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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Watch
![]() Join Date: Jan 2012
Posts: 21
Downloads: 26
Uploads: 0
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Exiting Wilhelmshaven on my next patrol I see a commerce raider approaching from starboard at 15kts. Hmmm, I've never tried this in SH3, let's see what happens. Ahead full so he will cross our bow at around 500m, ahead slow and fire two torpedoes (no one says a word about attacking our own navy). Two hits and he's down by the stern but still making 2kts, one more torpedo and down he goes. Message says "friendly vessel sunk", but that's all ...no reprimands, no loss of renown ...nothing. All stop and send a patrol report. An hour later comes a savage castigation from BdU - "Keep up the good work". ??? I guess I'd have gotten a promotion if I'd sunk the Bismarck.
Exit and reload, leave the commerce raider alone and head for the channel. That poor ship can't get a break, he steams across the bay at 15kts and plows headlong into the shore at the SE corner of the channel ...and sinks. (I didn't touch him! Look, all my ammo is still on board!) Continuing my patrol I encounter no targets til near Scotland - a coastal merchant. Easily getting into position I put a torpedo dead amidships on the port side. A satisfying explosion, a huge plume of water, the ship heels so far to starboard I thought it was going to capsize, it rocks back and forth briefly .....then continues at speed while a crewman tells me, "torpedo missed, sir". What!! "Torpedo missed"?!?!? What was that big "BOOM" we heard? What was the big geyser of water? What was that ship rolling til it nearly capsized? |
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#2 |
Engineer
![]() Join Date: May 2016
Posts: 217
Downloads: 151
Uploads: 0
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Regarding your first point (of murder and high treason
![]() As for the "torpedo missed" issue, i must say i have no idea. Sometimes i have notice the crew saying out of place things, "ship spotted" when there is not a soul in sight. but it only happens when i just reloaded a save. Are you using any mods? |
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#3 |
The Old Man
![]() Join Date: Apr 2007
Posts: 1,304
Downloads: 35
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I have the torpedo missed comment too. Only with magnetic fuse active and at keel depth. It happens - but the ship is damaged and may sink - and I get the full renown - um I guess. I don't care for renown.
The game is limited in the radio messages. Some planned features have been removed, some features are a little bugged. A ship running ashore suffers from bad scripting with the mission editor. Ships close to shore act weird. You can easily correct it yourself, if it is a problem.
__________________
![]() ![]() 10 happy wolves rear 90 blinded, ensnared sheep. 90 happy sheep banish the wolves. Arrest the 1% - https://www.youtube.com/watch?v=dQ6hg1oNeGE |
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#4 | |||
Watch
![]() Join Date: Jan 2012
Posts: 21
Downloads: 26
Uploads: 0
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![]() Quote:
I do not find it odd that the game lets you sink friendly ships, it was certainly possible in reality (though I wonder if the other officers would have let their captain go through with it), but do find it odd you are given no warning. Perhaps another officer merely commenting, "Sir, you've targeted a friendly ship". Using no mods yet, wanted to get familiar with the base game first. Quote:
Quote:
Are the patrols randomly generated or canned? If the former how can they be edited? (So far I've only seen two ships run themselves aground; the other was a British destroyer near Hartlepool, it didn't sink, just sat there chugging at 0kts.) In spite of these nitpicky type bugs I'm enjoying SH3 more than SH4 (which I abandoned in the middle of my second career and eventually uninstalled). Unfortunately none of my computers will read my old SH1 Commander's Edition disc; but oh, the hours I spent with that back in '97/'98 (which is when I first found this site ...still have a Russian watch I won in a raffle here back then). Last edited by jgf; 07-27-16 at 11:11 PM. |
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#5 |
The Old Man
![]() Join Date: Apr 2007
Posts: 1,304
Downloads: 35
Uploads: 0
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The crew comments the oberved/heared explosion of a torpedo. If you shoot an eel into nowhere, and you are surfaced, they can't observe/hear anything.
The patrols happen in a completly scripted campaign file (three to be true), where every unit is set with entry and exit date, speed, course, waypoints, matching freight and armament... You jump at any point into the war - and the script has to read who is where right now. All movement is tracked/computed correctly. The scripted slow freighter you met in AN12 is the freighter you meet on it's course through AN14 again if you want. You can modify it with the mission editor in your game directory. The orderd patrol grid is read from a selection, by month and flotilla. Installation path - ...data\cfg\flotilla.cfg If you want to control the grid of the next sortie, go to ...MyDocuments\SH3\data\cfg\Careers\YOURKALEUN\Pat rols_0.cfg (open with notepad) Scroll down completely and then a little up to the last entry i.E. “PatrolArea=AL39” Change the grid and save.
__________________
![]() ![]() 10 happy wolves rear 90 blinded, ensnared sheep. 90 happy sheep banish the wolves. Arrest the 1% - https://www.youtube.com/watch?v=dQ6hg1oNeGE |
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