Quote:
Originally Posted by Fifi
Yes, as Kal said above, my mods include the negative buoyancy so when all stopped the sub is slowly sinking 
In real life it’s impossible to get the perfect steady at zero knot in any submarine.
So you’ll have to play with the speed telegraph to get at least 1 knot in every situation!
You can stay steady at zero knot for around 1 minute/1 minute 30, so should be enough to measure target speed with U-Jagd.
When very deep, you may have to run more than 2 knots to go up! Just because of water pressure.
About the snorkel mask, it’s not from my mod. I didn’t changed it from stock Ccom.
It’s a known glitch (even in LSH3) with the VIIB type... all others are fine though.
I tried to solve it, but didn’t success yet.

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Yes I agree with the "In real life it’s impossible to get the perfect steady at zero knot in any submarine." But when we play the game Wolfpack the Dive officer will manage the trim Compressed air valve and the trim Ballast tank to keep the depth at 0 knot. While in the Silent Hunter 3 we do not have such mechanism to adjust the buoyancy accurately, it makes the player hard to control the depth steady. In my opinion when the player in the SH3 he is just the Captain of the Uboat, the Dive officer will Execute the command to keep the depth, especially at Periscope depth the Water pressure won't as horrible as deep waters. Also for the better user experience when playing the game I like the original depth control.
Anyway thank you for answering me
Best Regards
Toyotagt86