View Full Version : Nasty surprise. Immersion killer
Lost At Sea
01-03-06, 09:06 AM
First post in 2006 so 'Happy New Year' to all of you out there.
Been playing this sim since the very first day. Full realism and latest RUB and for the very first time i faced a real immersion killer. So this will be my first rant on this forum, and hopefull the last.
Never bored before with raiding harbours but on this mission i decided to sneak into Scapa and try my luck.
Survived the Western approach and eventually found 3 DDs anchored, not great but better than nothing. All were at engines full stop (i supposed), no smoke, 0 speed and no sound. Got nice and close to 2 of them (500 m) and fired my torps.
They instantly went full ahead, smoking like hell as if they had been attacking me for an hour. Missed both of them of course. Discusted I surfaced to end it all fast.
Is the same happening with capital ships in Scapa?.... I haven't tried the single mission.
cheers anyway
The Avon Lady
01-03-06, 10:15 AM
Did you fire T1s at them during daytime, leaving a distinct bubble trail on the surface for them to easily spot? If so, see what would happen if you'd fire T3s or wait till dark to fire T1s.
Other than that, there is an old and known gripe that ships in SH3 can go from zero to their max speed way too fast. Oversight by developers. :yep:
Redwine
01-03-06, 10:36 AM
It is logical if a stopped ship detect a periscope, or a sub proppeller sound or a torp proppeller sound at hydrophones, they quickly start to scape.
That sounds unreal...... is if they can do it in very few seconds.
Considering a 15m/s torp speed it takes about 33 second to the torp to hit the target at 500m.
May be they was not "anchored", may be they was stopped "listen" for you, due to a early warning, some hydrophone detection, or some radar detection of your periscope, then they losse the contact and stops the engines to listen for you, and may be they was not anchored .......... may be posible ?
Lost At Sea
01-03-06, 12:20 PM
I did fire T1s but it was like 2:00 AM on a cloudy night. The DDs really seemed to be anchored one in front of the other, equal distance of each other and bows pointing in the same direction, as if all placed on a straight line.
Oh well, I'm dead anyway. Will just have to remember that next time :hmm:
cheers
wetwarev7
01-03-06, 01:40 PM
I wonder if they can "hear" a torp being fired?
how long after you fired it did they wake up?
Lost At Sea
01-03-06, 02:48 PM
Fired my torps, lowered scope and went to hydrophone station to do a sound check and immediately i heard their screws :o
Rushed back to periscope, raised it and saw them rushing away...
I'm still all upset about it. I think I'll skip dinner and go to bed early. :roll:
Godalmighty83
01-03-06, 03:44 PM
1, the DD's can read your mind, they knew about the torps the instant you fired them.
2, the DD's are fitted with what seem to be some type of warp engine. i swear i saw one that was capable of out accelerating a mclaren f1.
Crash Dive
01-03-06, 04:53 PM
Yes the DD felt a tremor in the force when you fire at them. It was a secret weapon used by the British in WW2. Cpt . Skywalker claims yet another victim. :dead:
Hartmann
01-03-06, 07:34 PM
The best tactic is use two torpedos, one set to 0 knts and the other to 10 knts or more.
the first wake the monster and the second send it to the bottom
:rotfl: :rotfl:
Ps- In the torpedo practice in the academy , there are a little merchant stopped and only runs when you fire a torpedo.
Is very good situation for practice :yep:
bill clarke
01-03-06, 10:48 PM
You guys are silly, but I like you !!!!!!!!! :rotfl: :rotfl:
Redwine
01-04-06, 08:06 AM
It is not a joke Lost at Sea..... in the long topic about DDs pinpoint attacks, was stablished that the Speed Factor value into Sim.cfg is a limit for the DDs sensors, over this speed they are deaf.
Then some times one or more of them, reduce speed to completelly stops to listen for you better, and command and direct the others over you.
May be that was your case, may be they was listen for you, and ready to run, and may be they can take a torpdo sound as an alert.
Who knows ? :hmm:
don1reed
01-04-06, 09:01 AM
hmmm, Matrix DD's...
drEaPer
01-04-06, 09:44 AM
I know what you talking about. Got me frustrated too, fortunately I save often.
They are not anchored, they are listening.
Combine that with the extreme speed changes possible in SH3 and you have a death trap. Only thing you can do is guess and shoot at a lead angle.
finchOU
01-04-06, 05:30 PM
yeah...some amount of delay would have to take place before a ship would or could get underway....especially if they are not alerted to your presence and waiting to respone....I'm acually very suprised (I really shouldnt be) that this was not modelled correctly.....they are modelled like robots on crack...not ships manned my Humans with natural reactions.......Humans have to take time to process info and react......even the delay of a hydrophone operator on a DD should be modelled.....hell our sound man cant listen 360 degrees at once.
if the ship is anchored...or seemingingly anchored....should take minutes to move.....a ship just sitting there should not move for at least 45-60 seconds after detection....I cant believe this has not been patched!
Bluewings
01-04-06, 06:07 PM
I agree with you finchOU ...
Cheers .
todd293
01-04-06, 11:55 PM
if they didnt have atleast some smoke then they had cold boilers they couldnt take off that fast if you had the gramaphone blasting its a long way to tippirare :yep:
SubSerpent
01-06-06, 12:05 PM
Yes, ships do very unrealistic manuvers in this game. I have seen them go from all ahead flank to all back flank in less than a half a second to avoid hitting another ship or a wall. Even the large ships do this like the BBs and CVs. There is obviously a momentum issue that the DEVs never addressed when it came to this issue. It does take a lot of the immersion out of the sim, but I'm guessing it was left this way to avoid having so many collisions out on the sea with the patrols and convoys. Then we would all be complaining that everytime we encountered a convoy we wouldn't even have to fire a torpedo at them as they would all end up colliding with one another anyhow.
Avaon Lady is right about not launching TI in the day time at anchored ships and do it at night. Better to use a TII and fire a spread at them (if there are several close together) than to fire one at a time. Once one ship gets hit the others will act fast and manuver to get away and this makes hitting another one hard, so it's better to just fire a spread at them, this way, by the time they move, it will be too late for them.
vBulletin® v3.8.11, Copyright ©2000-2025, vBulletin Solutions Inc.