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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Planesman
![]() Join Date: Jun 2014
Posts: 198
Downloads: 43
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SH3 GWX veteran here........just got SH4 with the Uboat missions and am starting out with the vanilla version a bit before doing any supermods.
Do the merchants evade torpedos now? Cause they really didn't that much in SH3 if at all. I played on 88% realism in SH3. I start out with a career at 88% and the "very hard" level on first patrol. Line up some targets at really close range and the merchants start evading like destroyers and a cruiser I shot at from really close range accelerated like a speedboat when I shot at it at night. All shots missed. Is this realistic? Any answers or advice? |
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#2 | ||||
Silent Hunter
![]() Join Date: Sep 2010
Posts: 3,975
Downloads: 153
Uploads: 11
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![]() Quote:
When I started with SH4, I had exactly the same idea. However, my testing of the stock game convinced me very quickly to look for some mods. Quote:
Yes, if they spot them they try to evade. Surprised that didn't happen in SH3. Quote:
No, it isn't realistic in the least. I just finished work on a version of Improved Ship Physics, that addresses issues like this. Quote:
Yes, try this mod loadout, with JSGME:This provides many improvements with only five mods. RFB (Real Fleet Boat) aims to achieve the most realistic gameplay and changes many elements. RSRDC (Run Silent Run Deep Campaign) changes shipping traffic and missions to historical volume/pattern. Stock has excessive traffic and isn't well configured. |
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#3 |
Planesman
![]() Join Date: Jun 2014
Posts: 198
Downloads: 43
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Thanks for the tips. Actually need some help though.
JSGME can't seem to install RFB. When I try to enable it, JSGME freezes after about 5% progress and then "stops responding". Anyone know what might be going on? I've installed many mods before on SH3 through JSGME just fine. Have never encountered this before............. |
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#4 | |
Sparky
![]() Join Date: Feb 2014
Location: Auckland, New Zealand
Posts: 156
Downloads: 61
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By the way, if you find RFB too realistic for you, you might want to look into TMO, its another major mod. |
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#5 |
Growing Old Disgracefully
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My mods
TMOwTw 2.50 wTw 2.50 Max Optics with Crosshair Webster's Eliminate Floating Plankton Eye Patch for TMO v1.7 Bigger Better Protractors Convoy Routes TMO+RSRD Pacific Sound Mod Stop The Shouting wTw 2.50 Stock Sub Underwater Marker
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#6 | |
Planesman
![]() Join Date: Jun 2014
Posts: 198
Downloads: 43
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![]() Quote:
Actually I did stop it so I hope it didn't mess up anything. I think I found the problem. I just went ahead and downloaded a fresh JSGME file and installed it, still, for whatever reason, the installation of Jsgme didn't put a JSGME.ini file in the nods folder. Once I fixed that and put one in there it worked fine. |
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#7 |
Planesman
![]() Join Date: Jun 2014
Posts: 198
Downloads: 43
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Ok so I'm sailing in a salmon class boat in late 41/early 42. I've been reading around here that you are supposed to be able to use your hydrophones on the surface. I used the time compression stutter glitch to know that enemy ships are close by. I read that this means they should be audible on the hydrophone yet I heard nothing. The ships WERE there because I ran into them visually yet did not hear them on the hydrophone even after making visual contact. I even slowed to 1/3 thinking that might be the reason but still didn't hear them.
Could someone fill me in? Running: RFB with patch RSRD campaign with patch Improved ship physics. |
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#8 |
Planesman
![]() Join Date: Jun 2014
Posts: 198
Downloads: 43
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Also in addition to my last post, do weather conditions and wave height affect the probability that your torpedoes might have a faulty run? (Ie breaking the surface and skipping and going off track)
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#9 |
DILLIGAF
Join Date: Feb 2007
Location: florida
Posts: 2,058
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The stutter means they are within 20 miles ... still to far to hear them effectively.
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Self-education is, I firmly believe, the only kind of education there is. ![]() ![]() Mercfulfate 将補 日本帝國海軍 |
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#10 |
Swabbie
![]() Join Date: Jan 2014
Posts: 7
Downloads: 6
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The "stutter" is on the stop watch. When it hangs for a second, drop to normal time and see whats on the hydrophone. Other things will make the game stutter so expect false positives. Hope this helps some. Happy hunting.
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#11 | |
Silent Hunter
![]() Join Date: Sep 2010
Posts: 3,975
Downloads: 153
Uploads: 11
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![]() Quote:
Waves can affect torpedoes to some extent. I'm not sure just how much. It depends on the relevant files in the mods. I think they usually stay on track, and as far as breaking surface, I'm not sure how much that matters in the game. Most torp failures are either duds or premature detonations. |
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#12 |
Planesman
![]() Join Date: Jun 2014
Posts: 198
Downloads: 43
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#13 |
Silent Hunter
![]() Join Date: Sep 2010
Posts: 3,975
Downloads: 153
Uploads: 11
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#14 |
DILLIGAF
Join Date: Feb 2007
Location: florida
Posts: 2,058
Downloads: 210
Uploads: 0
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The ISP mod that Torpx made is very good and I feel everyone should have that one in their list. It kills those stupid jack rabbit starts for the enemy ships and creates very realistic sinking times.
You might be tempted to waste fish sinking them but if you hit one wait to see if she slows down. If she did you might get lucky and she will sink in a hour or two saving your fish for other targets. The deck gun helps but stay out of range or merchants and escorts just in case they have a deck gun. In bad weather I can use the deck gun manually while out of range for the merchants so I try to minimize my fish usage. ======================== Generic Mod Enabler - v2.6.0.157 RFB_2.0 RFB_2.0_Patch_23April2010 RSRDC_RFB_V575 RSRDC_V5xx_Patch1 More_DDs_for_AITorpedoLauncher Improved Ship Physics_2.15 Classe_Balao_CamoTri
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Self-education is, I firmly believe, the only kind of education there is. ![]() ![]() Mercfulfate 将補 日本帝國海軍 |
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#15 |
Planesman
![]() Join Date: Jun 2014
Posts: 198
Downloads: 43
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