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John Pancoast
02-09-22, 08:51 PM
.....after all the campaigns I've done, I *finally* got sunk by an aircraft !!! Woohoo !! :har:

April, 1943.

Andrewsdad
02-15-22, 10:20 PM
How about telling us your sad tale? Salute !!


AD

John Pancoast
02-15-22, 10:25 PM
Not much to tell. Crash dove as usual and for once the plane's ordnance hit me.
99.9% of the time they can't hit the broadside of a barn, not even close. :)
I long ago shortened the radar warning receiver's ranges to make them a little more interesting, get them to see me and at least drop ordnance.

Otherwise at non-edited receiver ranges they're pretty much zero threat and don't even do that.

Fifi
02-16-22, 03:22 AM
Yesterday for first time:
October 1942, got depth charged by aircraft and … lost both my rudders!!
Plus 6 crew death… not to say it was the end of my career :)

Gerald
02-16-22, 10:09 PM
.....after all the campaigns I've done, I *finally* got sunk by an aircraft !!! Woohoo !! :har:

April, 1943. What kind of aircraft was that? Or did your crew sleep so they not manage the AA gun's in time.... well, maybe it's was a kimazke pilot...

John Pancoast
02-16-22, 10:37 PM
What kind of aircraft was that? Or did your crew sleep so they not manage the AA gun's in time.... well, maybe it's was a kimazke pilot...


No idea. Got the warning and crash dove. I don't ever bother with the AA guns.

Aktungbby
02-17-22, 01:11 AM
What kind of aircraft was that? Or did your crew sleep so they not manage the AA gun's in time.... well, maybe it's was a kimazke pilot......been a semester since you posted:Kaleun_Salute: @ John P. Did U execute a hard-90⁰ turn as U crash dived?

John Pancoast
02-17-22, 05:29 AM
...been a semester since you posted:Kaleun_Salute: @ John P. Did U execute a hard-90⁰ turn as U crash dived?


No, never have. See above, no reason to; they can't hit anything anyway. :D
Sometimes i get that silly and meaningless flak gun and forward deck minor damage (how can my crew even tell that outside damage when we're submerged......) but that's no big deal.

Fifi
02-17-22, 06:03 AM
they can't hit anything anyway. :D


Don’t know what you’re playing, but got hitted (sometimes very badly) plenty times … almost each time I’m not fast enough to dive and reach the quite safe 70m :timeout:

John Pancoast
02-17-22, 06:10 AM
Don’t know what you’re playing, but got hitted (sometimes very badly) plenty times … almost each time I’m not fast enough to dive and reach the quite safe 70m :timeout:


Strange. My experiences have been with base NYGM, base GWX, and various "Frankenstein" installs.
All the same; ordnance is dropped off to the side of my path, to long, to short, etc.
I can't recall EVER receiving serious damage from an aircraft's standard bombs or depth charges. (I don't consider the above flak gun/forward deck as serious). FIDO and MAD Catalina excepted.
Heck, at 40 meters I go to all slow until crash depth is reached.

propbeanie
02-17-22, 04:56 PM
I am not the best sub skipper in any of the SH series by any stretch, especially SH3 GWX, but I usually die-by-plane also. I have had my fair share of depth-charged demises, but by far, the airplanes are what get me... I do not remember having ever made it past July 1943 from a 1939/40 start, and even if I start in 42 or 43, getting past 44 - for me - is very difficult... lol - I am definitely not the most patient skipper on / in the Atlantic, but in certain areas, I spend more time avoiding targets, than attacking... Doenitz has not been happy with me more than once... :haha:

John Pancoast
02-17-22, 05:15 PM
That's really strange, especially with the too long rwr ranges. Easy to be well under water long before the plane is anywhere even remotely close with them.
But I crash dive immediately upon warning or sighting as was the historical preference (once Doenitz's absurd short lived "fight it out on the surface" order was over); maybe you guys don't sometimes ?

propbeanie
02-17-22, 05:39 PM
My one thought is, when does the RWR become available, and does it automatically get added, or does a player have to purchase it? I do not remember being offered it in GWX, but I may have overlooked it on the upgrade screen in the Office... Of course, as I said, I do usually die early, like Dec 42 or usually no later than April 1943 (but I do have fun getting there)... I am usually damaged first, and then sunk on a 2nd or 3rd encounter, as you describe above... though there have been a few "one bomb wonders" that put it right down the conn hatch... as usually happens in SH4 also, if you are caught on the surface. Luke Skywalker and the DeathStar kind of drops, you know? :arrgh!: - the ones that almost always get me are the groups of planes, where 2 or more planes take their turns at dropping, and I do see some near-misses, but I almost always have some damage, even when I'm already past PD before they get close to me. I do not have any "crew" on my AA guns either, unless I am unable to dive and HAVE to stay topside... So when I get a prompt, I crash dive ASAP. I usually drive a Type IX as soon as I can, so maybe you're doing a VII, and that's the diff? Besides not having an RWR, that I am aware of??

John Pancoast
02-17-22, 05:47 PM
My one thought is, when does the RWR become available, and does it automatically get added, or does a player have to purchase it? I do not remember being offered it in GWX, but I may have overlooked it on the upgrade screen in the Office... Of course, as I said, I do usually die early, like Dec 42 or usually no later than April 1943 (but I do have fun getting there)... I am usually damaged first, and then sunk on a 2nd or 3rd encounter, as you describe above... though there have been a few "one bomb wonders" that put it right down the conn hatch... as usually happens in SH4 also, if you are caught on the surface. Luke Skywalker and the DeathStar kind of drops, you know? :arrgh!: - the ones that almost always get me are the groups of planes, where 2 or more planes take their turns at dropping, and I do see some near-misses, but I almost always have some damage, even when I'm already past PD before they get close to me. I do not have any "crew" on my AA guns either, unless I am unable to dive and HAVE to stay topside... So when I get a prompt, I crash dive ASAP. I usually drive a Type IX as soon as I can, so maybe you're doing a VII, and that's the diff? Besides not having an RWR, that I am aware of??


Ah, I see why you're having problems now Rick.
- Metox is the first rwr available in Sept/Oct. 1942. You must buy it. If you start a career after those dates it is automatic though. Btw SH3 has a bug where if you have the latest rwr, it also has the capabilities of the previous rwr versions.
At the same time, your crew will spot a plane in plenty of time anyway.
- There should never be a group of planes. That's vanilla behavior. If so, something is wrong with the install and/or mod(s). Should always be one plane attacks. Historically the only time there was more than one plane on a regular basis was off escort carriers with an Avenger/Wildcat pairing.
But that is not possible in SH3. One more thing AOD does that SH3 doesn't for some reason.
- Type IX's are big slow pigs. :) There's a reason they were historically pulled from convoy duty early in the war. I alway use VIIs.

Randomizer
02-17-22, 07:20 PM
Have had a handful of SH3 careers terminated violently by Allied air and then only in GWX, CCoM and NYGM, generally in the Bay of Biscay or leaving Trondheim or Bergen in late war patrols.

Once was attacked in a Type IXD2 off Freetown, West Africa by no less than seven Liberators in the late summer of 1943. Survived without damage and shot down five of the attackers with the two remaining aircraft flying away, one of them trailing smoke. The only reason that I stayed up to fight is that the first plane was a complete surprise, coming out of the overcast without warning and the big Monsun Boats take oh so long to dive. Then as the skies filled with Liberators I wanted to see how I might do. Turns out that in the WAC universe, the B-24 does not pose any significant threat to a U-Boat.

From both a gaming/simulation and historical aspects, the entire situation was positively ludicrous and it caused me to remove the offending super-mod entirely from my computer.

As John implied, staying on the surface to fight a Liberator in AOD is an excellent method of ending a career.

-C

John Pancoast
02-17-22, 07:31 PM
Regarding the swarms of planes, if anyone doesn't already know it is an easy fix.
Simply open the airbase folders you want to change found in data\land. In there, open up the .cfg file and change the Squadron*Number lines to 1 for any bomber squadrons.
Setting the max range to a max of 2000 in the airstrike.cfg file will slightly help, but the above is the key.

Mad Mardigan
02-17-22, 07:54 PM
Ah, I see why you're having problems now Rick.
- Metox is the first rwr available in Sept/Oct. 1942. You must buy it. If you start a career after those dates it is automatic though. Btw SH3 has a bug where if you have the latest rwr, it also has the capabilities of the previous rwr versions.
At the same time, your crew will spot a plane in plenty of time anyway.
- There should never be a group of planes. That's vanilla behavior. If so, something is wrong with the install and/or mod(s). Should always be one plane attacks. Historically the only time there was more than one plane on a regular basis was off escort carriers with an Avenger/Wildcat pairing.
But that is not possible in SH3. One more thing AOD does that SH3 doesn't for some reason.
- Type IX's are big slow pigs. :) There's a reason they were historically pulled from convoy duty early in the war. I alway use VIIs.

Myself... I always run at least, 1 IX, most the rest of the careers I've done have been the VII's... with 1, maybe 2... out of the II's, just to round out the start off...

On the II careers... provided I've survived long enough to get to where a VII, shows for transfer... will run at least 1 more patrol out in the II, before bumping it over to a VII.

Vary rarely, have I done a transfer from a VII, up to a type IX U-boat... but, that's just Me... :yep: :shucks:

:Kaleun_Salute:

M. M.

John Pancoast
02-17-22, 07:57 PM
From 1943 on I also follow the historical doctrine and travel the Bay submerged during the day leaving and returning if that helps anyone. Including along most of the Pfiening route.

Still get plenty of attacks throughout a patrol.

John Pancoast
02-17-22, 07:59 PM
Myself... I always run at least, 1 IX, most the rest of the careers I've done have been the VII's... with 1, maybe 2... out of the II's, just to round out the start off...

On the II careers... provided I've survived long enough to get to where a VII, shows for transfer... will run at least 1 more patrol out in the II, before bumping it over to a VII.

Vary rarely, have I done a transfer from a VII, up to a type IX U-boat... but, that's just Me... :yep: :shucks:

:Kaleun_Salute:

M. M.


Never used a IX, have no interest in the barges or where they were used historically. Same in AOD.

North Atlantic with VIIs; that's my cup of tea. :) Then onto the Inshore Campaign.

Aktungbby
02-18-22, 12:43 AM
Never used a IX, have no interest in the barges or where they were used historically. Same in AOD.

North Atlantic with VIIs; that's my cup of tea. :) Then onto the Inshore Campaign. Plus the Type VII's crash dive faster. The reason I inquired about the hard-90⁰ is that by 1943 the aircraft depth charges are set at 25', usually four to straddle crashdivers or their discernable bubble wake'. The need to divert ASAP from the path of the wake is critical in 1943.

One of the problems the Brits researched was the “optimum trigger depth for aircraft dropped depth charges:

“…work by the CC-ORS (Coastal Command's Operational Research Section) indicated that on average, if the trigger depths of aerial-delivered depth charges were changed from 100 feet to 25 feet, kill ratios would go up. The reason was that if a U-boat saw an aircraft just before it arrived overhead, depth charges set to trigger at 100 feet would drop below the sub and do no damage because the U-boat did not have enough time to descend as far as 100 feet. On the other hand, if the crew of the U-boat spotted the attacking aircraft a long distance away, it had time to dive and alter course under the water minimizing the probability that it would be within the 20-foot kill zone of the charge when it was dropped. CC-ORS determined that it was far more efficient for anti-submarine patrol aircraft to attack U-boats only when they were close to the surface where they could be properly acquired (their locations were actually known), than to attempt their destruction at greater depths when their positions could only be guessed at.

Before the change of settings from 100 feet to 25 feet, only 1% of the submerged U-boats attacked were sunk, and only 14% were damaged. After the reducing the settings to 25 feet, 7% were sunk (a 700% increase) and 11% damaged. If submarines were sited on the surface and attacked shortly after they submerged, those percentage rose to 11% sunk (1,100% increase and 15% damaged. Peter Blackett, a noted British scientist and early supporter of Operations Research, observed "…there can be few cases where such a great operational gain had been obtained by such a small and simple change of tactics," By the end of 1943, RAF Coastal Command aircraft armed with the Torpex depth charge had sunk an impressive 84 U-boats, out of 219 U-boats that were destroyed in that decisive year. 130 The 600-pound depth bomb “only accounted” for one U-boat in 1943—U-462. 139 By the end of the war, Coastal Command had dropped 97 in 28 attacks compared with 5,790 of the Torpex depth charges in 1,170 attacks. 140 The lethality of Coastal Command attacks on visible U-boats had risen to over 45 percent. 141 https://www.ijnhonline.org/torpex-and-the-atlantic-victory/ Joubert argued that the change in depth setting from 100 to 25 feet “was probably at least as effective [as Torpex], since the “majority of attacks were made when the target was only just below the surface.”

John Pancoast
02-18-22, 08:32 AM
Plus the Type VII's crash dive faster. The reason I inquired about the hard-90⁰ is that by 1943 the aircraft depth charges are set at 25', usually four to straddle crashdivers or their discernable bubble wake'. The need to divert ASAP from the path of the wake is critical in 1943.

https://www.ijnhonline.org/torpex-and-the-atlantic-victory/




Exactly; the VIIs dive faster, turn faster, etc. than the bloated IXs.
Regarding the depth charges, in real life sure. In the game, not so much. :) I never bother changing direction, has never caused a problem for the reasons I stated earlier; they're always wildly off target anyway.
In fact if I turned 90 degrees, many times that would put me in the charges path :haha:

Kapitän
04-21-22, 02:12 PM
Regarding the swarms of planes, if anyone doesn't already know it is an easy fix.
Simply open the airbase folders you want to change found in data\land. In there, open up the .cfg file and change the Squadron*Number lines to 1 for any bomber squadrons.
Setting the max range to a max of 2000 in the airstrike.cfg file will slightly help, but the above is the key.


Hello Mr. Pancoast,


I did this on my CCoM10.0 installation BUT without copying the original data/land files somewhere else (I know, a rookie mistake) and now the game won't load.


Would you happen to have the CCoM10.0 data/land files stored on your PC somewhere, that you could share with me via PM?

John Pancoast
04-21-22, 02:53 PM
Hello Mr. Pancoast,


I did this on my CCoM10.0 installation BUT without copying the original data/land files somewhere else (I know, a rookie mistake) and now the game won't load.


Would you happen to have the CCoM10.0 data/land files stored on your PC somewhere, that you could share with me via PM?

No, sorry. I've never even downloaded them.
Anyone else able to help ?

FUBAR295
04-21-22, 03:14 PM
Go to this link and you will be able to access the requires files on CCoM.

https://www.mediafire.com/folder/1637p1s855ukz/Silent_Hunter_Mod_Collection#yne3ru6uae3lc

Good hunting,
FUBAR295

Kapitän
04-22-22, 05:05 AM
Go to this link and you will be able to access the requires files on CCoM.

https://www.mediafire.com/folder/1637p1s855ukz/Silent_Hunter_Mod_Collection#yne3ru6uae3lc

Good hunting,
FUBAR295


Thanks, FUBAR295!


I checked it and it seems that on this site there are "merely" the zip files, which to my understanding, would require a complete new installation of the game, in order to access the files.


I was wondering, if anyone here has the game on their PC or if there is a site where the game files as such could be downloaded from.


Any hint or help would be much appreciated!

John Pancoast
04-22-22, 06:31 AM
Thanks, FUBAR295!


I checked it and it seems that on this site there are "merely" the zip files, which to my understanding, would require a complete new installation of the game, in order to access the files.


I was wondering, if anyone here has the game on their PC or if there is a site where the game files as such could be downloaded from.


Any hint or help would be much appreciated!


You shouldn't need to do a new install. Simply extract the CCOM 10.0 files somewhere and grab the land folder or what ever else desired from it.
If you want the land folder or some part of it (or anything else) in your install, make a JSGME mod and you're set.

FUBAR295
04-22-22, 06:43 AM
Thanks John !!

Kapitän,

As John said, dl the zip file and then you can extract the needed file(s) files from the Silent Hunter/data files.

I can do it for you if it is easier. just takes a few minutes altogether.

Good hunting,
FUBAR295

Kapitän
04-22-22, 09:34 AM
Thanks John !!

Kapitän,

As John said, dl the zip file and then you can extract the needed file(s) files from the Silent Hunter/data files.

I can do it for you if it is easier. just takes a few minutes altogether.

Good hunting,
FUBAR295


Thanks Guys!


@FUBAR295: I guess, since there is 7 zip files, I don't know which one these files would be in (could also be very possible, that I just don't know what I'm doing).


In any case, the CCoM10.0 files I'm looking for are: data\Land\LAB_ (yes, all of them).

Would be great, if you could help!

FUBAR295
04-23-22, 08:16 AM
Thanks Guys!


@FUBAR295: I guess, since there is 7 zip files, I don't know which one these files would be in (could also be very possible, that I just don't know what I'm doing).


In any case, the CCoM10.0 files I'm looking for are: data\Land\LAB_ (yes, all of them).

Would be great, if you could help!

I have attempted to down load the zip files ( all of them need to be downloaded as they are archived together ) several times, however files 2, 3 and 4 have some sort of error and immediately open as soon as down loaded and aborts their download. You need the whole thing in order to get the required parts.

Unfortunately, I am unable to assist. Sorry.

Kapitän
04-23-22, 08:42 AM
I have attempted to down load the zip files ( all of them need to be downloaded as they are archived together ) several times, however files 2, 3 and 4 have some sort of error and immediately open as soon as down loaded and aborts their download. You need the whole thing in order to get the required parts.

Unfortunately, I am unable to assist. Sorry.


Many thanks for your assistance! Please see PM I sent just now ...

Jeff-Groves
04-23-22, 09:50 AM
I have attempted to down load the zip files ( all of them need to be downloaded as they are archived together ) several times, however files 2, 3 and 4 have some sort of error and immediately open as soon as down loaded and aborts their download. You need the whole thing in order to get the required parts.

Unfortunately, I am unable to assist. Sorry.
Best way to DL the files is to select all of them then hit download.
They will be zipped into one file that way.
It will be 1.62 Gig

FUBAR295
04-23-22, 10:34 AM
Old dog learning a new trick. Thank you! :Kaleun_Salute:

Kapitän
04-23-22, 10:51 AM
"All you need is good men."

Levyathan89
04-28-22, 06:03 AM
Not much to tell. Crash dove as usual and for once the plane's ordnance hit me.
99.9% of the time they can't hit the broadside of a barn, not even close. :)
I long ago shortened the radar warning receiver's ranges to make them a little more interesting, get them to see me and at least drop ordnance.

Otherwise at non-edited receiver ranges they're pretty much zero threat and don't even do that.


Except for a relatively short time period in 1943, those German radar detectors were completely useless, because Allies changed radar wave-lenght pretty soon. So radar detectors shouldn't be of any help in SH3 anyway.

John Pancoast
04-28-22, 07:52 AM
Except for a relatively short time period in 1943, those German radar detectors were completely useless, because Allies changed radar wave-lenght pretty soon. So radar detectors shouldn't be of any help in SH3 anyway.


Right, plus some commanders never trusted them and so didn't use them anyway.