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-   -   No vulnerabilities shown in targeting manual? (https://www.subsim.com/radioroom/showthread.php?t=190734)

marcelg 12-19-11 09:35 PM

Trouble finding the right mod for vulnerabilities identification / magnetic torpedoes
 
Hi,

I have recently returned to SH3, and seem to need multiple torpedo hits on even small vessels (Black Swan Class even!) to have an effect.

I used to enjoy magnetic torpedoes, and letting them of right below the ship, allowing an upward impact, and used to use the vulnerabilities listed in the ship identification manual.

Can anyone advise me of :

1. How to get that ( as in this http://www.youtube.com/watch?v=K1A7L...ZVQxMrutug5lnE) with my current mod loadout (without removing GWX), or was I probably running Aces of the Deep (which, I think from screenshots has that feature...) Unless of course, GWX is compatible...? Is it?

2. A mod to GWX which removes the deck guns from merchant vessels. :)

3. Any magnetic torpedo mods that allow for accurate damage modelling.

I am using the following mods :

GWX 3
Spirit of machines
TorpedoTubesfireFinal
6SlideoutAnzeigen
Accurate Uboay emblems
Capt Teach's colour Icons
OLC's modified searchlight beams for GWX3
Hitman Oprics for GWX v.1
Ail Hi Res Moon
No Jawohl
Ail navigation ma mod
Topedo Damage Final ver 2.01
GWX - Contact Color

Any advice on these issues? Thanks!

marcelg 12-19-11 10:03 PM

I found this... http://forums.ubi.com/eve/forums/a/t...3/m/9371060315
Which solves part of the problem, I assume GWX uses similar modelling. :)

prowler3 12-20-11 12:00 AM

At one point, in my SH life, my ship identification manual had these color coded vulnerabilities for each ship...not as a seperate file but actually using the in game ID manual. I have no idea where I got it and have been unable to find an identification manual mod which shows these vulnerabilities. I don't know if it was WAC or a seperate mod but I sure wish I could find it again.

Jimbuna 12-20-11 02:15 PM

Is this what your looking for?

http://img841.imageshack.us/img841/9226/46128370.jpg
http://img822.imageshack.us/img822/9237/66605663.jpg

If it is, the link below will give you them full size.

http://www.gamefront.com/files/21103718/shipchart_pdf

prowler3 12-20-11 03:41 PM

That looks like it Jim, but I was looking for the mod I swear I used to have which actually replaced the in game Recognition Manual with one showing these vulnerabilities? I don't believe I was hallucinating...but...:-?

Jimbuna 12-20-11 04:00 PM

A few years back I had a mod installed that showed the coloured sections when you viewed the ship through the periscope within a set distance but I can't remember what it was called.

marcelg 12-21-11 02:36 AM

Yes, that's the guide I found. It's great, but the in-game one would be even better. GWX does not seem to feature it, but some of the youtube plays seem to feature it with the Aces of the Deep mod.

I was hoping there was a simple 'enable vulnerabilities for GWX' mod that I had missed, but I guess that isn't the case.

Just curious, does anyone know why GWX decided to feature deck guns on merchant ships? Is it historical or..? I really enjoyed punching holes, and my poor deck crew ends up .. well.. seriously wounded at best. :)

VONHARRIS 12-21-11 03:43 AM

Quote:

Originally Posted by marcelg (Post 1808537)
Just curious, does anyone know why GWX decided to feature deck guns on merchant ships? Is it historical or..? I really enjoyed punching holes, and my poor deck crew ends up .. well.. seriously wounded at best. :)

Yes it is historical.
From late 1940 and onward merchant ships were receiving increasing number of guns on them ans this is featured in GWX.

Try to attack a Liberty cargo with your deck gun. You will end up dead.
Moreover deck guns were removed from Uboats as they were useless.
More in this page:
http://www.uboat.net/technical/guns.htm

Zorrin 12-21-11 10:49 AM

So in my n00bish eagerness I have downloaded the PDF and will load it up on the iPhone so I can use it will I'm swimming around. However... Most of the colours are self explanatory, apart from the Blue.

Does the Blue area mean if I get a torpedo there using a magnetic pistol I'll kill it in one go? Or is it more that this is a good place to have your torpedo hit if you want to inflict as much damage as possible?

And with the aim being as much damage with a single blow, would that mean that the best place to put a torpedo would be where the fuel and engine room meets? (Or a nice big ammo magazine on a warship - but I tend to be a chicken and run away from them.)

Red = Fuel Bunker/Tanks?
Yellow = Engine room?
Purple = Ammunition storage?

Sailor Steve 12-21-11 11:16 AM

Quote:

Originally Posted by Zorrin (Post 1808667)
Does the Blue area mean if I get a torpedo there using a magnetic pistol I'll kill it in one go? Or is it more that this is a good place to have your torpedo hit if you want to inflict as much damage as possible?

That's the main part of the keel. You might break the ship's back if you aim a magnetic-fused torpedo below the keel.

Bear in mind that in real life they had photos of the ships, not convenient directories on best hit locations. Of course any submarine captain had years of experience and would know that instinctively, so it's not really a cheat.

derrinurban 12-21-11 12:32 PM

It was called the Full Vulnerability Mod. It was only applicable to the stock game recognition manual with the stock ships. GWX changed the damage model of ships and added/changed the ships.

Read this thread.

http://www.subsim.com/radioroom/show...rabilities+mod

Jimbuna 12-21-11 06:11 PM

Yeah...that was the one :yep:

marcelg 12-21-11 06:12 PM

Thanks everyone, for your contributions. It's really helped. The game is VERY hard on full realism, especially when you are trying to manually designate torpedo parameters with the rocking going on...

Jimbuna 12-21-11 06:48 PM

Quote:

Originally Posted by marcelg (Post 1808831)
Thanks everyone, for your contributions. It's really helped. The game is VERY hard on full realism, especially when you are trying to manually designate torpedo parameters with the rocking going on...


Sounds pretty realistic to me.

JuergenSchT 12-21-11 08:13 PM

Quote:

Originally Posted by marcelg (Post 1808537)
Just curious, does anyone know why GWX decided to feature deck guns on merchant ships? Is it historical or..? I really enjoyed punching holes, and my poor deck crew ends up .. well.. seriously wounded at best. :)

They're in Vanilla as well, if I'm not mistaken.

Zorrin 12-22-11 10:16 AM

I stumbled upon the vulnerabilities in my handbook earlier today... Running GWX 3.0 Gold and Commander.

I was in the Atlantic somewhere and came across a Tramp Steamer (IIRC) and although the areas were not coloured in I noticed there were some boxes within the recognition pictures highlighting the engine room, keel, fuel and rudder/props.

This is the first time I've seen that, and I hadn't noticed it on any other ships during this patrol.

Jimbuna 12-23-11 07:39 AM

There are some ships in GWX that are still in there original state....usually they come with one mod or another.

Kafka BC 12-23-11 07:55 AM

Quote:

Originally Posted by JuergenSchT (Post 1808925)
They're in Vanilla as well, if I'm not mistaken.

You are not mistaken. I play my own modded version of Vanilla and they are there. GWX and others are just too heavy on resources for my rig.

Jimbuna 12-23-11 09:04 AM

Quote:

Originally Posted by Kafka BC (Post 1809508)
You are not mistaken. I play my own modded version of Vanilla and they are there. GWX and others are just too heavy on resources for my rig.

GWX shouldn't be....it was designed to run on the same system specs as stock/vanilla, only the loading times are longer.

Kafka BC 12-23-11 01:12 PM

Quote:

Originally Posted by jimbuna (Post 1809533)
GWX shouldn't be....it was designed to run on the same system specs as stock/vanilla, only the loading times are longer.

Guess I shouln't have added that. I didn't want people asking "Why Vanilla?"

My rig has only got a 1.6 gig dual core, 2 gigs of ram, and an 8600GT with 250 mb of ram. GWX took very long times to load the one time I installed it, the museum even longer, and I suffered the occasional CTDs with it, more when I added mods.

I didn't need or want all the extras, so I modded Vanilla with my own 16 kilometer enivronment, modified waterstreams and exhausts for the subs I use, scaled down graphics, etc. etc.

With them I get a steady 60 fps alone and about 45+ when around convoys, and no CTDs. If there is something I see that I like or I think needs changing, I try modding it for Vanilla. I'm happy.


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