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-   Silent Hunter III (https://www.subsim.com/radioroom/forumdisplay.php?f=182)
-   -   The deeper the safer ??? (https://www.subsim.com/radioroom/showthread.php?t=82738)

TDK1044 08-04-05 05:46 AM

Catfish is exactly right, Duli. The thermal layey modeling is present, but there is no "passing through thermal layer, Sir" statement as there was in SH2.

Akula_971 08-04-05 06:12 AM

One of the supposed advantages of a Uboat going deep, was the problem it caused to asdic operators. The asdic emits its sound in a cone shaped pattern ahead of the ship. If you are detected at depth, then as the ship proceeds to your location, he is then asdic blind as the cone has proceeded past you. This in reality gave the uboat skipper a chance to change course and depth. I have noticed that in this game this is not modelled correctly, the destroyers can maintain contact permanently, even when changing course, when they are accelerating towards you.

How many people here have ever seen rain in fog? I have not.

SmokinTep 08-04-05 06:44 AM

I agree. It seems the DD's have a sonar keel that can see everything.

Nopileo 08-04-05 06:55 AM

This 'cone effect' of DDs are corrected/improved in Jungman's SensorPak fix, if I have understood it correctly.

Akula_971 08-04-05 07:06 AM

Where can I find this mod?

SmokinTep 08-04-05 07:08 AM

Same here. So many mods............

Catfish 08-04-05 07:12 AM

Here:
http://u-boot.realsimulation.com/
Look for "SonarDC_20.zip"
Greetings,
Catfish

redstorm101 08-04-05 07:22 AM

Quote:

Originally Posted by Duli
Thermal layers arent simulated into this game.

I think they are..... :|\

Nopileo 08-04-05 07:31 AM

Quote:

Originally Posted by Akula_971
Where can I find this mod?

I thought it would be easy to find, but I had to search a while. The file is called 'sensorpak.zip', and includes much more that just the sonar fix.

Here is one reference from a post by Jungman:

Quote:

Looky here, and try this out---contains the new Snorkel fix. Read about its proper usage so you do get caught with your snorkel hanging out in the open!

I stuck all these mods into a pak. Many share the same file. Contains Active Sonar Super Lock-On fix, DC blast reduction to 20 meters, Improved Radar Warning Detectors fix, Carrots for Longer Visual Range for Watch Crew, und die Schnorkel fix.

SensorPak

http://rapidshare.de/files/3448595/SensorPak.zip.html

EDIT: Updated to include the original SonarDC values with snorkel fix. You can chose between them.
So this includes the Sonar_DC-fix as well as the other fixes mentioned by Jungman.

This mod should be made more easily available somewhere (or be included in Jungman's signature). Hint hint... A truly must-have mod/fix, and much appreciated!

Catfish 08-04-05 08:41 AM

Hello Nopileo,
thanks for the heads up, must have missed this one !
Greetings,
Catfish

Nopileo 08-04-05 09:32 AM

My pleasure. I think it's quite new (July 29th or something), and I also think he's still tweaking it. So hopefully it will turn up on some download sites after a while.

v!por 08-04-05 03:07 PM

Sonar depths, dc depths
 
Gents:

Read online the following ,... and forgive but I will have to go be recollection:

Sonar: Early war were "searchlight " @ 2500 yards max range but only @ 6 1/2 degrees diameter.... not very good in rough sea states...
by early 43 ... I think it was called the "Q' sonar... out to max range of 1200 or was it 1000 yard... shaped like a slice of pie.... with the tip at he sonar... about 60 degrees wide by about 4 degree deep.... and after came the ... not recall the name... just take the horizontal slice of pie and put it on its edge ... this was much more effect against deep diving subs and max range was .. I think... 1000 yards...

DC.... I think early dc were mx depth down to 94 meters. later down to 194 meter s.... but that weighted one had max depth of 1000 feet or about 315 meters! at 14 feet per second ... down at about 70 seconds!.... The hedgohogs had no depth limit... just smaller and kept going until it hit or... kept going.... I read somewhere where they might have also been set to mag proximate fuse... ?????

Oh ya.. someone far more knowledgeable than me posted the thermals ..... historically the uboat crew knew when they were going down through one as the sub would slow in diving and suddenly break through .....

I moded... ok cheated my XXI down to 350 meters... no need to use... but just watch those dc dance around her when you are as deep as 225 to 250... man if they have u with vertical sonar .... and are dropping charges... hit the gas.... change depth... course.... prey .... and go silent unti the explode... go faster to make the search area larger.. go silient again...... this sim is getting better and better ... good luck.... i enjoy watching the dc attacks with cam:<) lucky to be alive now...and not then....

Nopileo 08-04-05 03:30 PM

Re: Sonar depths, dc depths
 
Thanks for the info! I agree SH3 is getting better, especially now that I've started a campaign in 1943 and have reached Sept. 1944 in a XXI. So much equipment, so many torpedoes, so many enemies! :o

Quote:

Originally Posted by v!por
lucky to be alive now...and not then....

This is a good line. My mother was born in 1942, but she says she can still hear the sound of marching German feet outside the house! And my father - who was born in 1923(!) and was a Norwegian merchant seaman during the war - got torpedoed by German subs twice, and my mother says that he woke up screaming almost every night while he was still alive, but still he refused to talk about the war.

We don't know how good we're off in these western countries nowadays. All we do is complain... :roll: (at least the younger generations do).

Regards,

Nopileo


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