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-   -   Type IIA out of Wilhemshaven (https://www.subsim.com/radioroom/showthread.php?t=100998)

VIICDriver 11-16-06 03:58 PM

Type IIA out of Wilhemshaven
 
I have 3 different installs of SH3, one vanilla, one GW and one set up like Avon Ladies (which I REALLY like).

My question is in all except vanilla I cannot start the 1st flotilla in Wilhemshaven. It always tries to start me in Kiel now.

Does anyone know how to rollback GW or Real U-boat to allow starting from the default locations?

BTW - 1939 career start.

Chuck

kylania 11-16-06 04:23 PM

The 1st Flotilla wasn't based in Wilhemshaven, it was based in Kiel, then in June '41 onwards in Brest, France. That's why in the "supermods", which are more historically accurate you cannot start there since it wasn't there. :)

The 2nd Flotilla was in Wilhemshaven after a few weeks in Kiel in '36. They stayed there till June '40, so if you wanted to start in Wilhemshaven, you'd have to start with the 2nd Flotilla or run Vanilla to start there in the 1st.

It's possible to change that data, but I believe it's more far reaching then just changing a value here or there since a lot is based on that.

VIICDriver 11-16-06 05:24 PM

IC, I love the IIA but it sucks having to sail it out of Kiel.

Chuck

Sailor Steve 11-16-06 05:27 PM

That's what the Canal is there for. Use SH3 Commander to reset the 'Near Land' time compression to 64 or higher, then you can set a path through the canal and skip right through it. Just be careful to drop to real time occassionally; there are two sets of docks which are not marked on the map, and ramming them will ruin your whole day real fast.

VIICDriver 11-16-06 05:34 PM

Yeah, I have seen that canal. Will give that a try. Had not thought of resetting the TC of "near land".

Thanks!
Chuck

VIICDriver 11-16-06 07:12 PM

Looking into starting that career now. IIA (for as long as they will let me keep it).

Out of the supermods that I have, RuB, IuB and TGW only TGW has that "canal" from Kiel to allow the Type II's access to the North Sea.

Is that canal real?

Chuck

Cheapskate 11-16-06 07:43 PM

Quote:

Originally Posted by VIICDriver
Looking into starting that career now. IIA (for as long as they will let me keep it).

Out of the supermods that I have, RuB, IuB and TGW only TGW has that "canal" from Kiel to allow the Type II's access to the North Sea.

Is that canal real?

Chuck

Yes, it certainly is, although I think "Ref" who built it **, made it wider than it really was.

It might be possible to add it to a supermod which hasn't got it but as I don't use them, I can't vouch for that. If you want to try, maybe you would like to have a look at:-

http://www.subsim.com/radioroom/show...ght=kiel+canal

The Panama and Suez canals can also be added plus the entrance to Scapa Flow which Gunther Prien used when he sank the Royal Oak - for some strange reason this was blocked off in the original game.

The version mentioned above has ports on the canal which do show on the map although you do have to zoom in a couple of clicks to see them.

** I mean the mod not the real canal!!!

kylania 11-16-06 08:29 PM

Quote:

Originally Posted by VIICDriver
Looking into starting that career now. IIA (for as long as they will let me keep it).

Out of the supermods that I have, RuB, IuB and TGW only TGW has that "canal" from Kiel to allow the Type II's access to the North Sea.

Is that canal real?

Chuck

NYGM 2.2 includes that Canal and a preset waypoint path through it so you don't have to steer. Simply check the Search Patterns for your Navigations officer and the inbound and outbound routes will be listed there. Be sure to set this BEFORE moving once you've loaded into your game.

Sailor Steve 11-17-06 11:43 AM

Quote:

Originally Posted by VIICDriver
Looking Is that canal real?

Yes, it's very real:
http://www.arikah.com/encyclopedia/Kiel_Canal

HunterICX 11-17-06 12:24 PM

Do a couple of patrol with ur IIA
and then Transfer to the 2nd flotilla :up:

you'll keep ur IIA submarine

VIICDriver 11-17-06 01:58 PM

Thanks for the info guys, especially the transfer option! Going to sail the IIA in that career as long as Admiral U-Boats will let me!

Chuck

andy_311 11-17-06 05:44 PM

Don't think I got a IIA anymore replaced it for a british sub.

P_Funk 11-17-06 05:57 PM

Quote:

Originally Posted by kylania
Quote:

Originally Posted by VIICDriver
Looking into starting that career now. IIA (for as long as they will let me keep it).

Out of the supermods that I have, RuB, IuB and TGW only TGW has that "canal" from Kiel to allow the Type II's access to the North Sea.

Is that canal real?

Chuck

NYGM 2.2 includes that Canal and a preset waypoint path through it so you don't have to steer. Simply check the Search Patterns for your Navigations officer and the inbound and outbound routes will be listed there. Be sure to set this BEFORE moving once you've loaded into your game.

Oh by the way NYGM isn't the only mod to include the canal and a preset waypoint system (anymore). Wink Wink Nudge Nudge.:lol:

VIICDriver 11-17-06 11:26 PM

Thanks I'll look into that preset routing system, cause I gotta admit laying it out by hand pretty thoroughly sucks as does trying to drive it yourself! I started it last night and noticed it would take many hours to get to the other side!

You guys can throw any mods name at me you want cause right now I play them ALL. I literally have 6 different versions of SH3 on the cpu right now. I pop in change the folder name of the one I want to play to "SilentHunterIII" Roll back SH3 commander and off we go. It takes a long time to make those copies though!! Like 5-10 minutes on my PC!

I am not biased or against any mods out there, I think they all have certain things I like and I'll admit dislike but it's all good. Avon Lady's setup is still very sweet though.

I really like the IIA, maybe I should change my name to IIADriver! The VIIC Rocks though.

Chuck

U-snafu 11-18-06 01:46 AM

VIICDriver,

Wait to you see what extended options you get to play with for the mighty "II" in GWX. If you like using the II your gonna be happy.


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