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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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Mate
![]() Join Date: Mar 2007
Location: Winnipeg, Manitoba, Canada
Posts: 56
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In SH3 Commander's Gameplay Settings>Model Effects I have checked the box for Malfunctions. Each time SH3Commander is used to launch SH3, malfunctions (if any) are randomly generated.
I've encountered a few malfunctions. Some are annoying (e.g., a blurry attack persicope, diesel engines that shut down if Ahead Flank is ordered, setting speed at 2 knots while submerged results in speed rising to 5 knots). Others are potentially deadly (e.g. at the start of one mission, maximum speed under diesel power was just 9 knots ![]() I cope with the annoying malfunctions as best I can, but when a serious malfunction occurs (like the inability to exceed 9 knots on the surface), here's what I do. Since I've never had the same malfunction reappear twice in a row, my strategy has been to save and exit, and then to reload the saved game right away. I rationalize this as giving my crew a chance to fix the problem so the mission can continue. [I'm sure the purists would consider this to be a form of cheating.] I'm curious about how others who use SH3 Commander handle malfunctions. Do you press on regardless, abort the mission and return to base for repairs, save and reload, etc., etc. ?
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Jay Floggings will continue until morale improves. GWX 3 & SH3 Commander 3.1 ![]() |
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#2 |
Sonar Guy
![]() Join Date: Apr 2007
Location: 14 Meters
Posts: 394
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I ask my X.O. for the names of those responsible. Then we take them out on the deck and have them shot.
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#3 | |
Medic
![]() Join Date: Sep 2007
Location: SC, USA
Posts: 168
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![]() Bit rough on the crew aren't ye? I mean I'm all for running a tight boat, but whatever happened to NJP? Do you have Captain's Mast before hand? :rotfl: |
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#4 | |
Silent Hunter
![]() Join Date: Aug 2005
Location: Figueira da Foz, Portugal
Posts: 4,515
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the ahead flank, manage to, when crash diving, ordering 20 knots insted of the ahed flank option. but after a reaload to play again all is well, so I like you said. |
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#5 |
Grey Wolf
![]() Join Date: Feb 2006
Location: In the mountains, now. On the edge of the sea before.
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I recently started a thread on stress testing your boat at the start of a cruise. Several others piled in with good advice for identifying malfunctions before it's too late... and some good advice on which ones can be safely ignored.
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"Well, now, that's true... the IXC is a bit of a chick magnet..but you really can't beat the VIIB for off-road fun." |
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#6 | |
Canadian Wolf
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RDP |
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#7 |
Grey Wolf
![]() Join Date: Nov 2006
Location: D/Niedersachsen
Posts: 777
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I simulate always the combat - readiness check each uboat commander performed before and directly after leaving port.
This means in my case * check engine * check rudder * check diving ability * check flak * check periscope * check uzo ... and abort the mission if necessary (and stick with the loss of renown - bad luck)
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SH3 battle capability upgrades: GWX2.0, JSGME2.0, SH3Commander 2.7, SH3Gen 0.8.2, TorpDamageMod 2.0, OLC GUI 1.1.5 Awaiting combat readiness for GWX2.0: SH4 effetcs for SH3, SH3Weather 1.5 Following development of: www.subwolves.com Realism: 90% ![]() ![]() |
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#8 | |
Canadian Wolf
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![]() RDP |
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#9 |
Swabbie
![]() Join Date: Dec 2006
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I dont have malfunctions enabled in SHCommander, but my deck gun sights are not sometimes alligned. Bullets (what are those called?) fly sometimes to right side of sight. Are there hidden malfunctions, or is it Bernard?
http://aycu36.webshots.com/image/303...6464109_rs.jpg |
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#10 | |
Grey Wolf
![]() Join Date: Nov 2006
Location: D/Niedersachsen
Posts: 777
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Quote:
Same thing is happening to me. But the last time I check, is was to the left. As my surface action was to the starboard side I wonder if the misalignment is shifting the fire always to the direction of my own movement?
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SH3 battle capability upgrades: GWX2.0, JSGME2.0, SH3Commander 2.7, SH3Gen 0.8.2, TorpDamageMod 2.0, OLC GUI 1.1.5 Awaiting combat readiness for GWX2.0: SH4 effetcs for SH3, SH3Weather 1.5 Following development of: www.subwolves.com Realism: 90% ![]() ![]() |
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#11 |
Lieutenant
![]() Join Date: Sep 2007
Location: the armpit of the Mid-Atlantic / Quadrant CA42
Posts: 262
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I have found that the more lateral movement you travel from U-boat to target ship does affect the left/right offset of the deck gun sighting.
Best deck gun approach I have found is: (1) some forward speed - this decreases the "bobbing around" effects that tend to annoy my gunner if sitting at stop engines (2) the more you can set course to direct your deck gun to sight to the front of the path of travel (as opposed to shooting "Broad-sides"), the more steady the gun sights become (this limits the wave swells up & down), as well as the left/right offset Just one more thing I learned on surface gunning... keep a fair distance as you finish off a merchant! ![]() ![]() ![]() ![]() |
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#12 | |
Engineer
![]() Join Date: Nov 2002
Location: Poland
Posts: 209
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Just for curious
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sorry for my english... Kptlt. Franz Vuttke, U-702 ![]() |
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#13 | |
Engineer
![]() Join Date: Nov 2002
Location: Poland
Posts: 209
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Another thing is to short distance when a ship sinks. I had a situtation where stern of sinking ship collided with my uboat.
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sorry for my english... Kptlt. Franz Vuttke, U-702 ![]() |
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#14 | |
Chief of the Boat
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As for malfunctions they don't ever give me problems ![]() I usually disable them (whilst I'm testing anyway) ![]() |
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#15 |
Ace of the Deep
![]() Join Date: Nov 2005
Location: Norrkoping, Sweden
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[quote=Junafani]I dont have malfunctions enabled in SHCommander, but my deck gun sights are not sometimes alligned. Bullets (what are those called?) fly sometimes to right side of sight. Are there hidden malfunctions, or is it Bernard?/quote]
This happens sometimes after you have watched a ship explode using the periscope or the UZO. If the game stutters during the explosion you can get this. You usually get a ship cam that is of to either side and the misaligned gun sight at the same time. A reload of the game fixes it.
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