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ValoWay
03-13-14, 09:00 PM
i run gwx+ olc MKd+ ACM Reloaded for OLC+ ACM Lite Maps+ h.sie's hardcode fixes and some smaller ones on top of them:

1) Today during my first patrol mission I've noticed that suddenly green contact marks appeared on my map. That happened a couple of times when I was at map in TC mode.

Note that this happened only very rarely and only in the area of the british channel. Most of the time there weren't any green contacts on map when my WO reported one.

My realism setting is on 100%. I also marked the "no map contact update" option.

Why do I still see such green map contacts ??

2) For what exactly do I need torpedo speed settings? Like enemy ships which go 2-6 Knots the torpedo should be set to slow?

3) I've been wondering how real u-boat cpts. parked their ship when coming back from a mission? Because on the next mission in SH3 the boat is pointing with it's bow out of the "parking lot" again??

Mittelwaechter
03-13-14, 09:16 PM
1) ??? No idea.

2) You can shoot steam torpedos (visible bubble trail) at different speeds. The faster the shorter their range, but the less the targets time to take evasive manouvers.
U-boats used only slow and medium speed settings.

Electric eels have only one speed (28 knots ingame) (sic!), but they stay stealthy.

3) The U-Boot is in port for several days/weeks for resupply, maintenance and repair. Time to push it around and even take it out of the water.


http://historyarticles.com/gray-wolves-den/

ValoWay
03-13-14, 10:46 PM
1) ??? No idea.

2) You can shoot steam torpedos (visible bubble trail) at different speeds. The faster the shorter their range, but the less the targets time to take evasive manouvers.
U-boats used only slow and medium speed settings.

Electric eels have only one speed (28 knots ingame) (sic!), but they stay stealthy.

3) The U-Boot is in port for several days/weeks for resupply, maintenance and repair. Time to push it around and even take it out of the water.


http://historyarticles.com/gray-wolves-den/

thanks for your quick reply!

1) I can add further that when I click on such green contacts the pop up clearly listed them as ships without any specification like class/nation or something. So it's apparently not a plane or buoy. It's green so someone could figure it's not an enemy? Maybe because they were warships (channel of Britain)?

After they suddenly poped up on the map I couldnt btw see them anymore when I went to bridge....

:hmm2: I'll keep investigating...

2) Ive found a chart regarding torpedos' speed & range etc ...
http://www.stardestroyer.net/Armour/SH3Chart.pdf

3) Hey thx again for your input !!

Sailor Steve
03-13-14, 11:50 PM
Green always denotes a Neutral. I'm not sure why you're seeing them though.

ValoWay
03-14-14, 04:42 AM
I've got another question:

4) Gramophone tracks

- Is there a limit for possible gramophone tracks to play? Seems like I'm lacking a whole lot of tracks when on sea?

- Is maybe the "randomise gramophone track" option of SH CMD 3.2 restricting the number of possible tracks being played?

- How has a gramophone track file to look like and has it to be a special format?

Mittelwaechter
03-14-14, 08:11 AM
2) Ive found a chart regarding torpedos' speed & range etc ...
http://www.stardestroyer.net/Armour/SH3Chart.pdf

It's a chart for the original (Vanilla) SH3 loadout.
It includes the TII/TIII speedbug - showing them to run 30 knots.
Ingame they run only 28 knots. Check the inner TDC speed indicator dial.

People realized a "gyro glitch" when switching between a 30 knots G7a (steam) and a "30 knots" G7e (electric). Afair no mod addressed this bug, but it's easily correctable in torpedo.sim with skwas Silent 3ditor.

TII and TIII run 5250/5000 m in GWX. Not sure, but I think this was already changed in 2005 with one of the official SH3 patches.

maillemaker
03-14-14, 08:13 AM
2) For what exactly do I need torpedo speed settings? Like enemy ships which go 2-6 Knots the torpedo should be set to slow?

The torpedo speed setting has nothing to do with the target speed. It's to control how fast the torpedo goes.

The faster it goes, the less change of your target maneuvering out of the way. Also the faster it goes, the less lead angle you need on your target, which means you get to shoot closer to 0 heading if you are doing a 90 degree shot.

Steve

banryu79
03-14-14, 10:56 AM
Mmmm... :hmmm:
Questions I have!

Was (in RL) a G7a set to run at 30 knots less visible then a G7a set to run at 40 or 44 knots?
I'm thinking about the possibility that, the lower the speed set the lower the quanty of gas/steam released per unit of time and that means (maybe) a less visible boubble trail on surface...

If the above was true, do you know if this is modeled in the game?

Pisces
03-14-14, 01:16 PM
Green always denotes a Neutral. I'm not sure why you're seeing them though.1: Hint, you can probably hear them. And wave your flipper as you sail past them. ;)



https://www.youtube.com/watch?v=3VUm7lXjHUg

(The icons are a game limitation the way they are modelled.)

Pisces
03-14-14, 01:28 PM
I've got another question:

4) Gramophone tracks

- Is there a limit for possible gramophone tracks to play? Seems like I'm lacking a whole lot of tracks when on sea?

- Is maybe the "randomise gramophone track" option of SH CMD 3.2 restricting the number of possible tracks being played?

- How has a gramophone track file to look like and has it to be a special format?The game can play either .mp3 or .ogg files. (not entirely sure it accepts .wav for gramophone, it is relatively big anyway) But the game acts up if they are all in a different format. It might be the reason that you do not hear those tracks. Make sure they are all converted to one format. I think .ogg (vorbis) was the most preferable due to less drain on the system.

Pisces
03-14-14, 01:32 PM
It's a chart for the original (Vanilla) SH3 loadout.
It includes the TII/TIII speedbug - showing them to run 30 knots.
Ingame they run only 28 knots. Check the inner TDC speed indicator dial.

People realized a "gyro glitch" when switching between a 30 knots G7a (steam) and a "30 knots" G7e (electric). Afair no mod addressed this bug, but it's easily correctable in torpedo.sim with skwas Silent 3ditor.

TII and TIII run 5250/5000 m in GWX. Not sure, but I think this was already changed in 2005 with one of the official SH3 patches.There is another TDC bug. If you change that speed-selector switch and change to a torpedo that only has 1 setting (like switch on fast, and selecting a type 2 tube) then the TDC still thinks that the torpedo wil go fast, eventhough it can't. Therefore it shoots it with the wrong lead-angle/gyro setting.

Double check and reset the switch!!!!!

ValoWay
03-14-14, 01:50 PM
Mmmm... :hmmm:
Questions I have!

Was (in RL) a G7a set to run at 30 knots less visible then a G7a set to run at 40 or 44 knots?
I'm thinking about the possibility that, the lower the speed set the lower the quanty of gas/steam released per unit of time and that means (maybe) a less visible boubble trail on surface...

If the above was true, do you know if this is modeled in the game?

I was thinking that, too !

The game can play either .mp3 or .ogg files. (not entirely sure it accepts .wav for gramophone, it is relatively big anyway) But the game acts up if they are all in a different format. It might be the reason that you do not hear those tracks. Make sure they are all converted to one format. I think .ogg (vorbis) was the most preferable due to less drain on the system.

Thx m8,
I'm currently converting my files into .ogg. I read somewhere else that sh3 gramophone also has trouble with tracks in mp3 vbr:

http://forums.ubi.com/showthread.php/376316-Question-on-Mods-SH3-Gramophone-Forums

UPDATE:
I've used "free audio converter" to turn mp3s into ogg files. The mp3s which weren't working before do work now!

http://www.dvdvideosoft.com/products/dvd/Free-Audio-Converter.htm#.UyNdzPldWAZ

As long as you do not change the path for converted files this free program conveniently converts a whole list of music files. Note that I first changed the path to which converted files should go to which somehow broke converting several files at once... I had to reinstall it to fix that.. You get from their website also a program to download videos as audio files from youtube. COmbine both programs and you rdy to go!

It's freeware so who cares?

ValoWay
03-14-14, 07:04 PM
Another question:

Fatigue
When I'm for about half a week on sea only the crewmen in the torpedo room rly suffer noticeably from attrition even without any reloading actions.
I read in the gwx manual that they do except for reloading also maintenance but was it really that intense in RL?

The fact that they lose that fast stamina in the torpedo room even without any actions (talking about sh3 stuff which is reloading only?) makes me wonder if I even wanted any personal inside of the torp room when I do not need to reload?

If maintenance was really that important and intense in RL it would be cool to see a random increase in torpedo failure chance when someone does not put any or enough ppl inside of the room !!??

Andrewsdad
03-15-14, 11:36 AM
Pisces (9)

After many years sailing in SH3 I finally had the same encounter. LOL I chased the sounds for a long distance, but never could see them.

Not to give away any positions, but it was "somewhere in the Mid Atlantic"

:yeah:

AD

Go far enough north and you can hear the icebergs too !!!

Sailor Steve
03-15-14, 01:53 PM
Another question:

Fatigue
When I'm for about half a week on sea only the crewmen in the torpedo room rly suffer noticeably from attrition even without any reloading actions.
I read in the gwx manual that they do except for reloading also maintenance but was it really that intense in RL?
The Fatigue function in SH3 has nothing whatever to do with real life. In fact the torpedo room was also the bunk room for the torpedomen, so their fatigue should get better, not worse. The best thing you can do is use SH3 Commander to turn Fatigue off altogether.

ValoWay
03-15-14, 03:14 PM
The Fatigue function in SH3 has nothing whatever to do with real life. In fact the torpedo room was also the bunk room for the torpedomen, so their fatigue should get better, not worse. The best thing you can do is use SH3 Commander to turn Fatigue off altogether.

argh, I like that the bridge shift suffers significantly from attrition during a storm, for example. I find that this is indeed a cool feature as long as you're into micro management like me...

Is there a mod available to fix the rapid attrition loss inside of the torpedo room which was according to steve also shared as living quarters ?

Someone should fix that! I find it fun to first take a look at your men, managing attrition, after reaching patrol grids, going through storms or before sailing home etc...

Edit:
Looks like you can edit the SH3 CMD fatigue option according to your likings! (see page 8 of sh cmd 3.2 manual !)

From the SH3 CMD file "crew fatigue models.cfg" :

[4]
Desc=GW/GWX 8 Hour
CREW_0|FatigueMax=0.80
CREW_0|FatigueStep=0.031
CREW_1|FatigueMax=0.80
CREW_1|FatigueStep=0.032
CREW_2|FatigueMax=0.80
CREW_2|FatigueStep=0.033
CREW_3|FatigueMax=0.80
CREW_3|FatigueStep=0.034
CREW_4|FatigueMax=0.80
CREW_4|FatigueStep=0.035
CREW_5|FatigueMax=0.80
CREW_5|FatigueStep=0.04
CREW_6|FatigueMax=0.80
CREW_6|FatigueStep=0.04
CREW_7|FatigueMax=0.80
CREW_7|FatigueStep=0.041
CREW_8|FatigueMax=0.80
CREW_8|FatigueStep=0.042
FATIGUE_COEF|RegularFactor00=0.001
FATIGUE_COEF|SpecificFactor00=0.01
FATIGUE_COEF|BadWeather0=0.02
FATIGUE_COEF|RegularFactor10=0.001
FATIGUE_COEF|RegularFactor11=0.001
FATIGUE_COEF|SpecificFactor10=0.01
FATIGUE_COEF|SpecificFactor11=0.01
FATIGUE_COEF|BadWeather1=0.001
FATIGUE_COEF|RegularFactor20=0.001
FATIGUE_COEF|RegularFactor21=0.001
FATIGUE_COEF|SpecificFactor20=0.01
FATIGUE_COEF|SpecificFactor21=0.01
FATIGUE_COEF|BadWeather2=0.001
FATIGUE_COEF|RegularFactor30=0.001
FATIGUE_COEF|RegularFactor31=0.001
FATIGUE_COEF|SpecificFactor30=0.01
FATIGUE_COEF|SpecificFactor31=0.00075
FATIGUE_COEF|BadWeather3=0.02
FATIGUE_COEF|RegularFactor40=0.001
FATIGUE_COEF|RegularFactor41=0.001
FATIGUE_COEF|SpecificFactor40=0.00075
FATIGUE_COEF|SpecificFactor41=0.01
FATIGUE_COEF|BadWeather4=0.001
FATIGUE_COEF|RegularFactor50=0.001
FATIGUE_COEF|RegularFactor51=0.001
FATIGUE_COEF|SpecificFactor50=0.045
FATIGUE_COEF|SpecificFactor51=0.045
FATIGUE_COEF|BadWeather5=0.02
FATIGUE_COEF|SpecificFactor60=-0.0000003
FATIGUE_COEF|SpecificFactor61=-0.0000003
FATIGUE_COEF|SpecificFactor70=-0.0000003
FATIGUE_COEF|SpecificFactor71=-0.0000003
FATIGUE_COEF|RegularFactor80=0.001
FATIGUE_COEF|RegularFactor81=0.001
FATIGUE_COEF|SpecificFactor80=0.045
FATIGUE_COEF|SpecificFactor81=0.045
FATIGUE_COEF|BadWeather8=0.02
FATIGUE_COEF|RegularFactor90=0.001
FATIGUE_COEF|SpecificFactor90=0.05
FATIGUE_COEF|BadWeather9=0.02
FATIGUE_COEF|RegularFactor100=0.001
FATIGUE_COEF|SpecificFactor100=0.05
FATIGUE_COEF|BadWeather10=0.02
FATIGUE_COEF|RegularFactor110=0.001
FATIGUE_COEF|RegularFactor111=0.001
FATIGUE_COEF|SpecificFactor110=0.02
FATIGUE_COEF|SpecificFactor111=0.02
FATIGUE_COEF|BadWeather11=0

1) What do I have to change here if I do not want that much attrition inside of the torpedo room ?
2) Will this crash my current career ? (NO!)
3) bow and stern torpedo rooms are probably:

Compare "Basic.cfg" of SH3 data/ cfg directory (not cmd!) with "crew fatigue models.cfg" of CMD/ cfg folder!

- Look inside of Basic.cfg for:

[FATIGUE_COEF]

;comp5 bow torp
RegularFactor50=0.001
RegularFactor51=0.001
SpecificFactor50=0.045
SpecificFactor51=0.045
BadWeather5=0.02

Note: Both lists are the same but Basic.cfg shows you which number block belongs to which compartment !!

;comp6 bow rest
SpecificFactor60=-0.0000003
SpecificFactor61=-0.0000003

;comp7 stern rest
SpecificFactor70=-0.0000003
SpecificFactor71=-0.0000003

The rest rooms have a factor of "-0.0000003". I believe that this is the rate of recovery.

Conclusion:

Bow torp room:
SpecificFactor50=0.045
SpecificFactor51=0.045

Stern torp room:
SpecificFactor80=0.045
SpecificFactor81=0.045

Bow rest room:
SpecificFactor60=-0.0000003
SpecificFactor61=-0.0000003

Stern rest room:
SpecificFactor70=-0.0000003
SpecificFactor71=-0.0000003

1) What rate would be more realistic when kept in mind that the torp rooms were also living quaters?
2) Which one of these is the action "reloading" and which is assumingly "doing nothing or maintenance" ?

UPDATE:
SpecificFactor50 & SpecificFactor80 are both now set to -0.0000003 like the rest rooms (why is it called rest rooms? ^^) and it's working fine now. Heavy attrition in torp rooms only during storms. Still have to test the effect after reloading....

ValoWay
03-16-14, 06:44 AM
i run gwx+ olc MKd+ ACM Reloaded for OLC+ ACM Lite Maps+ h.sie's hardcode fixes and some smaller ones on top of them:

1) Today during my first patrol mission I've noticed that suddenly green contact marks appeared on my map. That happened a couple of times when I was at map in TC mode.

Note that this happened only very rarely and only in the area of the british channel. Most of the time there weren't any green contacts on map when my WO reported one.

My realism setting is on 100%. I also marked the "no map contact update" option.

Why do I still see such green map contacts ??

It turned out that the suddenly appearing green contacts actually are reported sightings of neutral convoys by BdU via radio msg! I was tweaking my mods and now I also get a radio msg shortly after one of those contacts pops up on map!

GreyBeard
03-16-14, 07:59 AM
It turned out that the suddenly appearing green contacts actually are reported sightings of neutral convoys by BdU via radio msg! I was tweaking my mods and now I also get a radio msg shortly after one of those contacts pops up on map!

:Kaleun_Wink:FYI, don't pass on neutral convoys. They are often loaded with valid targets. If only the lead ship is neutral and the other 12 or so British, the convoy is called neutral.

ValoWay
03-16-14, 09:48 AM
:Kaleun_Wink:FYI, don't pass on neutral convoys. They are often loaded with valid targets. If only the lead ship is neutral and the other 12 or so British, the convoy is called neutral.

hey, I haven't known that! Tip hat, sir !! :salute:

banryu79
03-17-14, 03:40 AM
It turned out that the suddenly appearing green contacts actually are reported sightings of neutral convoys by BdU via radio msg! I was tweaking my mods and now I also get a radio msg shortly after one of those contacts pops up on map!
Hey, I'm very intrested in this!
Could you please explain what you edited to obtain the radio msg? :arrgh!:

Pisces
03-17-14, 01:58 PM
You should always get a radio message when a convoy icon appears on the map. So, not sure what you did, but it may be just coincidence.

ValoWay
03-17-14, 09:34 PM
Hey, I'm very intrested in this!
Could you please explain what you edited to obtain the radio msg? :arrgh!:

Nothing special or intentional I'm afraid !
In jsgme I activated first the ones that have the greatest impact on the game. Like olc gui+ acm for example. After that the ship mods from IABL's Merchant Fleet Mod and WB's USAM. Graphic & Gameplay and as last sound fx and music.

Now that I'm in october 39 there are also reports of anti u-boat task forces as radio msg and as red mark on map.

I basically brought some order into my mod list, I'm sure that this won't help you much but thats all I can give you!

Solving the mystery contact was more of an accident than solid research :03: