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

dex 05-21-21 03:51 PM

abot Wolfpacks
 
OneAlex how to atack in groups,I listen radio but I dont see other subs to join me to atack on convoy
Thats my the great wish,one sub or two atack the destroyers and lure them away while another group attacks the bulk of the convoy

Onealex 05-22-21 02:35 AM

Quote:

Originally Posted by dex (Post 2748964)
OneAlex how to atack in groups,I listen radio but I dont see other subs to join me to atack on convoy
Thats my the great wish,one sub or two atack the destroyers and lure them away while another group attacks the bulk of the convoy

16. Wolfpack Mod (h.sie: programming and LGN1: idea) When you find a convoy, you should inform BDU about details. Thus, roughly estimate the convoy's course and speed and put these two values into the two TDC dials "Bearing" and "Speed" (German: Zielrichtung & Gegnerfahrt). If the convoy is heading north, set course to 0°, if it's heading east, set course to 90° and so on. Then, press 'M' key in order to send the contact report. You'll see these two values for course and speed in the contact report. SH3 no more calculates them for you. It's your job now. After some time, you'll receive a response from BDU. If no other Uboats are available, you'll be ordered to attack alone. If other Uboats 6are available, BDU will order you to shadow the convoy and send contact reports every hour, if possible. (Note: Time between two reports isn't allowed to be lower than 55 minutes). Your speed and course estimations are necessary to lead the wolfpack into the operation area to intercept the convoy. The time between your first contact report and the wolfpack attack depends on the initial distance between the Uboats and the convoy. During shadowing, you'll get some orders from BDU. Follow these instructions. But sometimes BDU messages get lost or come too late - chaos, as in real life. If the wolfpack reaches the operation area, BDU will wait for good attack conditions (dark and no fog) and then order to attack. Then, some time later, the convoy battle (hopefully) begins. But it is possible, that the order to attack does not come in time or even gets lost. Bad luck, as in real life. The time period influences the availability of wolfpacks: In 1939, no wolfpack Uboats are available. In 1942 the chance is very high that a wolfpack is available to help you. From 1943 on, the chance strongly rises, that hunter-killer groups sink/damage the wolfpack Uboats, so that they don't reach their operation area. Then, BDU orders to attack alone. Your position also influences the availability: Wolfpacks are available in the north- and south atlantic, but not near land. It is important to send contact reports on a regulary basis - every hour, if possible, in order to lead the wolfpack to the convoy using the shortest route. Otherwise the chance rises, that the wolfpack isn't able to reach the interception point in time. Then, you have to attack alone. Weather also has an impact: The higher the windspeed, the higher the chance that the wolfpack Uboats get fuel problems or similar and don't reach the operation area in time. Options: If you choose "Wolfpk less contact reports" option in the OptionsSelector (in addition to the activated Wolfpack-Mod), the time between the first contact report and the wolfpack attack is reduced about 50%.

Rules for Savegames/Reloads: • After loading a mission, the game must run 3 minutes, before you may send a contact report. • After sending a contact report, wait at least 3 minutes and then save the game.

Credits: LGN1: Without his brilliant idea wolfpacks wouldn't be possible. Stiebler: Manifold support, marathon-testing. Sergbuto: Permission to modify his AI-Subs FaderBerg: For information how to store data into a savegame SquareSteelBar: Optimization of AI-Sub.


P.S. This Wolfpack mod is included. But it is not easy to make an attack with other U-boats due to radars on escort ships and different weather conditions

dex 05-22-21 03:03 AM

Quote:

Originally Posted by Onealex (Post 2749030)
16. Wolfpack Mod (h.sie: programming and LGN1: idea) When you find a convoy, you should inform BDU about details. Thus, roughly estimate the convoy's course and speed and put these two values into the two TDC dials "Bearing" and "Speed" (German: Zielrichtung & Gegnerfahrt). If the convoy is heading north, set course to 0°, if it's heading east, set course to 90° and so on. Then, press 'M' key in order to send the contact report. You'll see these two values for course and speed in the contact report. SH3 no more calculates them for you. It's your job now. After some time, you'll receive a response from BDU. If no other Uboats are available, you'll be ordered to attack alone. If other Uboats 6are available, BDU will order you to shadow the convoy and send contact reports every hour, if possible. (Note: Time between two reports isn't allowed to be lower than 55 minutes). Your speed and course estimations are necessary to lead the wolfpack into the operation area to intercept the convoy. The time between your first contact report and the wolfpack attack depends on the initial distance between the Uboats and the convoy. During shadowing, you'll get some orders from BDU. Follow these instructions. But sometimes BDU messages get lost or come too late - chaos, as in real life. If the wolfpack reaches the operation area, BDU will wait for good attack conditions (dark and no fog) and then order to attack. Then, some time later, the convoy battle (hopefully) begins. But it is possible, that the order to attack does not come in time or even gets lost. Bad luck, as in real life. The time period influences the availability of wolfpacks: In 1939, no wolfpack Uboats are available. In 1942 the chance is very high that a wolfpack is available to help you. From 1943 on, the chance strongly rises, that hunter-killer groups sink/damage the wolfpack Uboats, so that they don't reach their operation area. Then, BDU orders to attack alone. Your position also influences the availability: Wolfpacks are available in the north- and south atlantic, but not near land. It is important to send contact reports on a regulary basis - every hour, if possible, in order to lead the wolfpack to the convoy using the shortest route. Otherwise the chance rises, that the wolfpack isn't able to reach the interception point in time. Then, you have to attack alone. Weather also has an impact: The higher the windspeed, the higher the chance that the wolfpack Uboats get fuel problems or similar and don't reach the operation area in time. Options: If you choose "Wolfpk less contact reports" option in the OptionsSelector (in addition to the activated Wolfpack-Mod), the time between the first contact report and the wolfpack attack is reduced about 50%.

Rules for Savegames/Reloads: • After loading a mission, the game must run 3 minutes, before you may send a contact report. • After sending a contact report, wait at least 3 minutes and then save the game.

Credits: LGN1: Without his brilliant idea wolfpacks wouldn't be possible. Stiebler: Manifold support, marathon-testing. Sergbuto: Permission to modify his AI-Subs FaderBerg: For information how to store data into a savegame SquareSteelBar: Optimization of AI-Sub.


P.S. This Wolfpack mod is included. But it is not easy to make an attack with other U-boats due to radars on escort ships and different weather conditions

I sending contact reports already... I read this manual before
I will have to be patient to make wolfpack,Thank you anyway

dex 05-22-21 09:13 AM

about right torpedo depth
 
I don't know what to do anymore,set right torpedo depth(wind speed 7= 2,8 torpedo depth,mag.pistol) and too deep,waste torpedo,bb Nelson wasted....Is there anything else we need to know

Onealex 05-22-21 09:53 AM

Quote:

Originally Posted by dex (Post 2749089)
I don't know what to do anymore,set right torpedo depth(wind speed 7= 2,8 torpedo depth,mag.pistol) and too deep,waste torpedo,bb Nelson wasted....Is there anything else we need to know

Torpedoes with magnetic pistols have dude probability of 25% until june 1942 even if torpedo depth is set correctly...

John Pancoast 05-22-21 09:59 AM

Quote:

Originally Posted by dex (Post 2749089)
I don't know what to do anymore,set right torpedo depth(wind speed 7= 2,8 torpedo depth,mag.pistol) and too deep,waste torpedo,bb Nelson wasted....Is there anything else we need to know

If you didn't, you want to set the depth a little more than the minimum via the H.sie calculation. I.e., in your example of 2.8, set the torpedoes to 3 or slightly more not right at 2.8, and as said, early war failures come into play too.

dex 05-22-21 03:39 PM

Quote:

Originally Posted by John Pancoast (Post 2749094)
If you didn't, you want to set the depth a little more than the minimum via the H.sie calculation. I.e., in your example of 2.8, set the torpedoes to 3 or slightly more not right at 2.8, and as said, early war failures come into play too.

Believe me I try many things,simply I don't get it...only to turn off torpedo failure fix in H sie settings
Too much for early war,4 torpedo in a row at the most important moment(my set torpedo depth was from 2,8 to 4 even,nothing ,passing under keel about 2 meters)

John Pancoast 05-22-21 03:44 PM

Quote:

Originally Posted by dex (Post 2749141)
Believe me I try many things,simply I don't get it...only to turn off torpedo failure fix in H sie settings


There is a failure rate until 1942, as was the case historically. How often is this happening and are you sure it's a depth problem or could it be simply missing the target all together ?

Onealex 05-22-21 03:56 PM

Quote:

Originally Posted by dex (Post 2749141)
Believe me I try many things,simply I don't get it...only to turn off torpedo failure fix in H sie settings
Too much for early war,4 torpedo in a row at the most important moment(my set torpedo depth was from 2,8 to 4 even,nothing ,passing under keel about 2 metters)

Plenty test have been made with different torpedoes . Also I have a lot of streams on my YouTube channel. There are no bugs with dud torpedoes. As an advice in early war use TI torpedo and impact pistol.

Texas Red 05-22-21 07:02 PM

I am having some lag issues with Onealex...

It is really weird, literally everything except the surface view in Onealex gets well over 200 fps. When I am on the bridge or viewing things on the surface, however, I get only 15-20 fps.

I have tried shutting off Vsync and changing my modlist around. But it isn't working.
Here is my modlist:
Generic Mod Enabler - v2.6.0.157
[C:\SH3\MODS]

Convoy-Routes on Map - BL!TZKR!EG Edition
Higher Air Strike Probability
Music For YouTube
Widescreen MaGui modified (1360 ? 768)
New Water (Atlantic)

And my laptop specs:
16 GBS of RAM, only 6.05 gb is available though
Intel Core i7 8th gen @1.80 ghz
Intel Graphics 620

Any ideas?

Mad Mardigan 05-22-21 09:32 PM

Quote:

Originally Posted by El Whacko (Post 2749185)
I am having some lag issues with Onealex...

It is really weird, literally everything except the surface view in Onealex gets well over 200 fps. When I am on the bridge or viewing things on the surface, however, I get only 15-20 fps.

I have tried shutting off Vsync and changing my modlist around. But it isn't working.
Here is my modlist:
Generic Mod Enabler - v2.6.0.157
[C:\SH3\MODS]

Convoy-Routes on Map - BL!TZKR!EG Edition
Higher Air Strike Probability
Music For YouTube
Widescreen MaGui modified (1360 ? 768)
New Water (Atlantic)

And my laptop specs:
16 GBS of RAM, only 6.05 gb is available though
Intel Core i7 8th gen @1.80 ghz
Intel Graphics 620

Any ideas?

LAA* = Large Address Aware (can google search for it then d/l-install it, just remember where you installed it so as to be able to find it. Me, I installed it to desktop.

Maybe see of using LAA*, with it, perhaps.. if you aren't already doing so.

Hope this info helps... :yep:

M. M.

:Kaleun_Salute:

Texas Red 05-22-21 09:50 PM

Quote:

Originally Posted by Mad Mardigan (Post 2749198)
LAA* = Large Address Aware (can google search for it then d/l-install it, just remember where you installed it so as to be able to find it. Me, I installed it to desktop.

Maybe see of using LAA*, with it, perhaps.. if you aren't already doing so.

Hope this info helps... :yep:

M. M.

:Kaleun_Salute:

Sorry, forgot to mention that I did try that too.

dex 05-23-21 12:58 AM

about torpedo depth
 
Quote:

Originally Posted by John Pancoast (Post 2749142)
There is a failure rate until 1942, as was the case historically. How often is this happening and are you sure it's a depth problem or could it be simply missing the target all together ?

John my friend greetings,thank you for reply and sorry because my english maybe is little bad(don t wanna use translator)....
I use automatic targeting and because off that is strange to me,what will happen if I use manual,I will not hit anything,my realisam gameplay is 40 - 50 percent.I want to say that is hard to score precisehit even with auto tdc
Sometimes in mission torpedo listening to me,proper settings,hit couple loane merchant ships,shoot down few Fairey Swordfish with flack gun.....

dex 05-23-21 01:04 AM

Quote:

Originally Posted by El Whacko (Post 2749200)
Sorry, forgot to mention that I did try that too.

Greetings
I think you must have available at least 8-16gb memory
Mod is really great,good graphics

John Pancoast 05-23-21 08:29 AM

Quote:

Originally Posted by dex (Post 2749208)
John my friend greetings,thank you for reply and sorry because my english maybe is little bad(don t wanna use translator)....
I use automatic targeting and because off that is strange to me,what will happen if I use manual,I will not hit anything,my realisam gameplay is 40 - 50 percent.I want to say that is hard to score precisehit even with auto tdc
Sometimes in mission torpedo listening to me,proper settings,hit couple loane merchant ships,shoot down few Fairey Swordfish with flack gun.....

Your English is very good, no problems. Ok, missing is not the problem. If you haven't already, try Alex's suggestion of using contact pistols vs. magnetic. They're more reliable and historically the u-boats were ordered to stop using magnetic pistols at one point anyway.
You can also edit the failure rate of magnetic pistols in H.sie's patch if desired. Look for the file named hsie.ini in your main game install folder.
Hope things are well in that beautiful part of the world ! :salute:

dex 05-23-21 08:52 AM

About torpedoes
 
Quote:

Originally Posted by John Pancoast (Post 2749252)
Your English is very good, no problems. Ok, missing is not the problem. If you haven't already, try Alex's suggestion of using contact pistols vs. magnetic. They're more reliable and historically the u-boats were ordered to stop using magnetic pistols at one point anyway.
You can also edit the failure rate of magnetic pistols in H.sie's patch if desired. Look for the file named hsie.ini in your main game install folder.
Hope things are well in that beautiful part of the world ! :salute:

I will listen OneAlex offcourse,He doing very good job in modding,bring us players other nicer side of Sh3....
I will wait for a while in my mission(Invasion of Norway right now) set torpedo,don t engage large convoy until torpedoes become better,maybe T3 torp.is solution...I will try my best

ivanov.ruslan 05-25-21 03:01 AM

Strangely, i had no problems with torpedoes in 1942 with automatic targeting

dex 05-25-21 05:00 AM

Quote:

Originally Posted by ivanov.ruslan (Post 2749512)
Strangely, i had no problems with torpedoes in 1942 with automatic targeting

I talk about period from 1939-1942
in 1942 is much easy,less dud,premature explosion....greetings

dex 05-25-21 05:02 AM

about torpedoes
 
torpedo depth for T1 impact pistol,is it same as for magnetic pistol(wind speed=torpedo depth)

Onealex 05-25-21 07:54 AM

Quote:

Originally Posted by dex (Post 2749533)
torpedo depth for T1 impact pistol,is it same as for magnetic pistol(wind speed=torpedo depth)

Yes. The safe torpedo depth depends on wind speed


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