONE knew who they were and what was going on - but as long as "the proprieties" were observed, the "neutral" country had "plausible deny-ability" when pressed by the Allied diplomats.

Ain't politics just somethin' else?

Edit: Just as an example - Graf Spree after the Battle of the River Platte.

The one exception to the 48 hour rule being the one that stated a warship had to wait at least 24 hours if a merchantman from their enemy left port....and this the British did once in a subtefuge for giving the Graff Spee the impression that heavy units would be awaiting her leaving port...which in fact was not the case.

After the 24 hour 'headstart' (a total of 72 hours) Langsdorff swallowed the bait and scuttled, only HMS Cumberland was waiting in addition to the three originals Ajax, Exeter and Achilles.

God Save The Queen :salute:

Gargamel
10-31-10, 05:06 PM
If you're using SH3 Commander, you don't have to fiddle with the Days In Base at all - it distinguishes between docking at base and docking at a supply ship, and automatically gives you 1 day "in base" when you end a patrol at a milk-cow or other resupply vessel.

If however you have less than 100% hull integrity when you dock at said vessel, the game will still add the same number of extra days in base (for damage) that it would have given you if you'd gone all the way home. The only way I've found to avoid this is to do a manual edit to one's career files before starting the next patrol from the resupply ship.

Would there be a way to copy the damaged ship file, set it aside, do your 1-2 days at the resupply, edit your career file to match that after SH3 had advanced the date for repairs, and then replace the damaged ship file?

So the end result would be only 1-2 days at the resupply, and you'd leave with the same damage you came in with? Or even allowing for reasonable repairs? Like a radio replaced or something plausible for a resupply ship to be carrying.

frau kaleun
10-31-10, 06:36 PM
Would there be a way to copy the damaged ship file, set it aside, do your 1-2 days at the resupply, edit your career file to match that after SH3 had advanced the date for repairs, and then replace the damaged ship file?

So the end result would be only 1-2 days at the resupply, and you'd leave with the same damage you came in with? Or even allowing for reasonable repairs? Like a radio replaced or something plausible for a resupply ship to be carrying.

IIRC I tried editing the ending Hull Integrity from the previous patrol back to 100%, to get rid of the "damage" we'd taken before ending a patrol at a resupply ship, but that didn't do anything to get rid of all the extra days in base that had been assigned because of it.

I've done it twice that way - docked at a resupply ship with hull integrity pretty messed up, and then edited my career files so that I didn't get "days in base" added for the loss of hull integrity. To the best of my memory, here's how:

Dock at your resupply ship, exit the patrol, exit the game.

Go into the career folder for that commander (in the My Documents folder that the game uses for player files) and open the Patrols.cfg file. Scroll down to the bottom of the file, where you'll find all the data for the patrol you just completed.

Near the very bottom of that last block of data, you'll see the following lines:

NbDaysInBase=36
HullIntegrity=64.140869
DeltaRenown=2600.350098
NbSaves=5
ChangedRank=No

This the data from my last completed patrol - naturally yours will vary.

The line NbDaysInBase controls how many extra days in base the game is going to require before the start of the next patrol because of the hull integrity of the boat at the end of this one (shown in the next line).

Now if you've docked at a resupply ship, SH3 Commander will automatically give you 1 day in base - but the game will add the extra days noted in NbDaysInBase because of the loss of hull integrity.

So - if you want to spend 1 day at the resupply ship, edit that line of data to read NbDaysInBase=0 and you won't get any extra days added to the 1 day that Commander gives you automatically.

If you want to spend 2 days docked, change it to NbDaysInBase=1 and Commander will add its 1 day for a total of 2 days in base.

Close Patrols.cfg and save your changes.

Now open Patrols_0.cfg and scroll down to the last block of data, which will be data for your next patrol, the one that will start when you load the game again and leave the resupply ship. At the top of that block of data you'll see the following lines:

PatrolNumber=0
StartYear=1940
StartMonth=12
StartDay=21
StartHour=21
StartMin=20

Lines 2-5 show the start year, month, day, hour and minute already set for the beginning of your next patrol. Edit these lines as needed to sync it up with the total number of days "in base" you will be spending docked at your resupply ship. For instance, in the data shown above I've been given a start date of Dec 21 1940. If I'd just docked at a resupply ship on Dec 11 and edited the other file as noted above to show NbDaysInBase=0, then I would be expecting only 1 day in base (given by Commander). So I'd change the line

StartDay=21

to

StartDay=12

to show that the next patrol will start on Dec 12 and not Dec 21. If I'd edited the other file to give me 2 days in base (1 for HI loss, plus the 1 from Commander), then I'd change it to StartDay=13 so we'd be leaving the resupply ship on Dec 13 instead.

Close that file and save the changes.

When you open Commander and launch the game to start the next patrol of that career, it should show you starting out from the resupply ship on the date you put in for that patrol in Patrols_0.cfg, after having spent 1 day in base (given by Commander) plus however many extra days you gave yourself in the previous patrol's NbDaysInBase line in Patrols.cfg.

And of course when you restart the patrol, your HI will be back to 100%, because when you end a patrol the game repairs all your damage before you start another one. If there's a way to "recreate" specific damage in one patrol that was done in the previous patrol but presumably not repaired because you docked at a resupply ship instead of a base, I don't know what it is. Someone else may have an answer to that question.

I have edited the starting HI for a next patrol starting from a resupply ship back down to what it was when I got there and ended the previous patrol, but that doesn't seem to translate into anything that was obviously broken staying broken - and things like radios and periscopes don't really have anything to do with hull integitry anyway AFAIK. If I've taken serious damage to multiple major systems before stopping at a resupply ship, I usually just go straight home after my 1-2 days there and pretend that we jury-rigged enough stuff to get us home but not to allow for another full combat patrol.

Gargamel
10-31-10, 07:40 PM
Wow tyvm FK

frau kaleun
10-31-10, 08:05 PM
Wow tyvm FK

You're welcome. At the very least you won't be stuck sitting next to a resupply ship for an extra 2-3 weeks just because you took a beating before you got there. :yeah:

I'm pretty sure if you do the edits I talked about, when you open Commander to start the next patrol and look at the "Status" line for your kaleun (#3 on the list at right), it should show you at your resupply location with a date that will sync up with the short layover that you edited in. That's how I always knew it worked when I did it. The game should follow suit when you load it up.

If it doesn't, you can just back out of there and exit the game without starting the patrol and go back into the files and try to figure out what's causing it. It took me several tries to get it right, lol, and I've recreated the process from memory and from looking back over my own cfg files... but I think I covered all the necessary steps.

Gargamel
11-01-10, 08:35 PM
What about Loadout?

I just started back up at Bessel, docked in Vigo, and I was only there for fuel really, as I had only fired 3 eels over 5 weeks (Boring!). When it reloaded, I was missing 3 type II's I already had, and it had arranged them in the tubes in a way I dont like.

Any way to edit the loadout files so I can have a realistic restock and not lose TII's?

frau kaleun
11-01-10, 09:07 PM
What about Loadout?

I just started back up at Bessel, docked in Vigo, and I was only there for fuel really, as I had only fired 3 eels over 5 weeks (Boring!). When it reloaded, I was missing 3 type II's I already had, and it had arranged them in the tubes in a way I dont like.

Any way to edit the loadout files so I can have a realistic restock and not lose TII's?

When you dock at a resupply vessel the game treats it just like you docked at any base other than your home base. IIRC that was the only way to create "resupply at sea" options, they had to be modded in like alternate bases. So in terms of ammo, ending a patrol at a resupply ship is just like docking in any other alternate base; it means the slate is wiped clean and you're fitted out with the same standard loadout that you'd get anywhere else. Plus you can't opt for different special types of eels because upgrade options to your boat and equipment are unavailable when you're not in your home base. If you stop at a resupply ship, you get what the game is set up to give you upon starting a new patrol, and that's it. In reality getting a full loadout of eels at a resupply ship is not historically accurate - they simply didn't have enough torpedoes sitting around to fill the tubes of every u-boat that came by. But since the game treats a resupply ship as an alternate base, and the standard loadout for that situation applies, there doesn't seem to be a way around that unless you want to pretend you only got one or two eels instead of a full complement.

AFAIK the only way to change the loadout you get when you resupply at sea is to change the standard loadout for all bases. You can't have one set of loadout specs for the resupply vessels and another for when you're in an actual base.

I don't know how to do that, but I expect someone else here does if it's possible. But it would mean whatever you decided you wanted to mod in for a standard loadout, that's what you'd get when you resupplied at sea. It wouldn't let you keep any of the ammo that you had still on board when you got there, so it wouldn't solve the problem of using renown to get upgraded eels and then losing them because they were still on board when you docked.

VONHARRIS
11-02-10, 12:47 AM
AFAIK the only way to change the loadout you get when you resupply at sea is to change the standard loadout for all bases. You can't have one set of loadout specs for the resupply vessels and another for when you're in an actual base.

I don't know how to do that, but I expect someone else here does if it's possible.

You can change the standard load of torpedoes like this:
Go to the SH3/data/cfg directory and find the basic.cfg file.
Open it with notepad and find the type of sub you like
It should look like this

[SUBMARINE_AMMO7];IXC
Type=2
Version=1
ForeTubes=4
AftTubes=2
ForeResIntern=4
ForeResExtern=6
ForeResExtra=2
AftResIntern=2
AftResExtern=2
ShellSlots=12
NbYears=6
Renown=8
SNK_MASK=NSS_Uboattype9_SNK_mask
Year0=1940
ForeTube00=2 ;T1
ForeTube01=2
ForeTube02=2
ForeTube03=2
ForeResIntern00=2
ForeResIntern01=2
ForeResIntern02=0
ForeResIntern03=0
ForeResExtern00=0
ForeResExtern01=0
ForeResExtern02=0
ForeResExtern03=0
ForeResExtern04=0
ForeResExtern05=0
ForeResExtra00=0
ForeResExtra01=0
AftTubes00=0
AftTubes01=2
AftResIntern00=2
AftResIntern01=2
AftResExtern00=0
AftResExtern01=0
Z01_00=9 ; IX/1
M01_00=0
A01_00=8
SuperCharger_00=1261; GWX V2.1: was -1, so this boat now has MAN turbos by default
Snorkel_00=-1
Batteries_00=1268
AftBatteries_00=1268
Hydrophone_00=1270
Sonar_00=-1
Radar_00=-1
RadarWarningReceiver_00=-1
Decoy_Launcher_00=-1
SonarCoatings_00=-1
RadarCoatings_00=-1
Renown0=9000

The yellow lines are your torpedo tubes. Change the number
and you will get a new torpedo. For example:
ForeTube02=2
means that a TII is loaded on fore tube 2
Change it to ForeTube02=3 and you will get a TIII
You have to do this for every tube. If you change the torpedo availability date you can get a TXI in 1939 but this is cheating.
To find the correct number of torpedo scroll down the basic.cfg file until you find a block like this

[TORPEDO_TYPE0];T I (G7a)
Idx=0
Year=1939
Month=1
Renown=0
[TORPEDO_TYPE1];T I FaT I (G7a)
Idx=1
Year=1941
Month=10
PrototypeYear=1941
PrototypeMonth=5
Renown=100

The yellow number is the number you want.
Changing the line Year=1941 to Year=1939 you will be able to use T1Fat1 torps in 1939 but only as a stanadard loadout. You will not be able to buy it with renown. Same goes for every tube and type of torpedo.
Once you are done with year 1940 , go to 1941 etc .

When you are all done , save it , and copy the basic.cfg file to the
D:\SH3\SH3 Commander\!BACKUP\data\Cfg (to the sh3 commander directory of your system)
END.

I hope I helped.

Gargamel
11-03-10, 03:59 PM
Woot TY.... trying now.