View Full Version : not fair ...
so ... there i was , returning home after sinking the 5 merchants near Narvik operations area , i had four torpedos left, but i decided to kept them for the way home , when returning home a lonely swordfish spoted me ... managed to shoot it down after a few tight turns, i thought this is a carrier based aircraft so the carrier must be around this area ... almost at the same time someone screamed smoke in the horizon ... and there it was , surrounded by destroyers and flower class corvettes and a cruiser ... dived do 100 meters , and let them pass over me , not even a ping they didnt have a clue i was there... ordered blow balast to get to periscope depth. fired four torpedos , one missed the other three reached the target , so there it was burning in the water ... no time to celebrate, went down to 190 meters , to make a long story short ... used all my decoys , but they always managed to figure where i was , co2 was well above the recomended levels and the baterie run out ... ordered to go deeper ... maybe the depth charges couldnt get there ... as soon as i passed 200 meters hull started to loose integrity . went a bit up ... and finaly they got me ... this was the end of my first campaing .
... dont they run out of depth charges ... ? any mod for this ? and what about the operational and crush depths ? is there a mod for it ?
thanks
Sailor Steve
03-03-12, 01:12 PM
You say you had decoys. That would make it mid-war, when escorts are a lot more experienced. You sank a carrier. Task-force escorts are always better, and sometimes the best of the best - the elite. You say there were several of them. Yes, they can run out of depth charges, but when there are many they don't need to. Early in the war the usual load is 36. Later in the war many destroyers carry 72, and some carry 120. In 1943 six ships might have 1000 depth charges between them and be highly trained in hunter/killer tactics, which means one will act as the hunter, following you, always having you in sonar contact and guiding the others in to be the killers.
Attacking a task force in 1943 is suicide.
Just so you know.
On the other hand you say it was near Narvik. In 1940 it should be a lot easier, but they didn't have decoys in 1940.
Dogfish40
03-04-12, 01:27 AM
Jmack!!
I don't know. I sounded like an exciting dang game to me!! The way you described it was exactly like the game that a lot of skippers around here drool about :D
That's Good Huntin'!
D40
misha1967
03-04-12, 01:31 AM
Jmack!!
I don't know. I sounded like an exciting dang game to me!! The way you described it was exactly like the game that a lot of skippers around here drool about :D
That's Good Huntin'!
D40
Ah yes, but when you're a fanatic like me who doesn't believe in reloads, you can't reload life after all, the joy of a nail biter like that is tempered by the sorrow of yet another career gone to the deep.
Still, that's why I keep coming back, even though I've yet to make it past the summer of '43 in any campaign, going back almost a decade now. :DL
Are you running IRAI? I'm guessing the answer is yes, based on your described experience.
0rpheus
03-04-12, 04:34 PM
I'm not sure if IRAI models the amount of charges carried or not.. pretty sure I've seen them run out though (& keep circling, of course) :hmmm:
Hinrich Schwab
03-04-12, 07:03 PM
so ... there i was , returning home after sinking the 5 merchants near Narvik operations area , i had four torpedos left, but i decided to kept them for the way home , when returning home a lonely swordfish spoted me ... managed to shoot it down after a few tight turns, i thought this is a carrier based aircraft so the carrier must be around this area ... almost at the same time someone screamed smoke in the horizon ... and there it was , surrounded by destroyers and flower class corvettes and a cruiser ... dived do 100 meters , and let them pass over me , not even a ping they didnt have a clue i was there... ordered blow balast to get to periscope depth. fired four torpedos , one missed the other three reached the target , so there it was burning in the water ... no time to celebrate, went down to 190 meters , to make a long story short ... used all my decoys , but they always managed to figure where i was , co2 was well above the recomended levels and the baterie run out ... ordered to go deeper ... maybe the depth charges couldnt get there ... as soon as i passed 200 meters hull started to loose integrity . went a bit up ... and finaly they got me ... this was the end of my first campaing .
... dont they run out of depth charges ... ? any mod for this ? and what about the operational and crush depths ? is there a mod for it ?
thanks
Your account doesn't state how many destroyers and corvettes were up there. Given the incomplete description, I can only assume an 8 to 10 escort Ring of Death. Out of those, how many did you aggro?
...ordered blow balast to get to periscope depth. fired four torpedos...This is what killed you. They were clueless, until you came up in one of the noisiest possible ways and took potshots at ships who move a lot faster than a boat. Should have let them go.:ping:
.. dont they run out of depth charges ... ? any mod for this ? and what about the operational and crush depths ? is there a mod for it ?
In most of the SH games, the destroyers either have more depth charges than historically attributed or are methodical enough to drop them only when reasonably certain of a kill. In other words, it is easier and faster to lose the destroyers than wait for them to run out of "Happy Cans". :up: Also, You mentioned you expended your BOLD stock. WHat version of BOLD were you using? BOLD1 and BOLD2 cans do not last long enough for a getaway and end up backfiring because they attract more destroyers.
Crush depths in SH5 are wrong because they have been tweeked to force players to use the Navigator's (:doh::doh::doh:) *ahem* "Increase Hull Crush Depth" skill. (facepalm). Here is a link to a mod that addresses this directly http://www.subsim.com/radioroom/downloads.php?do=file&id=1775 If you are really feeling frisky, you can simply change the NSS files directly. The stock game sets it at 200, which is too shallow, and uses a "sorting algorithm of evil" to randomize crush depth for each play session.
Erich Topp stated in an interview* that his boat, during an uncontrolled dive resulting from a depth charge induced trim disruption, dropped to 250 meters and that everything inside the pressure hull was being popped off the mounts and the woodwork was being crushed. Obviously, he and U-552 made it and returned for more. A Type VII should survive going this deep. Remaining there for any length of time should be variable.
*The interview is in the file, 200meters.mov, which is part of the interview clips that came with Silent Hunter II. They all appear to be excerpts from the longer Sharkhunters.com interviews and I cannot determine which is the true source, thus I cannot provide a professional, Chicago-Turabian citation for the clip. :damn:
I dont know why i have decoys ... its in the Operation Weserubung , maybe some of the mods i have changed something ...
i had to blow ballast to get as fast as i can to periscope depth so i could launch the torpedos ... i was at 100 meters deep , and before the other escorts pass over me i had to get that carrier ...
paid the price ... now i have to understand what mod allows me to have decoys
this is what i have ...
IRAI_0_0_30_ByTheDarkWraith
NewUIs_TDC_6_9_0_ByTheDarkWraith
NewUIs_TDC_6_9_0_alt_officer_wounded_by_Torpedo
Church's Compass Dials Mod v2.1 - Option Two
IRAI_0_0_30_No_hydrophone_on_surface
OPEN HORIZONS II_full v1.6
Accurate German Flags
German U-Boat Crew Language Pack
Enhanced FunelSmoke1.2_by HanSolo78
TheDarkWraith_DC_Water_Disturbances_v2_0_SH5
any good mod im missing ?
Hinrich Schwab
03-04-12, 11:35 PM
I dont know why i have decoys ... its in the Operation Weserubung , maybe some of the mods i have changed something ...
i had to blow ballast to get as fast as i can to periscope depth so i could launch the torpedos ... i was at 100 meters deep , and before the other escorts pass over me i had to get that carrier ...
paid the price ... now i have to understand what mod allows me to have decoys
Operation Weserubung?!:o No, you shouldn't have decoys at all in 1940. Hitting the decoy launch button should only give you a sound clip about being out of decoys. I do not know of any bugs that cause that. Do you have multiple campaigns running? There is no way without a specific mod or hand editing that you should have decoys.
Looking at your mods, there is nothing that should give you decoys early. You have most of the critical mods.
Blowing ballasts to get to periscope depth is tricky because this burns compressed air and the boat may have too much positive buoyancy to avoid broaching the surface before control is regained. Broaching the surface is bad.:o:ping::o Controlled ascents are much better. If the target is in a critical zone and one cannot ascend fast enough, it is better to plot a tack course, in relation to the target, or temporarily break off until they are far enough out to plot a better intercept course. The tack course will help close the distance despite being slower submerged and can offer both a brief advantage (Tacking eventually fails if the target is significantly faster or if your position is too far leeward) that may buy enough time for a controlled ascent.
dont know why i have decoys ... only one campaing running .
anyway ... what is the ships behaviour if they spot a torpedo ?
warships and merchants ... i missed a couple of merchants and they seem to make no evasive manouvers at least that i noticed ...
DelphiUniverse
03-07-12, 11:11 PM
Decoys are very useful. I had two Class A destroyers following me for a few hours, they would not leave me alone (IRAI AI installed), not even with silent running at 200 metres depth would they leave me alone.
I launched 5 decoys at a small interval and I eventually managed to escape. Decoys is a life savior.
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