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-   -   Whats the best way to get fastest dive time (https://www.subsim.com/radioroom/showthread.php?t=150711)

downunder 04-16-09 06:56 AM

Whats the best way to get fastest dive time
 
I use an IXB and whats the quickest way to get the fastest dive time with out crash diving. Ie does speed make a difference? crew placement?

Cheers

GoldenRivet 04-16-09 07:16 AM

speed and riding low in the water... it doesnt seem that crew placement is taken into account in SH3.

if you set decks awash by ordering about 7 meters depth and set flank speed, then when full speed is reached order a dive... this will take the least time

danlisa 04-16-09 07:20 AM

Quote:

Originally Posted by downunder (Post 1085014)
I use an IXB and whats the quickest way to get the fastest dive time with out crash diving. Ie does speed make a difference? crew placement?

Cheers

The faster you are traveling the fast you dive.

There was some research done into whether having crew forward would aid in diving times and it turned out it did but minutely, we're talking seconds.

If you are in a situation where you think you'll need to dive quickly (from surface) then run decks awash. Not only will this shorten dive time but it also reduces your visible signature.

downunder 04-16-09 08:24 AM

Thanks i will try that, Its just nerve racking trying to get under quickly when im under aircraft attack. Does decks awash slow your speed? I know my beast of a boat would take about 25 seconds to go under.

Jail 04-16-09 09:24 AM

Drill your team with lots of crash dives :O:

I wish that the divetime could get better with crew that are more experinced, but that is not modeled into the game.
Decks awash and full speed must be the best thing to do for cut in divetime as stated.

badwolf 04-16-09 09:35 AM

Making sharp turns reduces speed and slows the dive, a 10 degree turn should be plenty enough to throw the plane off your course.

verticalization 04-16-09 12:36 PM

I have a quick question about running decks awash, not to get too far off topic, but.. i tried doing it for the first time in my last patrol, calm seas.. i set 7m depth

my boat kept the depth perfect, however.. i couldn't get the crew on the bridge, i had to be at atleast 6m before they would pop back up again

is there any way to keep the crew on deck? with decks awash?

Jail 04-16-09 04:06 PM

http://www.subsim.com/radioroom/down...do=file&id=966 Never tried this one but give it a go. Remmeber to backup before installing or use JSGME util.

downunder 04-16-09 06:32 PM

Well thats a good point! Am i going to get blown out of the water while cruising along on the surface with no watch up there. Or is that the hitch! the trade off for a faster dive time.

RoaldLarsen 04-17-09 01:23 AM

You cannot run decks awash in stock. You need a mod. The one linked two above this post is one, although it also has other effects. Simplest is to just change the values of Surface Depth in the Properties section of each u-boat type's confguration file. You can do that by adding the following text to the end of SH3 Commander's Static settings.cfg file:

[data\Submarine\NSS_Uboat2A\NSS_Uboat2A.cfg]
Properties|SurfaceDepth=7;meters

[data\Submarine\NSS_Uboat2D\NSS_Uboat2D.cfg]
Properties|SurfaceDepth=7;meters

[data\Submarine\NSS_Uboat7b\NSS_Uboat7b.cfg]
Properties|SurfaceDepth=8;meters

[data\Submarine\NSS_Uboat7c\NSS_Uboat7c.cfg]
Properties|SurfaceDepth=8;meters

[data\Submarine\NSS_Uboat7c41\NSS_Uboat7c41.cfg]
Properties|SurfaceDepth=8;meters

[data\Submarine\NSS_Uboat9b\NSS_Uboat9b.cfg]
Properties|SurfaceDepth=8.3;meters

[data\Submarine\NSS_Uboat9c\NSS_Uboat9c.cfg]
Properties|SurfaceDepth=8.3;meters

[data\Submarine\NSS_Uboat9d2\NSS_Uboat9d2.cfg]
Properties|SurfaceDepth=8.3;meters


Note that these instructions assume that you don't already have any other modifications to the Submarine type configuration files listed in Static settings.cfg. If you do, you should put the "Properties|SurfaceDepth=" lines into the respective pre-exisiting sections for each Submarine type configuiration file.

Murr44 04-17-09 01:39 PM

The one downside to running decks awash is that you consume more fuel.

Oneshot/Onekill 04-18-09 06:24 AM

Just make sure if your going to run decks awash, do it when your almost certain to make contact with the enemy in a short amount of time. As Mur44 said you will consume alot more fuel doing it and your surface speed will be somewhat reduced making for more difficult intercepts.

Jimbuna 04-18-09 07:44 AM

Quote:

Originally Posted by Murr44 (Post 1085897)
The one downside to running decks awash is that you consume more fuel.

....and as we all know, it makes one helluva difference in your range :-?

Huncowboy 04-18-09 12:30 PM

Quote:

Originally Posted by Jail (Post 1085095)
Drill your team with lots of crash dives :O:

I wish that the divetime could get better with crew that are more experinced, but that is not modeled into the game.
Decks awash and full speed must be the best thing to do for cut in divetime as stated.

Which makes me wonder, what does crew experience mean? How about GWX 3.0?

antikristuseke 04-18-09 05:42 PM

When I took a full broadside from HMS Nelson, my dive was hellishly quick. Ofcourse I died dead so you might not want to try this.

owner20071963 04-18-09 05:59 PM

Quote:

Originally Posted by Huncowboy (Post 1086383)
Which makes me wonder, what does crew experience mean? How about GWX 3.0?

Your crew Exp depends on how many Patrols
and times you Play your career.
The more You play
the more they get experience basically :arrgh!:

Ask more Q&A
Here http://www.subsim.com/radioroom/showthread.php?t=150302

Huncowboy 04-18-09 08:15 PM

Quote:

Originally Posted by owner20071963 (Post 1086483)
Your crew Exp depends on how many Patrols
and times you Play your career.
The more You play
the more they get experience basically :arrgh!:

Ask more Q&A
Here http://www.subsim.com/radioroom/showthread.php?t=150302

It is really time for me to learn how to ask questions properly. Sorry. What I meant was how does the effectiveness of the sonar boy change with experience. Or the watchman. Does their detection capability increase or is there any other advantage. How about a helmsman. For one I think I have read they resist fatigue a bit better. Anything else other than that. I will head over to the FAQ. Thanks!

owner20071963 04-18-09 08:39 PM

Welcome,
the above link is for
the Silent Hunter Monthly Meet,
Any Questions you may have will be answered,
on Silent Hunter,
by members here on Subsim,
Verbally,
Again Welcome Aboard :salute:

Jimbuna 04-19-09 08:12 AM

Quote:

Originally Posted by Huncowboy (Post 1086383)
Which makes me wonder, what does crew experience mean? How about GWX 3.0?

As previously stated, the crew experience level will rise as each patrol is completed.

The increase in experience will not raise the effectiveness of the equipment used but rather the ability to use it eg: the sonar man will hear contacts more often if within range of his equipment.

A big plus factor in enhanced experience is the fact that crew get fatigued less quickly http://www.psionguild.org/forums/ima...ies/pirate.gif

Huncowboy 04-19-09 02:31 PM

Quote:

Originally Posted by jimbuna (Post 1086761)
As previously stated, the crew experience level will rise as each patrol is completed.

The increase in experience will not raise the effectiveness of the equipment used but rather the ability to use it eg: the sonar man will hear contacts more often if within range of his equipment.

A big plus factor in enhanced experience is the fact that crew get fatigued less quickly http://www.psionguild.org/forums/ima...ies/pirate.gif

Thanks. So there is more than just effect on fatigue. Cool. That is what I was after. Right now I am trying to see if it makes sense to give a sonar ability to a 3rd crew or not. I already have 2 sonar guys but I can only keep them fresh if the radioman is a non sonar person. But then I only have about 60% green on top of the station. It seems even when both sonar person is on station the station is still not full green.

What are some other effects? I.e. engine crew?


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