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Downloading, and thanks again.
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About compressed air - I would have to check if SH1 showed a gauge. SH2 did actually handle air with depth changes.
SH1 I don't recall doing anything with compressed air. AOD would bleed compressed below a certain depth as air was used to suplement the pumps. (The deeper you went, the faster it bled. You would get a bubbling sound every few minutes as water was evacuated and air reserves dropped.) Thus, you could go quite deep which increased you chances of slipping under a screen or evading. However, you would be bleeding air like you would be burning your battery when maneuvering evasively. So, you really had to manage it carefully. --- What I like about both AOD and SH1 is that it was possible to maneuver faster say than 1 KTS; especially prior to detection. In SH3/GWX, it seems that anything beyond 150RPM or 1KTS can be heard on the other side of the Atlantic. The passive detection capabilities of the escorts in SH3/GWX are simply amazing. I find it hard to believe that heavy seas with 40 noisy merchants around that a sub could easily be picked up and tracked passively on battery. So, SH3/GWX requires uber-stealth to hit your targets. SH1/AOD have a balance between maneuver and stealth. For me, it makes the game much more interesting. Although I haven't played a subsim for a long time now. |
Well I checked it and yes, SH1 uses compressed air (first of the lower right circular dials) and battery (Up right), plus also remaining oxygen (Left to the battery):shucks:
http://img15.imageshack.us/img15/6907/gaugesy.jpg If you are dissatisfied with the way SH3/SH4 handles the passive detection (Which I also was) you simply need to adjust in sim.cfg (Plain text file, no special tools required) the values for all sensors general sensitivity to your liking, like I did: [Visual] Detection time=2 ;[s] ;was 0.5 Sensitivity=0.01 ;(0..1) Fog factor=1.25 ;[>=0] Light factor=2.8 ;[>=0] ;was 2.0 Waves factor=1.0 ;[>=0] Enemy surface factor=350 ;[m2] Enemy speed factor=15 ;[kt] [Radar] Detection time=1 ;[s] Sensitivity=0.01 ;(0..1) Waves factor=0.9 ;[>=0] Enemy surface factor=5.0 ;[m2] [Hydrophone] Detection time=10 ;[s] ;was 1 Sensitivity=0.01 ;(0..1) ;was 0.04 Height factor=0 ;[m] Waves factor=0.55 ;[>=0] ;was 0.75 Speed factor=15 ;[kt] ;was 20 Noise factor=0.2 ;[>=0] ;was 0.5 [Sonar] Detection time=15 ;[s] ;was 10 Sensitivity=0.005 ;(0..1) ;was 0.01 Waves factor=0.6 ;[>=0] Speed factor=15 ;[kt] Enemy surface factor=100 ;[m2] Lose time=30 ;[s] Now I can also attack surfaced at night :yeah: |
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ChristopherT |
Hitman,
Are you using those values with GWX3? Another thing which I could be wrong about SH3/GWX is that time compression seems to alter sub detection. I am not talking about 1024-4096, but simply running 4X-16X. I often run at 4X-16X in AOD and SHCE when making an attack run. Given the visibility, size, and speed of a convoy, it could take 1-2 hrs of realtime for them to arrive in position. So, I usually speed up time for about 10 minutes (especially with no near escorts), then take a scope sighting and then accelerate again. I drop into real time as I set up the actual shot. However, with SH3/GWX I got the impression that as soon as I used time compression, the escorts make a bee line to my position. Thus, in order to sucessfully attack in SH3/GWX, it seems one needs to dedicated anywhere from 2-4 hours making the approach in realtime. Now, that is fine for real life submariners, since it wasn't like they had any place else to be anyway. However, my personal time is too precious to be creeping through the water at a pace slower than walking speed for hours. So, does time low level time compression affect SH3/GWX detection algorithms? Thanks. |
Yes, the gauge is there, but unless you do an emergency blow, I don't think you bleed compressed air at depth like in AOD.
I never used silent running in AOD due to the fact that your boat would flood even when shallow with the pumps off. Instead I would run at about 1KTS. I don't recall AOD having too much drift. Speed fell off very rapidly after an evasive sprint. SHCE on the other hand had a very slow silent running speed of about 1/2KTS. On the other hand, the boat seemed to drift for quite while after a sprint especially with no or little rudder. Also, you could manually control the planes in SHCE. He he he ... I remember manually controlling the planes in SH2/PA. You could dive like a brick. I decided to stop using them, since I tended to think I was cheating at the speed I was diving. I really liked what you guys did with SH2/PA. It was incredible genious turning a static campaign into a dynamic campaign. However, the two things which killed SH2/PA for me was: (1) The escort AI was really dumb. Like only the nearest escorts would engage you. Those more distant would pleasantly ignore you. Also, collisions between ships were quite common. In AOD and SHCE, if you failed to disengage, you would pretty much draw everybody sooner or later (unless there was a wolf pack ... in which case, the smart thing to do was let someone else attack first on the opposite side of the convoy). Also, the escorts would become dettached from the convoy and never rejoin it. So, if you could reacquire the convoy, it would be stripped of 50% of its defense. (2) You couldn't save your games and load didn't work. I just didn't have time to complete an entire patrol in a single evening. Now, I had cloned my XP partition just for SH2/PA. Thus, when playing under the clone, I would just hibernate the partition when I wanted to do something else with my PC. When I rebooted the partition, I was once again be back in SH2/PA. However, maintaining an entire cloned partition just to play a single game was too much trouble. So, I gave it up. --- I imagine that must be very frustrating for the PA and GWX/NYGM/ACE Teams. You put in all this fine work and yet the game still has some flaws that you can do very little about. For example: SH3 also has save/reload problems. Very irritating. Despite Stiebler's weather fix, the weather in SH3/GWX is still kind of odd. Weeks of heavy rain and other times the sea could be as calm as a lake. For my money, AOD had the most interesting weather. Weather would vary by hour along with lighting and fog. (The only issue was that silly circle which gave you surface visibility even when submerged.) --- Ah, one of these days, I need to go back out on patrol again. |
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ChristopherT |
Hey Christopher, long not seen you :DL what happened to your old profile? Did you lose the password? You can post in "Comments to subsim review" forum and ask Neal to fix any trouble you had with your previous profile
See you :salute: |
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Unfortunately this arrived too late for SH2 Quote:
The new system worked by spawning escorts and aircraft from the convoys when you got close enough. Thus you got escrots effectively independent from the convoy that would always be there when you close in, patrol randomly around the area, and attack you in pairs or single handedly. Again this came too late for SH2 Quote:
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I have been tweaking around and have however found a way to have a more custom weather, it is not perfect but at least you can have a realistic weather for the area/time of year you are patrolling. It works by creating three different weather files (fair/moderate/rough) and enabling the one you need via JSGME before your patrol. Then you have the proper weather during your mission, no permanent storms, rain or whatever. :salute: |
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IMO, SHCE combined with Hawk's Utilities still keep SH1 #1 in my book - and I dearly miss conducting those night surface attacks in SH4. There was nothing more satisfying to me in SHCE than successfully attacking a convoy using Gene Fluckey's method of night surface attack (made famous in USS Barb's 11th patrol report). "Barbarian Attack" here I come! - I hope ;-) Happy Hunting! Art |
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addresses. You'd be surprised how hard it is to change an email address on other websites! :DL ChristopherT |
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I can get it to run OK but it will not come up without the CD in the drive. |
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DATA =DATA\ ART =ART\ SFX =SFX\ SPEECH =SPEECH\ CINES =CINES\ SCEN =SCEN\ BUD =BUD\ SAVE =SAVE\ The game is looking for 10.SMK 16,630 KB (if you are limited on HD space) but nowadays with our huge HD's you may as well copy all the SMK files. I used the Don Wells procedure to install mine... and hearing from numerous other people, SH1 - SHCE runs great on DOSBox too - which is nice! Happy Hunting! Art PS: this workaround has been 'common knowledge' since the 90's so I don't believe I am violating anything by posting it.... (I hope) |
Thanks Art.
After I saw your post I remembered about this as It has been along time scene I have played SH1 as I stopped when SH 2 first came out and I joined this forum, I must of had about a 1,000 posts over in the old SH2 Forum. Then I bough SH3 from Neil and when I found I had to leave the DVD in to play the game I quit playing the game. I upgraded my video card when SH3 came out and then I could no longer play SH2. Thanks Again Bill |
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