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

Onealex 03-01-21 11:33 AM

Quote:

Originally Posted by CapZap1970 (Post 2733340)
Beautiful indeed...!!! :Kaleun_Applaud:


When will those beauties will be available? :D

I hope today

Onealex 03-01-21 12:16 PM

The new version has been uploaded


GWX Onealex Edition v1.41 - changelog:
1. New models of periscopes have been added.
2. New models of rotating radars have been added.
3. New models of late DF antennas have been added.
4. Added the ability to rotate the radar / hydrophone more slowly using the mouse wheel.
5. Fixed reticles of UZO and observation periscope.
6. The number of depth charges of escort ships and submarine deck gun shells corrected to +/- historical values.
7. The campaign in the Atlantic Ocean has been updated.
8. Correction of radiograms.
9. Fixed a bug when batteries on U-boat type 21 were not charged to 100%.
10. Minor fixes.

Belmondo 03-01-21 12:22 PM

Quote:

Originally Posted by Onealex (Post 2733347)
The new version has been uploaded


GWX Onealex Edition v1.41 - changelog:
1. New models of periscopes have been added.
2. New models of rotating radars have been added.
3. New models of late DF antennas have been added.
4. Added the ability to rotate the radar / hydrophone more slowly using the mouse wheel.
5. Fixed reticles of UZO and observation periscope.
6. The number of depth charges of escort ships and submarine deck gun shells corrected to +/- historical values.
7. The campaign in the Atlantic Ocean has been updated.
8. Correction of radiograms.
9. Fixed a bug when batteries on U-boat type 21 were not charged to 100%.
10. Minor fixes.

I have a question about depth bombs, how many pieces did a destroyer have. During a dispute with three destroyers, they dropped 130 bombs is it plausible.

Onealex 03-01-21 12:31 PM

Quote:

Originally Posted by Belmondo (Post 2733348)
I have a question about depth bombs, how many pieces did a destroyer have. During a dispute with three destroyers, they dropped 130 bombs is it plausible.

It depends on how many DC Racks/ KGuns/YGuns are installed on the deck.
1 DC Rack - 20 depth charges
1 KGun - 5 depth charges
1 Y gun - 6 depth charges

Fifi 03-01-21 01:30 PM

Quote:

Originally Posted by Belmondo (Post 2733348)
I have a question about depth bombs, how many pieces did a destroyer have. During a dispute with three destroyers, they dropped 130 bombs is it plausible.

Easy enough, google frégates/destroyers etc :03:
In example, frégate River class had up to 150 depth charges...for one ship!
Little destroyer class Hunt type III had 110 depth charges.
Testimonies from Kaleuns who survived (like H.Werner) mentioned hard attacks with more than 300 depth charges launched for dozens of hours...

So yes, 130 DC with 3 DD is small average.

:Kaleun_Salute:

Belmondo 03-01-21 01:37 PM

Quote:

Originally Posted by Fifi (Post 2733359)
Easy enough, google frégates/destroyers etc :03:
In example, frégate River class had up to 150 depth charges...for one ship!
Little destroyer class Hunt type III had 110 depth charges.
Testimonies from Kaleuns who survived (like H.Werner) mentioned hard attacks with more than 300 depth charges launched for dozens of hours...

So yes, 130 DC with 3 DD is small average.

:Kaleun_Salute:

It's cool, I know what I can count on

CapZap1970 03-01-21 02:37 PM

Quote:

Originally Posted by Onealex (Post 2733347)
The new version has been uploaded


GWX Onealex Edition v1.41 - changelog:
1. New models of periscopes have been added.
2. New models of rotating radars have been added.
3. New models of late DF antennas have been added.
4. Added the ability to rotate the radar / hydrophone more slowly using the mouse wheel.
5. Fixed reticles of UZO and observation periscope.
6. The number of depth charges of escort ships and submarine deck gun shells corrected to +/- historical values.
7. The campaign in the Atlantic Ocean has been updated.
8. Correction of radiograms.
9. Fixed a bug when batteries on U-boat type 21 were not charged to 100%.
10. Minor fixes.

Thank you very much, Onealex!!! :yeah:
Fantastic work! This is getting better and better with every update!
One question if you don't mind... If I would like to have the stealth meter back, would it be enough to replace the Menu.ini file from a previous version that still has it or is it more complicated than that? not a matter of life and death, so if it is too hard to bring it back, it doesn't matter at all. Thanks a lot again and keep up the excellent work!!! :salute:


CapZap

Onealex 03-01-21 03:03 PM

Quote:

Originally Posted by CapZap1970 (Post 2733381)
Thank you very much, Onealex!!! :yeah:
Fantastic work! This is getting better and better with every update!
One question if you don't mind... If I would like to have the stealth meter back, would it be enough to replace the Menu.ini file from a previous version that still has it or is it more complicated than that? not a matter of life and death, so if it is too hard to bring it back, it doesn't matter at all. Thanks a lot again and keep up the excellent work!!! :salute:


CapZap

Replacing of menu.ini file will owerwrite other changes made by me. So the best way is to play on high realism.

CapZap1970 03-01-21 03:08 PM

Quote:

Originally Posted by Onealex (Post 2733391)
Replacing of menu.ini file will owerwrite other changes made by me. So the best way is to play on high realism.

Got it! Thanks for the reply my friend! :salute:

Kumando 03-02-21 09:00 AM

Why some contacts appear as red when zoomed in oh the map?

Onealex 03-02-21 09:22 AM

Quote:

Originally Posted by Kumando (Post 2733533)
Why some contacts appear as red when zoomed in oh the map?

Maybe due to tga files. Some modders who made new ship models did tga files different from GWX 3.0 tga files

John Pancoast 03-02-21 09:32 AM

Quote:

Originally Posted by CapZap1970 (Post 2733381)
Thank you very much, Onealex!!! :yeah:
Fantastic work! This is getting better and better with every update!
One question if you don't mind... If I would like to have the stealth meter back, would it be enough to replace the Menu.ini file from a previous version that still has it or is it more complicated than that? not a matter of life and death, so if it is too hard to bring it back, it doesn't matter at all. Thanks a lot again and keep up the excellent work!!! :salute:


CapZap

It is very easy to put it back into any menu.ini file. I.e., look at the menu.ini items needed in a file with it present and then just add them to the ini file you want to use including any ini file renumbering needed. Something else may have physically taken its place in a modded ini file, in which case simply move it via the "Pos" lines to where desired on the screen.
I don't play with it, but understand why some would. I.e., irl you'd get much better info. from your phone man vs. the one in the game.

John Pancoast 03-02-21 09:33 AM

Quote:

Originally Posted by Belmondo (Post 2733348)
I have a question about depth bombs, how many pieces did a destroyer have. During a dispute with three destroyers, they dropped 130 bombs is it plausible.

SH3 escort ai needs all the help it can get. If that means more depth charges than in reality, so be it. :)

CapZap1970 03-02-21 10:20 AM

Quote:

Originally Posted by John Pancoast (Post 2733538)
It is very easy to put it back into any menu.ini file. I.e., look at the menu.ini items needed in a file with it present and then just add them to the ini file you want to use including any ini file renumbering needed. Something else may have physically taken its place in a modded ini file, in which case simply move it via the "Pos" lines to where desired on the screen.
I don't play with it, but understand why some would. I.e., irl you'd get much better info. from your phone man vs. the one in the game.

Thanks for the info JP!!! :salute:

Kumando 03-02-21 11:29 AM

Why is asdic shallow waters fix and fido torpedo off on stiebler by default?

Onealex 03-02-21 11:38 AM

Quote:

Originally Posted by Kumando (Post 2733575)
Why is asdic shallow waters fix and fido torpedo off on stiebler by default?

1 It makes escort ships deaf in all cases
2 I don't like that mod

John Pancoast 03-02-21 11:40 AM

Quote:

Originally Posted by Onealex (Post 2733579)
1 It makes escort ships deaf in all cases
2 I don't like that mod

Fwiw, in shallow water, asdic was/should be not very effective.
But if it does find you, good luck you'll need it. :) I've never noticed any difference in deeper water from it being enabled.

Kumando 03-02-21 06:36 PM

I'm in 39 and all my torpedoes are running way bellow the depth I set, with magnetic and impact pistols is this normal?

Onealex 03-03-21 01:02 AM

Quote:

Originally Posted by Kumando (Post 2733686)
I'm in 39 and all my torpedoes are running way bellow the depth I set, with magnetic and impact pistols is this normal?

Set correct torpedo depth which depends on wave heigh (please read Stiebler/Hsie patch documentation) Also turn off magnetic detonators.

Mad Mardigan 03-03-21 10:35 PM

Re: shallow torps...
 
Quote:

Originally Posted by Kumando (Post 2733686)
I'm in 39 and all my torpedoes are running way bellow the depth I set, with magnetic and impact pistols is this normal?

As I recall of it, early on, uboats did have issues with all sorts of torp issues, from running deeper than what they were set, to duds, mag det either not going off as it should to going off sometimes not long after leaving the tube. All in all, all sorts of loverly issues... so if you have it check marked for duds then yes, that would be normal.

M. M.

:Kaleun_Salute:


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