SUBSIM Radio Room Forums

SUBSIM Radio Room Forums (https://www.subsim.com/radioroom/index.php)
-   SHIII Mods Workshop (https://www.subsim.com/radioroom/forumdisplay.php?f=195)
-   -   [REL] Depth charge water disturbances (https://www.subsim.com/radioroom/showthread.php?t=181513)

fitzcarraldo 03-20-11 07:07 PM

Really great mod...Downloading now and IŽll try it after my actual patrol.:woot::woot::woot:

Many thanks, DW!

Best regards.

Fitzcarraldo :salute:

difool2 03-20-11 07:19 PM

Quote:

Originally Posted by irish1958 (Post 1623913)
Another source stated that it is impossible for a WWII destroyer to re-establish contact with any sub traveling faster than 15 knots as it's sonar was not effective above 15 knots due to water noise from the sonar array of the destroyer. The type XXI, had it been developed, would have be devastating.

I have gone flank with an XXI near Flower Corvettes, only to see them doggedly tracking me no matter how I manuever.

irish1958 03-20-11 07:45 PM

Quote:

Originally Posted by difool2 (Post 1624288)
I have gone flank with an XXI near Flower Corvettes, only to see them doggedly tracking me no matter how I manuever.

Limit of the game. Couldn't happen in real life until the late '50s.

Fish In The Water 03-20-11 08:15 PM

Quote:

Originally Posted by irish1958 (Post 1623913)
After spending several hours investigating this topic, I can't determine how long the disturbance from a DC persists.

I'm afraid I'll have to concur. Online sources appear to be few and far between. What I have come up with are a number of scientific studies that exam the dispersal rate of underwater turbulence, but few of these are directly applicable to the case in hand.

I see you're now recommending individual preference in the first post, and given current conditions, I agree this would seem to be the best course.

Thanks once again for a long sought (and essential) dose of realism. Your efforts remain very much appreciated! :salute:

Myxale 03-21-11 03:59 AM

Wow, great stuff!
Looking back, it has been a holy grail sort of mod, for a long time.
Never thought it'll make it. OR that someone would be able to pull off.

Does that mean that soon we from the outdated KMariene will have working decoys?

At any rate, I can only agree with the earlier posters, that this is some great mod. Kudos to all involved.

And the stuff that's been released lately is amazing.
CheerS

LGN1 03-21-11 04:48 PM

Quote:

Originally Posted by Stiebler (Post 1623698)
...
Also, the whole point of the Hedgehog-discharged bombs (not depthcharges) was that they exploded only on contact with a U-boat (this is wrongly modelled in SH3), so there was never *any* disturbance in the water if they missed their target.
...

Stiebler.

@Stiebler:
I looked at the hedgehogs in-game and it looks to me as if they are modeled correctly :06: They just sink and if they don't hit anything, they vanish at a certain depth. No explosion without contact :hmmm: I guess in this case there is also no bold-effect from TDW.

@TDW:
This is really a great mod, TDW! I just played around with the noise setting and it seems that you can really make the escorts deaf. They can't hear your sub! As I mentioned earlier, it would be great to have two bolds, one for simulating the noise aspect and one for the ASDIC part. Then it would be perfect. Thanks again for your efforts!

Cheers, LGN1

rik007 03-23-11 11:07 PM

I never knew that you can add files to this game. The dsd-file is called "TDW_DC_Water_Disturbance_v1_0_SH3.dsd" so it doesnot overwrite an existing one. But how is it then picked up by the game? :hmmm:

SquareSteelBar 03-24-11 05:45 AM

The 'Library' folder is the game's feeding bowl - it can't resist to eat anything found therein...

MoN 03-24-11 08:51 AM

It seems to me this causes destroyers to dc their own dcs, especially if there is more than one destroyer. Watched two destroyers take turns on nothing until they ran out of dcs yesterday. I was kilometers away. This seems to happen a lot.

TheDarkWraith 03-24-11 09:21 AM

Quote:

Originally Posted by MoN (Post 1626757)
It seems to me this causes destroyers to dc their own dcs, especially if there is more than one destroyer. Watched two destroyers take turns on nothing until they ran out of dcs yesterday. I was kilometers away. This seems to happen a lot.

Which is the point isn't it? You escaped. You can adjust the mod and tweak it to taste.

Hitman 03-24-11 11:06 AM

Quote:

It seems to me this causes destroyers to dc their own dcs, especially if there is more than one destroyer. Watched two destroyers take turns on nothing until they ran out of dcs yesterday. I was kilometers away. This seems to happen a lot.
This is not completely irrealistic. In fact the late war BOLD devices were designed to produce false echoes under water, and the disturbance created by DCs could probably do something similar, while also DDs frequently depthcharged around the last known Uboat positions even if not getting return echoes due to the disturbances, for additional increase of probabilities of a kill.:up:

Wreford-Brown 03-24-11 04:26 PM

This is a very nice mod TDW. It gives a more realistic chance of breaking contact with destroyers and cooperative tactics towards the end of the war will go a way towards negating the advantages this mod gives you.

Another giant leap on the road to realism. :up:

Salvadoreno 03-24-11 06:08 PM

conflicts? With nygm or gwx3?

Wreford-Brown 03-25-11 03:05 AM

I've found no conflicts with GWX

Stiebler 03-25-11 04:11 AM

No conflicts with NYGM.

There is no theoretical reason why there should be a conflict with any of the super-mods.

Stiebler.

fitzcarraldo 03-25-11 07:56 AM

Quote:

Originally Posted by Wreford-Brown (Post 1627428)
I've found no conflicts with GWX

...And no conflicts in LSH3, also all OK in GWX (heavily modded).

Best regards.

Fitzcarraldo :salute:

TheDarkWraith 03-25-11 09:07 AM

Quote:

Originally Posted by Salvadoreno (Post 1627164)
conflicts? With nygm or gwx3?

There's no reason it will conflict with anything unless there are identical IDs (which would be almost impossible as I have my own ID numbering system). The way I've made it work is by hooking effects which can't interfere with anything.

Reece 03-25-11 08:58 PM

Thanks TDW, a good one for SHIII!:up:

King_Zog 03-25-11 11:59 PM

Damn, so without this mod everytime I've waited for the depth charges to explode before going to flank speed and hard rudder it has been completely pointless!? Oh well, downloading now, thanks for making this DarkWraith!

ryanwigginton 03-26-11 01:19 AM

Me also. I read about this tactic here on the forum, maybe two years ago and did it ever since, never realising it weren't actually modelled. :-?

Have also been doing it in SH4. Stupid! Great mod, now there's actually a reason to do it. :rock:


All times are GMT -5. The time now is 01:14 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.