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-   -   Mod from Onealex (https://www.subsim.com/radioroom/showthread.php?t=248010)

Onealex 10-07-21 05:10 AM

Quote:

Originally Posted by Mister_M (Post 2773021)
You also have to know that GWX settings are known to be very hard compared to the historic reality. So, maybe you could install a mod that changes these settings for a better experience.

It is not true. I'm not using the GWX settings in my mod. There are my own settings. And I don't recommend using any mod related to sensor settings because it can break the balance

kyle9154 10-07-21 06:08 AM

Guys your talking to me like I never played GWX lol, i've been a member here since 2011! I know how to play GWX, Onealex has hardcore settings with his detection settings for both above and below water, its GWX but more a hardcore version. Normal GWX in comparison is easy that's why I use Onealex but i do find the escort searching after hrs of attack and using up all their depth charges a little too over done, they left their convoy unprotected for 12 hrs!! they should have went back to it after say 3-4 hrs of depth charging me.
What file can I edit in sh3 editor to stop them searching for so long after contact is lost, also want them to stop pinging and searching after they used all their depth charges so they go back to escorting the convoy. So please can you tell which file is it, is it sensors.dat or AIsensors.dat or sensors2.dat?

Hi. For successful escape from enemy escort ship I always do: - I DID ALL THESE THINGS, it was a calm night and sea turning into morning but still it was a little funning watching it all in external view.
1 Silent running. - obviously
2 Speed 2 knots. - I always use the manual speed dial and went with 1 or 2 knots, sometimes less then 1
3 Dive to maximum possible depth - I did, 220 meters (do you want me to go lower and die)
4 Maneuvering. - again did it to clear the depth charges, also changed to deeper depth by 20 meters each time i maneuvered, going to 1 knot after the maneuver while dc's were going off to mask my flank speed sound.

kyle9154 10-07-21 06:16 AM

I'll reinstall the compilation because i think something is going on on my end for this unusual behavior, never experienced this in GWX (they would always usually give up after several hrs of depth charging and then losing contact with you or they would give up and leave after using all their dc's in normal GWX)

I'll try the maneuvering idea you guys gave next time to keep the escort at 0 or 180 degrees from my stern or aft, that's the only thing I didn't do what you guys mentioned.

P.S. I did notice things like my hard knuckle to starboard wasn't working or sending messages of convoy sighting wasn't working in radio messages, other times it did so that's why i'm thinking my install or career got messed up somehow because some mod features wasn't working as intended unless that's just what these escorts do in your version.:k_confused:

Onealex 10-07-21 06:28 AM

Quote:

Originally Posted by kyle9154 (Post 2773030)
1 knot after the maneuver while dc's were going off to mask my flank speed sound

This is the reason. They heard you when you started ahead flank

kyle9154 10-07-21 06:34 AM

I did go for 1 whole hr at 1 knot at silent running at 200meters changing directions but they just followed me and picked me up everytime, speed didn't matter it seemed no matter how slow I went, that flank speed was only to avoid depth charge hits nothing more - I quickly go to 1 knot after I get the speed to quickly change direction, should I only avoid depth charges at 2 knots changing direction?

Onealex 10-07-21 06:42 AM

Quote:

Originally Posted by kyle9154 (Post 2773041)
should I only avoid depth charges at 2 knots changing direction?

You should not set ahead flank without really danger. They could not kill your boat on depth of 200 meters because early depth charges could not detonate on that depth in early war period. It is historical fact

kyle9154 10-07-21 06:49 AM

Quote:

Originally Posted by Onealex (Post 2773043)
You should not set ahead flank without really danger. They could not kill your boat on depth of 200 meters because early depth charges could not detonate on that depth in early war period. It is historical fact

Okay I will maneuver at 1-2 knots and never go faster and try again next time, I will also do as you others say by keeping my profile as slim as possible by keeping the escort at my stern or aft.
Still doesn't explain how they could still pinpoint me at 220 meters at less then one knot with maneuvering at that speed as well. I think their sonar detection is just way to sensitive or overpowered, maybe worth looking at your settings and doing a tweak here or a tweak there, also have a way for escorts to stop pinging you and doing attack runs when they clearly have no more dc's left - it just looks silly watching it.
......other then that this is my favorite compilation, I thought I read in your mod changelog somewhere that you can install FM interiors mod through jsgme and use alongside your compilation, is that true?

ivanov.ruslan 10-07-21 07:06 AM

I have encountered this problem with single missions in GWX 3.0 , with the difference that then the depth was 25-30 m

Then a ... trawler:) chased me for hours after he ran out of charges, even air reinforcements appeared

Then don't know why i decided it was a bug, some parameters of H.sie patch or incompatibility of the patch parameters with other parameters

kyle9154 10-07-21 07:09 AM

Quote:

Originally Posted by ivanov.ruslan (Post 2773049)
I have encountered this problem with single missions in GWX 3.0 , with the difference that then the depth was 25-30 m

Then a ... trawler:) chased me for hours after he ran out of charges, even air reinforcements appeared

Then don't know why i decided it was a bug, some parameters of H.sie patch or incompatibility of the patch parameters with other parameters

Yes now someone is understanding what i'm talking about - this needs looking into because it could be a SH3 or GWX glitch or bug and nothing to do with Onealex's changes.

Onealex 10-07-21 07:19 AM

Quote:

Originally Posted by ivanov.ruslan (Post 2773049)
with the difference that then the depth was 25-30 m

This is normal situation. Because you can't dive deeper and their sonar always catch you

kyle9154 10-07-21 07:40 AM

Quote:

Originally Posted by Onealex (Post 2773055)
This is normal situation. Because you can't dive deeper and they sonar always catch you

yeah sh3 limitations I guess, no worries thanks for the feedback and responses.

Also Alex, will FM interiors or WAC full interiors mod work alongside your mod if I activate it through JSGME mods folder?

ivanov.ruslan 10-07-21 07:43 AM

In my case, it's probably due to the shallow depth, but then i was really surprised by the persistence with which the trawler chased me

kyle9154 10-07-21 07:44 AM

Quote:

Originally Posted by Onealex (Post 2773055)
This is normal situation. Because you can't dive deeper and they sonar always catch you

I mentioned this to Onealex before and the trick is to lay on the bottom of shallow sea bed not going at any speed and just sit there completely still, eventually they'll leave but if you keep moving even at 1-2 knots they'll follow you around everywhere in the North Sea.

Mister_M 10-07-21 10:47 AM

Quote:

Originally Posted by Onealex (Post 2773043)
You should not set ahead flank without really danger. They could not kill your boat on depth of 200 meters because early depth charges could not detonate on that depth in early war period. It is historical fact

These DC exploding before reaching a certain depth value is not simulated in SH3. So they will explode at 200 meters, even in 1940 ! :D

Also, something which is really missing in this game is the fact that the escorts should not be able to detect you while (and also one to five minutes after) DC are exploding everywhere ! ... :doh: There is a mod which tried to correct this but it doens't work very well and causes CTD...

Also, kyle9154, the persistance of the escorts may be due to their ELITE skill.
Veteran is normal behaviour, below they are completly dump, and elite is way overpowered and never let you go. Another bad modelled SH3 function... :/\\!!

John Pancoast 10-07-21 12:13 PM

Quote:

Originally Posted by Onealex (Post 2773039)
This is the reason. They heard you when you started ahead flank

:up: Depth charge noise/cover isn't modeled in SH3. Fwiw Kyle, neither is torpedo reloading, repair noise, etc. Nor moonlight affects.


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