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frau kaleun 08-08-11 11:11 AM

Quote:

Originally Posted by scottj63 (Post 1723351)
another noob question obviously if it is coming from me. What is the minimum range for the german torpedoes to explode. Just had a FAT merchant, a big one sitting 900 meters from me. it was doing 12 knots. i fired a spread of 3 fast magnetic 8 meters and all 3 hit, and all 3 bounced off. ALL $%^^&*^&% 3 OF THEM. So I am wondering if they are not having time to arm.

Scottj63 (beating his head against the bulkhead and cursing Neptune)


If I remember correctly the minimum distance they have to travel before arming is 300 meters.

When firing from close to that distance you also need to take into account the speed and course of the target, they may be more than 300 meters away when you fire the shot but if they are moving toward you does the eel still get a full 300 meters in the water to arm before it and the ship meet each other? Altho IME this is more an issue with escorts that are pursuing you which they usually do at high speed.

sublynx 08-08-11 11:25 AM

Quote:

Originally Posted by scottj63 (Post 1723351)
another noob question obviously if it is coming from me. What is the minimum range for the german torpedoes to explode. Just had a FAT merchant, a big one sitting 900 meters from me. it was doing 12 knots. i fired a spread of 3 fast magnetic 8 meters and all 3 hit, and all 3 bounced off. ALL $%^^&*^&% 3 OF THEM. So I am wondering if they are not having time to arm.

Scottj63 (beating his head against the bulkhead and cursing Neptune)

The book says 300 meters should be enough. However I don't really trust that and use 500 meters as minimum.

I think the problem with your shots here was the depth setting. The torpedoes hit the ship so deep that the keel was probably curved. Early in the war it's best if the torpedoes hit a straight wall, 90 degrees angle both horizontally and vertically.

(You can think of the torpedo as having four spikes separated from each other. If there is any curves or angles differing from 90 degrees the torpedo will hit sideways and not all of the spikes will hit the ship. It isn't really like this, but maybe helps you in visualizing what you need to achieve.)

The magnetic shots are unreliable, impacts detonate better - but at a cost: the impact shots don't cause as much damage as the magnetics. Later in the war the torpedoes are more reliable and the angles are not that important any more.

Jimbuna 08-08-11 12:17 PM

300 metres for everything except the Falke which is 400 metres.

scottj63 08-08-11 12:28 PM

that was it, i watched the torps hit and they hit the curve on the bottom and bounced off angled down. Ok. Lesson learned. I just finished my 11th patrol. i have 34000 tons now. I have been given all medals except the top left one and i have done my last 2 patrols at 40% realism up from 33%. i downloaded the damage mod Frau and have installed the dat file. Does it have to be renamed or will it work with that long name that ends in sh3.dat? Any mods that you guys will think give me a better experience please let me know. I can't get GWX until I get home in the Philippines the end of the month.

Scottj63

frau kaleun 08-08-11 12:45 PM

Quote:

Originally Posted by scottj63 (Post 1723463)
i downloaded the damage mod Frau and have installed the dat file. Does it have to be renamed or will it work with that long name that ends in sh3.dat?

I think the mod comes JSGME-ready so as long as you unzipped it and put it in your MODS folder correctly and then enabled with JSGME you should be fine. There is no need to rename the .dat file that it adds to the game.

scottj63 08-08-11 01:26 PM

I dont have the JSGME mod enabler, I have just been manually putting my downloads in. I put the damage mod where it said to go and when i load the game next time we will see how it works. As many fires as I start on ships and they dont sink, this will be a god send if it works.

Scottj63

Scott Von Ainz
Captain, Type IID, U-139 "The Cursed Herring"
11 Patrols, 34,700 tons

frau kaleun 08-08-11 01:52 PM

Quote:

Originally Posted by scottj63 (Post 1723508)
I dont have the JSGME mod enabler,

Duh, I keep forgetting the download limits you've got to deal with. :damn:
Most of us get it automatically with GWX3. Have you tried to d/l it separately, though? It's, like, only 900kb or something ridiculously small all by itself. Anyway try here if you want:

http://www.users.on.net/~jscones/sof...cts-jsgme.html

Quote:

As many fires as I start on ships and they dont sink, this will be a god send if it works.
Well, that's what I thought too. Every little bit helps. :yeah:

scottj63 08-08-11 03:51 PM

I downloaded it with the link you gave me Frau, thank you so much i will open it up tomorrow and see what it does for me. It is 120am here in Kabul and I need to get some sleep. I am to old for the old "just one more patrol" routine. (laughing)

Thank you everyone for your help in making SH3 so much more. And I found the "living port" mod, will be installing it tomorrow too.

Scottj63

Jimbuna 08-08-11 04:03 PM

SINK EM ALL!! http://www.psionguild.org/forums/ima...ies/pirate.gif

Fish In The Water 08-08-11 04:07 PM

Quote:

Originally Posted by scottj63 (Post 1723650)
Thank you everyone for your help in making SH3 so much more. And I found the "living port" mod, will be installing it tomorrow too.

Have fun and good hunting! :arrgh!:

frau kaleun 08-08-11 05:59 PM

Quote:

Originally Posted by scottj63 (Post 1723650)
I downloaded it with the link you gave me Frau, thank you so much i will open it up tomorrow and see what it does for me. It is 120am here in Kabul and I need to get some sleep. I am to old for the old "just one more patrol" routine. (laughing)

Thank you everyone for your help in making SH3 so much more. And I found the "living port" mod, will be installing it tomorrow too.

Scottj63

Here is the thread for JSGME:

http://www.subsim.com/radioroom/showthread.php?t=173324

Definitely suggested reading before you install it and start to use it. :up:

There's also an online user guide that you can access by clicking "Help" in the interface once you get it installed and open it. It's very straightforward and simple to use once you know how it works, but any questions you have just ask.

scottj63 08-09-11 02:23 AM

I have downloaded a couple gun mods and I am wondering if they are good as there is no read me included. they are "New_20mm_Flak_beta_v1.1" and "New_Uboat_Guns_1.2"

Thanks to anyone who can enlighten me on them.

Scottj63

scottj63 08-09-11 05:30 AM

patrol #12 out of Brest in my trusty Type IID U-139 "The Cursed Herring". not 5 mile out of Brest 4 Hurricanes attack me. I shoot down 2 and the others run. Heading through the western approaches to the channel heading to my patrol zone next to Liverpool I encounter a M29x. Now is when my luck becomes normal. I loaded the electric torpedoes this time. Do they do less damage? I hit that ship with 2 eels (like that term) and dead in the water. Flak gun for a bit, on fire from stem to stern. Another torpedo. Nice damage on side of ship with the new mod i put in, but still afloat. another 300 rounds of flak. another torpedo to the bow area. That makes 4 mind you. It is still floating. Looks like a huge candle in the water. another 500 AA rounds, there is nothing left to blow up. Still floating. I have 1 torpedo left. If i shoot this one and that damn M29x doesnt sink I will park this Type IID in Doenitz's ass. Torpedo number 5 hits from 700m, finally i am told that it is sinking. this one pissed me off, i exited the patrol and decided i would try again, so i load last save, and what the hell now they are transferring me to Kiel.

i dont think i will use the electrics again when it takes 5 of them to sink a 4903 ton merchant.

MILLANDSON 08-09-11 11:04 AM

They all do the same damage - you just didn't hit any critical areas of the ship, like under the waterline or the fuel bunker.

scottj63 08-09-11 02:04 PM

I think I am getting the hang of the magnetic torpedoes. Sank my first ship with 1 shot. True only 2100 tons but 1 shot. I got a 5300 ton merchant with 2 shots, and I just came so close to getting a C2 for 5000 tons with 1 shot. I am watching it now, the entire stern is under water and it is on fire so I am hoping the fire damage mod that Frau showed me works and it sinks, will be my first 10000 ton + patrol.

Seems that I have these books that describe the ships (laughing) and if i actually read them I know what the draft is. If I add 1 meter to that those magnetic shots are deadly. I will have enough renown to transfer to a VIIC out of Kiel. I will miss the U139 "Cursed Herring". 13 missions she kept us alive but we realize the duct tape holding her together isn't watertight.

Scottj63


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