SUBSIM Radio Room Forums

SUBSIM Radio Room Forums (https://www.subsim.com/radioroom/index.php)
-   Silent Hunter III (https://www.subsim.com/radioroom/forumdisplay.php?f=182)
-   -   Test Dive advice? (https://www.subsim.com/radioroom/showthread.php?t=182522)

Missing Name 04-13-11 11:57 PM

Looked through the SH3 files, found these commented bits of info. These are possible malfunctions related to diving and underwater maneuvering.

;Randomly increased dive time

;Frt/rear ratio edited- simulates trim control difficulties, boat slightly heavy at stern. Difficulty fine tuning depth at very slow speed.

;Randomizes level off depth from crash dive in meters indicative of stuck valves or manifolds controlling incoming water also possible jammed dive planes.

;Jammed or stuck dive planes.

;Maximum speed both surfaced and submerged reduced, surface and submerged ranges reduced, increased dive time, increased turn radius.

desirableroasted 04-14-11 12:12 AM

Quote:

Originally Posted by Salvadoreno (Post 1642384)
now that we are on the tipic of test dives, with sh3 commander setting "mal+sab" on, what exactlly do u need to look for on test dives etc... Its a cool feature but I've never noticed a malfunction or sabotage.

Somewhere, someone said not to use the mal-sub setting when playing GWX3.0, so I don't use it any more.

But when I did, I followed this checklist:

http://www.subsim.com/radioroom/show...ht=stress+test

And yes, malfunctions were frequent enough to make it a good idea to check for them before getting too far out of port.

Weiss Pinguin 04-14-11 01:24 AM

Did they give any reasons for not using malfunctions with 3.0? I haven't had any problems with it as far as I can tell :hmmm:

Jimbuna 04-14-11 07:01 AM

Quote:

Originally Posted by USNSRCaseySmith (Post 1642285)
Is the hull integrity slowly lost when you reach a certain point or does it drop rreally fast??

It begins slow but sopeeds up as the hull integrity diminishes.

Kapt Z 04-14-11 07:27 AM

Quote:

Originally Posted by Missing Name (Post 1642459)
Looked through the SH3 files, found these commented bits of info. These are possible malfunctions related to diving and underwater maneuvering.....

;Randomizes level off depth from crash dive in meters indicative of stuck valves or manifolds controlling incoming water also possible jammed dive planes.....

Happened to me on this patrol. Did a crash dive check as soon as depth permitted and instead of stopping around 70m+/- she just kept going. Manually got her to stop after 120m. Did several other crash dive tests and she would never stop on her own. Each time I had to manually order a depth. Figured it wasn't enough of a problem to turn back so we just kept going to our patrol area. Saved the game.

Loaded the save the next day and apparently the malfunction had been 'fixed'.

Bakkels 04-14-11 07:41 AM

So this can happen when you check 'sabotage & malfunctions' in Commander? Hm, that's why I don't use that option anymore. The idea is cool, but only if it were somehow better incorporated ingame. You know, that your officer gives you some kind of warning or at the very least that he screams like a little girl when something goes wrong. :O:
I played with sabotage for a time, but when something malfunctioned, the lack of any reaction from the crew made it feel more like bug in the game than sabotage or malfunction. Kudo's to Jcones for the idea though, I know you can't just put all of that in the game, but it's not for me.

maillemaker 04-14-11 10:47 AM

Quote:

Is the hull integrity slowly lost when you reach a certain point or does it drop rreally fast??
My experience is once you start taking damage from depth it can snowball out of hand very quickly. Damage reduces hull integrity which instantly makes you more susceptible to depth damage which then causes more damage which reduces hull integrity and so on.

I don't think the game models the 500 ft cap on depth charges as I've had them rock my world at 200m.

Steve

Jimbuna 04-14-11 11:34 AM

Malfunctions can be rectified but sabotage requires a return to base.

LGN1 04-14-11 03:08 PM

Hi all,

just a few comments:

- Some malfunctions in SH3 Commander are implemented via hex-offsets in certain files. If you replace these files with a modded version, you run the risk that the offsets are wrong and you might get a CTD. Actually, it can be enough to open a file with Silent 3ditor and save it (it adds a header that changes the offset).

- Whenever you reload the game via SH3 Commander all malfunctions & sabotage effects are first removed and then new ones applied. So you might end up with the same effects, with other effects, or without any.

- I created quite a few different malfunction mods for myself and must agree with Bakkels that without proper integration in the game it's not good. It's really strange that, e.g., your diesel does not work and no one tells you. That's why I restricted myself to minor effects that are not critical (e.g., boat is 1-2 knots slower, diving time is a bit increased,...). In addition, I created a few critical malfunctions, however, for these you get a message (can be done via SH3 Commander's Random Folders)

- I think it's a pity that SH3 Commander's crush depth feature does not also randomizes the crush speed. The original idea behind this feature was that you do not know your max. diving depth (as in real life). However, as you all pointed out, you can quite easily find out your max. diving deep by testing. In my eyes this takes away all the excitement when you dive deep :D In my personal set-up I also randomize the crush speed so that it can happen that I have no chance to survive if I go too deep. Now I think twice when going below 200m :D I think that's much more realistic. Diving really deep should always have the risk of dying.

Cheers, LGN1

maillemaker 04-14-11 03:16 PM

Quote:

So this can happen when you check 'sabotage & malfunctions' in Commander? Hm, that's why I don't use that option anymore. The idea is cool, but only if it were somehow better incorporated ingame. You know, that your officer gives you some kind of warning or at the very least that he screams like a little girl when something goes wrong. :O:
I played with sabotage for a time, but when something malfunctioned, the lack of any reaction from the crew made it feel more like bug in the game than sabotage or malfunction. Kudo's to Jcones for the idea though, I know you can't just put all of that in the game, but it's not for me.
This is my feeling as well. If something goes wrong, someone should alert the captain.

Steve

Salvadoreno 04-14-11 06:56 PM

Quote:

Originally Posted by Weiss Pinguin (Post 1642497)
Did they give any reasons for not using malfunctions with 3.0? I haven't had any problems with it as far as I can tell :hmmm:

I read the gwx 3.0 was fine with sab and mal but nygm was definately not

Snestorm 04-14-11 10:43 PM

Thanks everybody. Some realy good tips.

Snestorm 04-14-11 10:57 PM

Quote:

Originally Posted by desirableroasted (Post 1641871)
1) Once you get into the "orange" range, decrease your descent speed.

2) At some point, you will be told "We are taking damage!" At that point, hit the power and head up.

Despite the message, I've never actually taken any game-notable damage using this method.

BTW, remember that you can randomize crush depth in SHIII Commander, so that may account for seeming differences between installs.

When the IIA went way deeper than expected, with no ill effects, I decided to recheck my favorite (IXB) again.

Unfortunately, the IXB seems unchanged.
Did it your way at ½ knot. It followed the same pattern as the last install's IXB, so at 171 I hit "E" and surfaced without damage.

With my previouse install I "popped" at 182.
The answer seems to lie between 171 and 182 for me so, I guess 165 will remain as my bottommost limit.

It was good advice. At ½ knot, it took 2 - 3 minutes to drop 1 meter, and on hitting "E" she came up like a cork.

reignofdeath 04-15-11 01:46 PM

Quote:

Originally Posted by Snestorm (Post 1643231)
When the IIA went way deeper than expected, with no ill effects, I decided to recheck my favorite (IXB) again.

Unfortunately, the IXB seems unchanged.
Did it your way at ½ knot. It followed the same pattern as the last install's IXB, so at 171 I hit "E" and surfaced without damage.

With my previouse install I "popped" at 182.
The answer seems to lie between 171 and 182 for me so, I guess 165 will remain as my bottommost limit.

It was good advice. At ½ knot, it took 2 - 3 minutes to drop 1 meter, and on hitting "E" she came up like a cork.

Am I the only one who will hold the sub down around 200m without taking any serious damage?? This is in a Type VIIB too. However I don't dare to go past 215m or 220m because thats when it all seems to hit the fan for me.

Jimbuna 04-17-11 08:26 AM

On a good day she'll do a little over 260.


All times are GMT -5. The time now is 11:07 AM.

Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright © 1995- 2025 Subsim®
"Subsim" is a registered trademark, all rights reserved.