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Madox58 06-19-08 04:31 PM

3000m DOWN?
:o
That's around 9850 feet!!
I've jumped from
15,000 feet (4572m)

But I've only been 75 feet (23m) down.

I salute you Sir!!!
:up:

seafarer 06-19-08 06:47 PM

:D Yup, diving on hydrothermal vents on the Juan de Fuca Ridge, East Pacific Rise and Mid Atlantic Ridge. DSV Alvin is cert'd to 4000m depth.

I have a couple of friends who have been to near 6000m in the Russian MIR DSVs. That would be fun :p

Sailor Steve 06-19-08 07:15 PM

Quote:

Originally Posted by Letum
Personally I don't like GWX's buoyancy all that much.

In reality the boats where trimmed so they had a slight amount of positive buoyancy.
This meant that if the E-motors stopped for any reason the boat would slowly surface,
rather than sink.

Where does that come from? I've heard people say that, but I have yet to see it anywhere but being repeated by other posters. Official US doctrine, at least, was for neutral bouyancy:
Quote:

When a submarine is on the surface, or when it reaches a desired depth, the first objective is to attain perfect, or nearly perfect, trim, that is, a balancing of the forces.
http://www.maritime.org/fleetsub/trim/chap1.htm


Quote:

In GWX you sink.
Not so. NYGM was made so you sink. GW was made so you'd rise, which is probably where you got that info. GWX, I think, is changed back to neutral, unless you take a slight bit of damage, then down you go.

I was fond of AOD's system. At very slow speeds you would start to sink, but you'd get a message from the Chief: "Cannot maintain depth unless we run the pumps!"

I also think sinking is more common than rising, simply because there is no such thing as a ship that doesn't leak; and taking on water means taking on weight.

Cheapskate 06-20-08 04:31 AM

Quote:

Originally Posted by Letum
*edit* you haven't tried GWX?! Your, Sir, are mad! :D

Oi, Oi, Letum,matey. I'm not completely round the twist...yet! :lol:
I do use GWX 1.03 a fair bit. Increasingly now, because many modders have stopped making Stock1.4b versions of their stuff.

Graphically it's superb, aurally too ( for the most part), and the damage model seems, to my limited knowledge, the most realistic on offer. Only problem is, I don't feel comfortable messing about with it. Knew fairly well where I was with 1.4b. Not so with GWX.

Did a quick search on the Net for trim tanks etc. Came up with the following:-
http://www.uboat.net/forums/read.php...3849#msg-73849

Unsurprisingly,it seems depth keeping wasn't purely down to the ballast tanks. There were many different trim tanks including torpedo firing compensation.

Also of interest were the devs comments before SH3 was released:-
http://silenthunteriii.com/de/community_chat2.php
You'll note that they say realistic AI control had been fully implemented! :hmm:

Like the sound of the pumps operation in AOTD, Steve. Never played that game much. Didn't really start playing sub sims until the original Silent Hunter. Still have the Commander edition of AOTD somewhere. Maybe time to dig it out. Might appreciate it a bit more now.

Sailor Steve 06-20-08 06:03 AM

You really should move up to 2.1. They have a whole lot of new and interesting things, including floating drydocks in harbors and some convoys escorted by blimps. Not the most important things, I know, but still quite immersive and cool.

Quote:

Originally Posted by Cheapskate
Also of interest were the devs comments before SH3 was released:-
http://silenthunteriii.com/de/community_chat2.php
You'll note that they say realistic AI control had been fully implemented! :hmm:

Not to mention trying for manual planes control (with the risk of losing it all) and looking toward a Destroyer Command 2. My, how things change.

Quote:

Like the sound of the pumps operation in AOTD, Steve. Never played that game much. Didn't really start playing sub sims until the original Silent Hunter. Still have the Commander edition of AOTD somewhere. Maybe time to dig it out. Might appreciate it a bit more now.
Another cool thing about AOTD was that sitting on the bottom actually worked. Depth charges were less effective and their sonar got all messed up. Of course I did lose one crew to getting stuck in the mud and not being able to break loose...:dead:

Cheapskate 06-20-08 08:12 AM

I'm sure your right about 2.1 Haven't really got much of an excuse for not trying it...have had it hanging about since December.
Was only waiting for the update to make the open hatch mod and Serg's Camera mod compatible.

But then it came out that enemy AI had gone all hardline. Sounded more NYGM than NYGM. Sort of dampened my enthusiam somewhat.:cry:

My realism preferences are for the "being there" side of things. Accuracy in sights and sounds are fine with me, Having roughly the same chance of surviving as a UBoat crewman, comes way further down my desirability list. In fact it ain't even on it at all!!

Having said all that, I've got an idea of how much effort the GWX guys (& gal) put into it and I'm certain it is the usual polished, professional product that they always come up with. No doubt I'll succumb and install it some day not too far off. Bet the team are really relieved to hear that!! :rotfl: :rotfl:

BTW There are a couple of things you might be able to give some advice on. One is Serg's camera. Seem to remember you said " it wasn't a game breaker" in 2.1. Have you noticed any bad side effects at all?. Was a bit concerned about the WO not responding thing. What was that about?

Secondly,I think you've got SHIV? Was wondering what (if anything) the Devs had put in, that they had promised (and didn't get implemented) for SH3. I know there's a Thermocline and the crew compartments look much more realistic. But have they put in the plane control? or any other radical improvements?

The uselessness of the 'bottom resting' evasion technique in SH3 is a real bummer. Remember that saved my bacon in Silent Hunter 1 more than a few times. So did the Thermoclines. Also got stuck in the mud. Just the once though. Up planes and full speed astern got me out as I remember.

Sailor Steve 06-20-08 08:56 PM

Quote:

Originally Posted by Cheapskate
I'm sure your right about 2.1 Haven't really got much of an excuse for not trying it...have had it hanging about since December.
Was only waiting for the update to make the open hatch mod and Serg's Camera mod compatible.

Open hatch is cool. Some folks have complained because 2.0 (and 2.1) uses the fixed observation scope. It is now in the correct position near the front of the control room and partially blocks the view of the open hatch!:rotfl: I love it myself - it makes the place look appropriately crowded. Also helping is the big attack scope housing behind the ladder.

Quote:

But then it came out that enemy AI had gone all hardline. Sounded more NYGM than NYGM. Sort of dampened my enthusiam somewhat.:cry:

My realism preferences are for the "being there" side of things. Accuracy in sights and sounds are fine with me, Having roughly the same chance of surviving as a UBoat crewman, comes way further down my desirability list. In fact it ain't even on it at all!!
I haven't found it to be that much harder. If you stick to historic tactics and don't push your luck, you have a fair chance of surviving...at least until 1943.

Quote:

Having said all that, I've got an idea of how much effort the GWX guys (& gal) put into it and I'm certain it is the usual polished, professional product that they always come up with. No doubt I'll succumb and install it some day not too far off. Bet the team are really relieved to hear that!! :rotfl: :rotfl:
They're all good folks. They like being appreciated.

[quote[\]BTW There are a couple of things you might be able to give some advice on. One is Serg's camera. Seem to remember you said " it wasn't a game breaker" in 2.1. Have you noticed any bad side effects at all?.[/quote]
I have no problems, unless you count everybody's head being in the way. I call that realism. The 'compass' in the binocular view doesn't work in the mod, but that's more realistic, and GWX 2.1 removes the compass altogether. I like the mod a lot.

Quote:

Was a bit concerned about the WO not responding thing. What was that about?
I'm not sure what you mean. Watch Officer? Weapons? Who doesn't respond?

Quote:

Secondly,I think you've got SHIV? Was wondering what (if anything) the Devs had put in, that they had promised (and didn't get implemented) for SH3. I know there's a Thermocline and the crew compartments look much more realistic. But have they put in the plane control? or any other radical improvements?
No dive planes control that I know of, but I'm still learning SH4. I don't find direct control to be realistic anyway; but then I never shoot the guns myself either. I don't have the U-boat add-on yet, but from pictures I've seen it adds an extra guy or two in u-boat control rooms. The basic US game is awesome from what I've seen so far. Interiors are crisper and more realistic; crew members look more like real people; the conning tower is populated and the bridge views are spectacular. SH4 comes with free movement around the boat, and the 'lock-on' views allow you to walk around other ships as well, and they have animated crew members moving around on deck. The crew management is far better as well. They change watches by themselves and all come when you call them to General Quarters. All-in-all it's a big improvement. I can't wait until it gets the full U-boat treatment.

Quote:

The uselessness of the 'bottom resting' evasion technique in SH3 is a real bummer. Remember that saved my bacon in Silent Hunter 1 more than a few times. So did the Thermoclines. Also got stuck in the mud. Just the once though. Up planes and full speed astern got me out as I remember.
I don't remember using it in SH1. But then it's been awhile.

Cheapskate 06-21-08 10:46 AM

Many thanks for your reassuring comments, Steve:up:

Certainly seems that 'anticipation being worse than the actual event', applies here and that many of my doubts are unfounded.

Re: the Camera Mod: The WO not responding thing came from a report that he would sometimes stop carrying out his scanning duties and would then fail to report sightings. There were few further details given, other than Ref had not found a way to fix the problem. This was given as the major reason that the camera mod was not included in the final 2.1. release.

Just wondered if you had noticed anything like that?

Echo your comments re the open hatch mod. Had to laugh when the "please put the peri back in the wrong place - so I can see the hatch better" requests started coming in. Particularly when one of the guys' sigs said he favoured 100% reality! It really is simple to use Shift+f2 to give you an alternative 'hatch gazing' position- although I suspect there are probably plenty of folks who still don't know about this feature.

SHIV looks really good in many respects - good job really since that's the way the U-Boat campaign seems destined to go. The crew management feature sounds fine. In SH3 I've been forced to run with no fatigue. Tiredness resulting in lower compartment efficiency is just about acceptable, but complete compartment breakdown?.... No way!! :nope:

From what I've seen, conversions like Mikhayl's TypeII seems gone pretty well. Don't think I'd have my crew wandering about in their vests though. Does SHIV give you any better control over what the crew wears??. One of my few remaining visual irritations with SH3 is seeing the bridge crew just clad in their shirt sleeves. In the Atlantic?, in winter?? Don't think so! and, judging from my previous cross channel trips, not even in Summer - or what passes for Summer in these parts.

Frame57 06-21-08 11:56 AM

Cannot maintain Depth? Since when? had to run this one by my Uncle who rode diesel boats in the late 40's and 50's. His rememberance is that even the German boats had compressors and air tanks to adjust depth with out speed. It is called acheiving neutral bouyancy. So long as you have sufficient compressed air and can bring water into your trim tanks then you can do this. When I was on Nuke boats we had a fancy system called "HOV" short for hovering. I have not had this problem with SH3 or 4 unless I had flooding which would produce negative bouyancy and then you must use speed to maintain depth hopefully!

Nyarlathotep 06-21-08 07:09 PM

As far as realism goes in regards to all this; try turning on "Random Crush Depth". It's a whole different experience when you can't just crash dive down to 200+ meters, knowing that your hull is good down to almost twice the rated depth.

Maybe you're ok at 200m. And maybe you're not. :o

Bosje 06-21-08 09:04 PM

For those who read both this thread and my 'war journal' stories:

the latest events described are pretty much exactly as they happened in gwx2.1 with sh3commander

is that story realistic or would a real life kaleun never ever experience stuff like that?

all i know for sure is that it was the best damn gaming experience i ever had
hats off to the gwx team! :arrgh!:

Schwuppes 06-21-08 09:40 PM

Quote:

Originally Posted by Cheapskate
Quote:

Originally Posted by Letum
*edit* you haven't tried GWX?! Your, Sir, are mad! :D

Oi, Oi, Letum,matey. I'm not completely round the twist...yet! :lol:
I do use GWX 1.03 a fair bit. Increasingly now, because many modders have stopped making Stock1.4b versions of their stuff.

Graphically it's superb, aurally too ( for the most part), and the damage model seems, to my limited knowledge, the most realistic on offer. Only problem is, I don't feel comfortable messing about with it. Knew fairly well where I was with 1.4b. Not so with GWX.

Did a quick search on the Net for trim tanks etc. Came up with the following:-
http://www.uboat.net/forums/read.php...3849#msg-73849

Unsurprisingly,it seems depth keeping wasn't purely down to the ballast tanks. There were many different trim tanks including torpedo firing compensation.

Also of interest were the devs comments before SH3 was released:-
http://silenthunteriii.com/de/community_chat2.php
You'll note that they say realistic AI control had been fully implemented! :hmm:

Like the sound of the pumps operation in AOTD, Steve. Never played that game much. Didn't really start playing sub sims until the original Silent Hunter. Still have the Commander edition of AOTD somewhere. Maybe time to dig it out. Might appreciate it a bit more now.

I read in that chatlog that the Depth charge lethal range is not affected by the depth and pressure.... but they were thinking of implementing this feature "time permitting" and depending on research data.
So was this feature ever implemented in SH3 or GWX for that matter?


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