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-   -   I'm totally hopeless when it comes to torpedo attacks... (https://www.subsim.com/radioroom/showthread.php?t=251306)

mungojerry311 12-16-21 09:40 PM

Quote:

Originally Posted by John Pancoast (Post 2783307)
Be a good idea to post your install/mod list too.

Here it is:

GWX - 16km Atmosphere
GWX - Alternate Loadscreen - Full Circle
GWX - Captain America's Officer Icons
GWX - Open Hatch Mod
GWX - VIIC41 Player Sub
Thomsen's Sound Pack V3.2cg
Rbs1_SH4_Effects_GWX_30_71
Rapt0r's Uniforms V2.0 [Black]
Rapt0r's Uniforms V2.0 [Black - All Leather] Patch
Rubini´s Underwater dust&plancton v1
M.E.P v6
Optional - ShipVanishingHull for MEP v6
Optional - FSF for MEP v6
TKSS18 German U-Boats Compilation
U-Boot 7c-II
FixAllSubGWX
ARB WideGui 1920x1080
ARB WideGui Fix
Adaptation for English & Deutsch
Ricks_GWX_Rec_Man_Final
M.E.P v6- VisualSensors for GWX3

John Pancoast 12-16-21 10:23 PM

Quote:

Originally Posted by mungojerry311 (Post 2783325)
Here it is:

GWX - 16km Atmosphere
GWX - Alternate Loadscreen - Full Circle
GWX - Captain America's Officer Icons
GWX - Open Hatch Mod
GWX - VIIC41 Player Sub
Thomsen's Sound Pack V3.2cg
Rbs1_SH4_Effects_GWX_30_71
Rapt0r's Uniforms V2.0 [Black]
Rapt0r's Uniforms V2.0 [Black - All Leather] Patch
Rubini´s Underwater dust&plancton v1
M.E.P v6
Optional - ShipVanishingHull for MEP v6
Optional - FSF for MEP v6
TKSS18 German U-Boats Compilation
U-Boot 7c-II
FixAllSubGWX
ARB WideGui 1920x1080
ARB WideGui Fix
Adaptation for English & Deutsch
Ricks_GWX_Rec_Man_Final
M.E.P v6- VisualSensors for GWX3


Thanks. I was wondering if you were using H.sie's patch as that can affect torpedo depth.
But you're not, so scratch that idea. :)

mungojerry311 12-17-21 01:18 AM

Quote:

Originally Posted by John Pancoast (Post 2783329)
Thanks. I was wondering if you were using H.sie's patch as that can affect torpedo depth.
But you're not, so scratch that idea. :)


I think I do have that patch. I installed it following the instructions to make the ARB UI work.

John Pancoast 12-17-21 05:15 AM

Quote:

Originally Posted by mungojerry311 (Post 2783338)
I think I do have that patch. I installed it following the instructions to make the ARB UI work.


Should have a folder titled "Supplement...." in your mods if so. Patched your sh3.exe with it.
Sound familiar ?

kyle9154 12-17-21 07:31 AM

Quote:

Originally Posted by 3catcircus (Post 2783304)
I'm going to go out on a limb here regarding identifying the target: cheat. Let the WO ID the target. Initially, the target is too far away to effectively ID. When it gets enough, by the time you click through the rec manual, the target has gotten too close for a good solution.

Everything else, do manually.

I use the weapon officer to identify because I use the merchant fleet mod along with Onealex or Toyagt86's mods so its a lot more ships that are similar in appearance to try to identify, the rest i will do manually.

3catcircus 12-17-21 09:12 AM

Quote:

Originally Posted by kyle9154 (Post 2783358)
I use the weapon officer to identify because I use the merchant fleet mod along with Onealex or Toyagt86's mods so its a lot more ships that are similar in appearance to try to identify, the rest i will do manually.

Yep - same for me. That MFM is great for variety, difficult for the rec manual. Having the ability to pre-segregate by types or by QTY of masts stacks and kingposts before scrolling through would speef things up.

From the Deep 12-18-21 02:38 AM

I'm a bit late to the party here but here's a link to my method: https://youtu.be/-fT3s-Qaiig

Skip to about 13 minutes, for a hydrophone hunt, I'm hoping my explanation of "AoB" is useful.

mungojerry311 12-21-21 04:27 AM

Another update for you guys. I did the torpedo acadamy mission (training mode of course). I fired a two torpedo salvo at the unmoving Tramp Steamer and I missed! Huh? I'm baffled.


If I can't hit a stationary target how can I possibly hit a moving one?

kyle9154 12-21-21 07:02 AM

Well if you can't learn from the videos and in-game tools provided then just play with the weapon officer and then you can fire with a 90-95% chance that your torpedo will hit, I think that will be better for your play style. subsims is just too much in depth for some people to grasp and learn so there's realism difficulty options to make it more arcade/easier with less things you have to manage in game. Plus using the weapon officer is better then using auto targeting because it gets rid of that stupid targeting arrow on ships when you look at it with periscope and you have to ask your WO for new torpedo data after every 10 seconds or so because of the target moving or getting closer/AOB changing etc. It only gives you the data/reading for that point in time when you locked on and requested the data from WO.

bstanko6 12-21-21 12:16 PM

If you launched a torpedo at a 0 speed 90deg AOB target, and you double checked your solution… it’s either the mods you are using or your understanding of the game.

Turn off all mods and go vanilla… if you still can’t hit a stationary target, then I will send you your official papers stating your release from the Memel Naval Academy because you are not proficient for this game.

If you turn off the mods and hit it… you have a conflicting mod.

That is literally all I can say at this time.

Pisces 12-21-21 12:53 PM

Quote:

Originally Posted by mungojerry311 (Post 2783949)
Another update for you guys. I did the torpedo acadamy mission (training mode of course). I fired a two torpedo salvo at the unmoving Tramp Steamer and I missed! Huh? I'm baffled.


If I can't hit a stationary target how can I possibly hit a moving one?

The tramp steamer scoots out of the path of the torpedo once it notices you fired on it. So it is not strange that you missed. I don't remember if you have electric torpedoes loaded in that training mission, but if you do, use those type 2 torpedoes. They don't leave a wake. Or keep your periscope down while it is on it's way.

But if the AOB is not correct set into the TDC compared to the bearing dial (or in vanilla SH3 it is called heading I think) then the torpedo goes the wrong way. It might help if you post a screenshot of your TDC dials and attackscreen.

lees72 12-23-21 05:12 AM

I agree. You should play vanilla before you start adding ultra realistic mods.

jaop99 06-07-24 09:17 AM

I don't think using the "auto" solution in the submarine case is cheating. In real life the captain of the submarine does not usually calculate the angle of attack, speed, depth and many things to launch a torpedo, it is usually calculated by the officers on the bridge and that is all and after the invention of the TDC that was more easier.

I remember many submarine books about the Pacific campaign, and the captain or officer who uses the attack periscope or the one on the bridge simply says mark, mark, so that the other, based on that data, can calculate course, speed and anything while looking at the target.

I think that many people use submarine simulators, be it Dangerous Waters, or any of WWII, as if the captain did everything in it and micromanaged everything to the smallest detail, nothing could be further from the reality. If you want to play "realistic" just let the AI officers do their job! :D

Shadowblade 06-10-24 06:05 AM

yeah, auto solution is OK

I agree that Uboat captain doesnt have to do all activities alone, because he has experienced officers to manage them. And he has also some more important stuff to do and you dont want to be overhelmed by multitasking.


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