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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Watch
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Hi everyone,
I've got time/patience to play seriously the SH3 with GWX super-mod (and some additional mods). And I've got a set of questions, which I put here not in particular order.
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#2 |
Silent Hunter
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Location: Figueira da Foz, Portugal
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Hallo, to give you some help in a few of the questions.
1, u-boats had the CO and 3 WO, two were officers - the first and second watch officer and the third one was a NCO or a warrant officer (i think), that was also the navigator. The watches were 4 hours each, starting at mid-night with the 1WO, possible one or two NCOs and crew man or just one NCO/petty-officer and 3 crew-man. I think the WO was always on duty, since he was the deck-officer. When the boat was submerge, that could change, possible he could more free since the importance was on the navigator, the LI (chief-engineer) and the manage of the helm and depth control. SH3 unfortunately does not have the helmsman figure, I think he had to be in station always also. 2, In the early years with night surface attack and even during the day, with unescorted and unarmed ships, sinks could be watch and recorded. If the target ship exploded completely because of the cargo that could be count has a serious sink. Latter, with the shift of submerge attacks, possible only if the CO had shoot 2 or 3 torpedo to a value target, all hits and if distance permitted, could watch the outcome before getting way. Or do the noise of the hit, explosions and sinking, could also, in their mind, count. In reality, many reported sinks, were not. The torpedo exploded prematurely, the ship didn't sink so it was towed or manage to continue and was repaired. And this happened with the English submarine service during the war also. 3, can not answer 100%, but in realife possible the wave lengths used by allies convoys and the u-boats were different. I think that a radio-operator of a ship if scanned all the bands could had pick up a code transition, but could it be done in time? 4, There is several reports of that, indicated the detonator failed when the torpedo hit, becuase of the sound made by hit. Same if the torpedo had hit ground, ended its course and sink exploding or not (here in shallow waters situations). Again, similar in both navies, since many times the English subs shoot salvoes and reported 2 explosions 2 duds, etc. And the explosions many times were not target hits. With no explosion and certainty of a correct torpedo solution, a CO would probably think that was a indication of a torpedo malfunction and so, possible depth problem. 8, Failed save game loads are a bit of a russian roulette. To my experience, normally when I save a game and then have a ctd when loading, it is possibly do to some random factor. When saving i was near some unity that had not appeared in game or even cause the time-compression to stall a bit. Or do to some mod that cause to much ram used and since my PC is old, still 32bit system, I point to that. Also, I have more problems hen playing with the VIIc, since more graphic and add-on mods are for it. When playing with VIIb or IX, I have always a stable game, saves and loads. And no CTD during the game. 9, I think it is for the angle of the bow. |
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#3 |
Eternal Patrol
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[QUOTE=Thoth_already_in_use;2565850]
1. Answered quite well by Rhodes, so no need to elaborate. 2. The companies that owned the ships kept their own records, and the insurance company Lloyds Of London published records of ship losses. German spies in Allied countries could read the newspapers. And ships sent distress signals. All this information could be collated by BdU and OKM and then be compared with claimed sinkings. Of course they still got it wrong a lot, but that's what happens in wartime. 3. Usually the boat would pull out of sight of the convoy before sending in the contact report. The escorts might have an idea that an attack was coming, but not when or where. Just so you know, it only takes two ships to determine the exact source point of a transmission. 4. Answered by Rhodes. 5. Surface raiders were a very real problem in the early part of the war. German merchant ships would be given guns and sent out to sink or capture Allied ships. The only protection a convoy would have was a bigger, more powerful ship. These were usually older pre-WW1 battleships, which because of their age were not much good for anything else. No, they would probably not send Nelson or Rodney on that kind of duty. 6. In real life the Attack Map was used to plot the positions and movements of all the ships the u-boat could see at the time of the attack. The captain would look at each ship and give its angle and range, and the plotting crew would mark it all down. Unfortunately the Attack Map in the game doesn't work that way, and it's better to use the Navigation Map for those functions. It would be nice if it worked correctly, but it doesn't. 7. There are a couple of mods that do that. Unfortunately I can't think of their names right now. Sorry. 8. Game crashes can be caused by mod conflicts, by not having enough RAM, and by several other problems. First, how much RAM do you have? It should be at least 4 GB. Second, do you have one of the variants of the 4 GB Patch installed? This lets you access more of the available RAM, and sudden changes in the amount of memory being used are less likely to cause problems. I don't know much beyond that. Hopefully someone will come along who does. Sorry, I can't help with the last two.
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#4 |
Watch
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Thanks for the replays)
2. If the shipment loss was rendered public, was it the a source of disinformation/propaganda? Could the public reports of insurance companies be manipulated by army -- it was a war after all. 3. I guess, the wavelengths used by German army communications should be known with some precision. I've heard that England get trouble to decode it, but not intercept it. And escort ships could easily monitor it -- signal should be strong enough to reach BdU. So such transmissions could put the escorts at least on high alert. And can you only with 2 ships determine the side of transmission? I think you need a third ship to completely resolve positions. 6. So Navmap is useless in game. I wish there a way to plot automatically the ships using the TDC info. Like update contacts option, but based on player estimation. 8. RAM is not problem, and I have H.sie patch with 4GB. That helped me yesterday, is un-setting the folder as read-only. Even if I never set it, and it is not a system folder. A mystery of windows) |
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#5 | ||
Eternal Patrol
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As far as plotting goes, remember that all officers and men went through weeks or even months of training to learn their jobs. I was just a radioman, and I spent four months at the US Navy's 'A' school for radio. Even then I learned more on board ship doing it every day. And it also took me almost no time at all to forget everything once I got out.
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#6 |
Silent Hunter
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9. x would be a scratch mark to help with the 2 magnification settings. The sine of the angle it is near should be the same as the lower magnification divided by the higher magnification. I don't remember at the top of my head what the placement is, or what magnification levels MaGui uses. But initially it was at 14.5 degrees, equal to 0.25. Or the reduction from 6x to 1.5x. In low magnification (1.5x) you would place the observed target height against that mark. And the propper value would be above the 90 degree mark as if you were looking in high magnification mode (6x). For the calculation of the AOB while looking in low power magnification another turn from 90 to 14.5 (or the other way around, I forgot) was needed to get the proper result. (I'm at work so I can't fully describe the procedure. Also I need to dig up the finer details from a memory.)
10. Can you show a screenshot? It's been a while since I looked at the Magui interface. I can imagine 2 wheel indicators with a time scale used for calculation (of speed). |
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#7 |
Ace of the Deep
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Hi,
concerning 3: Look for 'High-frequency direction finding' or 'Huff-Duff'. Short summary: It was not so easy to determine accurate positions in the beginning of the war due to technical limitations and short signals (<20s). Best, LGN1 |
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#8 | |||
Watch
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I remember that the important air operation are conducted in radio-silence just to avoid an early warning. The question in the same vibe. Submarine can't send a message while submerged, but can it receive one? Probably not, so how the BdU orders are communicated to them -- are they repeated until the submarine acknowledge it? Quote:
Concerning the Zeit calculator, it is on backside of attack disk screenshot in this tread. Speed and time estimations are a headache for me, so I'm really interested in everything with zeit written on it. |
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#9 | |
Silent Hunter
![]() Join Date: Dec 2004
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From the inside out you have the following scales: Inner moving disk, Time: scale in seconds (small font on peach background) going over in minutes-seconds (large font, white background). Personally I customized mine physical Attackdisk with marks for an hour scale. The placement of 1 hour is equivalent to 6(0) minutes and 36(00) seconds). The pointer (thin red line) is located at 1 second and is equivalent to 10 seconds, 100 seconds (1m40s) and 1000 seconds (16m40s) Middle moving disk: distance and speed inner scale: distance in meters (or speed in meters per second) middle scale: distance in nautical mile (or speed in knots) outer scale: same as inner scale Outer/base disk: angle This is the angle according to a sine curve. It shows angle values from 90 to about 6 degrees. But they also represent the same sine values for the complement of the angle (180 degrees -angle). The 90 degrees mark is unity (1), as sin(90)=1.0. However the same mark is equivalent to 5.74 degrees (when approached counterclockwise from the right), as sin(5.74) = 0.1 And would also be equivalent to 0.573 degrees (as sin(0.573)= 0.01) Unfortunately due to space limitations the scale from 5.74 to 0.573 and smaller isn't drawn. It could be very useful for certain calculations like torpedo lead angle which can result in such small angles. As you can see on the screenshot of the Magui mod-thread the time arrow is pointing to 1.95 nautical mile or 1.95 knots. You can immediately see on the adjacent linked scale that this is equivalent to just over 1(.000) meter per second). 1.95nm*1852m /3600s= 1.003m Similarly when you look at the 10 and 1-00 mark on the time disk you can see that such a speed makes 60-ish meters in 1 minute, and 600 meters in 10 minutes. Here is where keeping mind of the decimal point shifting becomes important. It takes 1 full turn clockwise to indicate distance in 10 seconds. Another 3/4 turn to multiplies by 6 to indicate the distance in 60 seconds (1-00). Another subsequent full turn adds another zero if you wanted to know the distance in 10 minutes. Or just look across whichever time interval you want to know the distance for. There are a whole bunch of calculation techniques using these scales, by aligning certain values to one another and looking across to other scales. There should be several threads about this device. In the download section there should also be a sort of manual describing these calculations. I personally made a physical wheel out of cardboard pizza boxes. And added a free pointer across all scales. Once you get the hang of the order of motions required you'll do them quicker than with a digital calculator. Just be aware of those decimal point mess-ups. Last edited by Pisces; 08-23-18 at 06:51 AM. |
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#10 |
Silent Hunter
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As for time-speed-distance calculator. There is another movable tool on the map screen above the officer commands. It's has the wider tab. It's called a 'nomograph'. Place it somewhere on the map.
You'll notice 3 scales in units of time, distance and speed. Make sure you know 2 out of 3 of those. The one you don't know is the one this tool wil calculate. Use the line tool and draw a line completely across it. Do not make the line end on the tool initially. As you won't be able to grab it with the tool in the way. Grab 1 endpoint of the line. Re-position it on either the outermost left or right scale at the value that you know. Grab the other endpoint and drag it so that the other known scale is intersected at the 2nd known value. The line should now cross the unknown scale of the time,distance,speed problem. Read that value. The line is likely to end up diagonaly. This is correct for the calculation. It does not have to be perfectly horizontal. BTW, this is not the second (circular) dial that I mentioned in my other post. That one is the stopwatch background with U-jagd on it. It is used to determine target speed: Put periscope vertical line in front of target and reduce speed to 0. Or if you want to keep moving forward turn the periscope to bow (or stern) and turn the boat to get the view in front of the target bow and stop the turn completely. Start the stopwatch when the target bow begins to cross the vertical periscope line. The time is stopped when the target finishes moving through the vertical periscope line with it's stern. (the precise point may be out of sight) One of the curves (green, blue, red, yellow) is chosen to match the target length (75m, 200m, 150m, 100m) as close as possible. The second hand points to the target speed for that curve. If the target length is between those of the curve then take the average of the speeds of the nearest ones. (in terms of length; be mindfull that the colors are in a strange order) Last edited by Pisces; 08-23-18 at 07:52 AM. |
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#11 | |
Eternal Patrol
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#12 | |
Watch
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And I found my old notes about 4-bearing method -- so I don't really need these calculators (but they are fun to use). And thanks for the manual) Another 2 questions, now about the TDC. Does TDC takes into account the time that torpedo is expulsed from tube and the time needed to turn, or should I estimate this time manually? The distance dial is there to correct the parallax. Does it updates when I move periscope like other dials? Imagine that I take measurement at 150* and estimated distance of 3 km. Then I want to shoot at 45* and 1.5km. Should I update distance or it would be done automatically? (I've just realized I dont't have degrees mark on keyboard, I will use *, sorry about this). |
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#13 |
Silent Hunter
![]() Join Date: Aug 2005
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Distance is not updated in the sh3 and real life TDC used in u-boats. Contrasty of the TDC used in the fleet boats and in SH4.
But, I think, if the other variables are right, the distance will not matter per see, since if the target is 2km, torpedo time to get hit would be 2m (roughly speaking and for example), but if the distance is less or more, it would just take less or more for you see the hit. |
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