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-   -   RE:Hydrophones (https://www.subsim.com/radioroom/showthread.php?t=176704)

Gargamel 11-03-10 01:13 AM

Quote:

Originally Posted by Tessa (Post 1527712)
if only 1 engine is destroyed you can still run on a single engine,

Depends which engine.

If you only have your port engine, you can't recharge the batteries, and your current charge is all you got, so conserve.

If you only have your port, you can't be underway and charge at the same time. So you have to sit motionless on the surface while you wait for your battery to charge.

That, and it starts pulling to the left :O:

frau kaleun 11-03-10 07:35 AM

Quote:

Originally Posted by krashkart (Post 1527766)
Well, in that case, I hope we have better luck catching hedgehogs. :hmmm:
Always wanted one for a pet. We'll give him a name, and we'll feed him every day, and he'll be the ship's mascot. :yep:

And we will hug him and squeeze him and call him 'George.'

Tessa 11-03-10 10:47 AM

Quote:

Originally Posted by Gargamel (Post 1527771)
Depends which engine.

If you only have your port engine, you can't recharge the batteries, and your current charge is all you got, so conserve.

If you only have your port, you can't be underway and charge at the same time. So you have to sit motionless on the surface while you wait for your battery to charge.

That, and it starts pulling to the left :O:

True, though at least on the surface you can still have propulsion with a single engine. Was recently reading that Donitz had the idea to add a third diesel to the VII, increase the length and beam a bit to accomodate for massive amount of engine failures that caused entire patrols to be aborted due to the plague of chronic engine problems; like nearly all good ideas it was turned down.

Jimbuna 11-03-10 02:36 PM

Well thank God for the top secret teleport facility....that's all I can say :DL

K-61 11-03-10 06:51 PM

Quote:

Originally Posted by Arael (Post 1527460)
Considering how GWX starts you off, it's possible to tweak your boat all you want. You won't be shooting at anything on your first patrol anyways.

Not everybody starts their new careers in August 1939.

Pisces 11-05-10 09:08 AM

Quote:

Originally Posted by Arael (Post 1527387)
Does the 300 renown hydrophone have any real advantage over the standard one?

The upgrade (KDB) doesn't have a deaf-zone at the bow, only around the stern. The GHG can only listen on your sides, making you deaf at both the bow and stern direction. So that's where the crew might loose tracking of the sound.

Arnold 12-10-10 11:47 PM

I just read in another thread about using the hydrophone to sink a ship in heavy fog. The next time I identify an enemy merchant in heavy fog, (and she spots our boat as well!) rather than waste my time, (and fuel) following her around by the stern, waiting for the fog to lift , I'm going to use the following tactics:
I can determine her base course by halving her two zig/zag courses. (In SHIII, the merchants only have two zig/zag courses from what I've read.)
I can determine the distances she travels by timing the length of each zig/zag course multiplied by her speed. Plotting on the chart, her course and our starting positions, I could pick a precise location, an AOB of 90 degrees, and a time to fire from a forward position, (with enough distance away from the target for the torpedo to arm). When my hydrophone operator tells me the target is at 0 degrees, I'll push my shiny red button.

Gargamel 12-10-10 11:57 PM

Quote:

Originally Posted by Arnold (Post 1551739)
(In SHIII, the merchants only have two zig/zag courses from what I've read.)

Not true. At least with GWX enabled, and some other mods, but none of them should affect that, just GWX if anything. I've seen merchants pull large turns away from their base course while trying to zig zag. You can't trust their base course will still be there.

Quote:

When my hydrophone operator tells me the target is at 0 degrees, I'll push my shiny red button.
That's really close, depending on the size and speed of the ship. I'm guessing like 750m or so for perfectly straight snapshots liek that too work well. Be careful of secondary explosions.

DeepFried 12-11-10 01:03 PM

Are you guys saying there is supposed to be a dead spot with the hydrophone on the bow?? even in my vanilla IIA I can clearly hear a ship at 000 provided i'm stationary.

Arnold 12-11-10 04:56 PM

Quote:

Originally Posted by Gargamel (Post 1551741)
Not true. At least with GWX enabled, and some other mods, but none of them should affect that, just GWX if anything. I've seen merchants pull large turns away from their base course while trying to zig zag. You can't trust their base course will still be there.



That's really close, depending on the size and speed of the ship. I'm guessing like 750m or so for perfectly straight snapshots liek that too work well. Be careful of secondary explosions.

^
I've tried to mod my stock version of SHIII without success. When I attempt to open a config. file, I get a message that Adobe reader is not compatable with it. I've tried to download a file reader and that has not worked. Even with the stock version, I can't trust a base course of a target?

kaizerkat 12-11-10 05:47 PM

What bothers me is when my engines are shut down and i am listening with my hydrophones, i get a loud annoying buzz noise, but not when my engines are running. I get it under water as well.That's when i'm in external view(F12), of course.Any fix?

Gargamel 12-11-10 06:13 PM

Quote:

Originally Posted by Arnold (Post 1552084)
^
I've tried to mod my stock version of SHIII without success. When I attempt to open a config. file, I get a message that Adobe reader is not compatable with it. I've tried to download a file reader and that has not worked. Even with the stock version, I can't trust a base course of a target?

Use notepad or wordpad. the CFG files aren't adobe compatible, they're just text files by another name,

Arnold 12-18-10 10:19 PM

Quote:

Originally Posted by Gargamel (Post 1552106)
Use notepad or wordpad. the CFG files aren't adobe compatible, they're just text files by another name,

^
Thanks!
I wanted to eliminate the crew fatigue so I used wordpad to mod the fatigue files, yet, when I tried to save the mod, I got a message that changing the files was "denied". I'd like to use the different mods for the game, but I'm very happy playing the stock version. I'm on my second patrol.

Gargamel 12-18-10 11:21 PM

use SHC to alter your fatigue failes. It's got a few presets built in that make it easier.

And it sounds like something else has that file open when you tried to change it. Make sure nothing else (LIke SHC or the game) is running and using that file.

Pisces 12-19-10 07:05 AM

Quote:

Originally Posted by Arnold (Post 1556328)
^
Thanks!
I wanted to eliminate the crew fatigue so I used wordpad to mod the fatigue files, yet, when I tried to save the mod, I got a message that changing the files was "denied". I'd like to use the different mods for the game, but I'm very happy playing the stock version. I'm on my second patrol.

That's why it is suggested to not install SH3 and SH3 Commander in Program Files (in Vista and Windows 7). Modding files can be hell in the default install location in Program Files in those OS-es.


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