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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Seaman
![]() Join Date: Oct 2008
Location: Arnhem, Netherlands
Posts: 42
Downloads: 71
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Hello, fellow kaleuns!
I have returned to SHIII after a long time and really enjoying it again. ![]() Anyhoo, after my first patrol, I want to tinker with some additional mods. Currently I have the latest GWX and SH3C, but I have some questions about additional mods: 1. I currently have integrated orders on, but I'd like to try Hitman's Optics mod, because the stadimeter is uselless at long (8000m+) ranges. I know it conflicts with integrated orders, but I'm not quite sure what I'll lose if I turn IO off. Could anyone enlighten me? 2. I don't like the current sound of the DC's, with the rattling. Are there any recommended extra sounds or sound packs for GWX? 3. What is the most realistic repair times mod? Or is GWX already realistic and did I just suffer minor damage (I think the flooding was stopped in about 5 minutes)? 4. Does anyone know of any quality mods or extra's that are not standard included in GWX? And next some more questions: 5. I am currently keeping a log book, in a real hard cover notebook, in semi-authentic KTB format. It's quite dry (place, weather, events) but would people be interested in me typing it out and posting it somewhere online? Personally I find it really interesting to read the real KTBs and accounts of people over here. 6. Nah...forget about 6. 7. The grid squares..aren't square at all. Does that have to do with the projection of the SH3 map? 8. And finally a historical question. What maintenance was needed on a U-boat? Other than repairing malfunctions etc., what general maintenance was performed? In KTB's there are daily mentions of dive tests, which I plan to include in my own patrols, and torpedo maintenance. I guess this was done submerged in heavy weather, as the torpedoes would have to be loaded out/in the tubes. Am I right in thinking this? Also, what was needed to make a torpedo firing ready? In the game you can immediatly fire a torpedo, but I think I read something about warming them up first. How long did this take? ETA: 9. How does the uncontrollable-crash-dive-bug work exactly? I don't always have the room to submerge to the standard 80m. Is there a way to change that? So, there's my questions for now. I'm sorry if there seem to be a bit many, but from what I remember this is a very friendly forum, with very much expertise and knowledge. If you could answer just one or two questions, it would be very much appreciated. Thanks in advance, BNRT Last edited by B.N.R.T.; 12-23-10 at 09:41 AM. |
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#2 | ||||||
Eternal Patrol
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Wow! You're in Arnhem! There's some history there.
![]() I can't help with all your questions, but I'll try to tackle a couple of them. Quote:
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http://www.subsim.com/radioroom/showthread.php?t=170090 Quote:
http://www.subsim.com/radioroom/show...postcount=1880 Quote:
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The "uncontrollable dive bug" is actually a problem with save games. If you save submerged (and sometimes surfaced in a storm) sometimes when you reload your boat will be on a death-ride to the bottom. You will die, period, and there is no solution for it. From my experience it seems to be partly related to pushing the CPU too far. When I stopped using certain mods the problem disappeared - so far. Also my system is older and limited, so my experience is my own and not to be taken as significant to anyone else.
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#3 | |
Seaman
![]() Join Date: Oct 2008
Location: Arnhem, Netherlands
Posts: 42
Downloads: 71
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I doubt any U-boats have been this far out, though.
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#4 |
Stowaway
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Yes, Changeing the depth during a Crash Dive can cause problems.
I've yet to do this with the Newest SHIII release that has no StarForce. The StarForce version and the Reloaded Hack caused some problems that don't seem to be in the StarForce free version. If the problems are still there? They seem less frequent anyway. |
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#5 |
Grey Wolf
![]() Join Date: Nov 2005
Location: Ontario
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8: Electric torpedoes required maintenance on the batteries. If in the tubes they would be hauled out every so often and connected to a charger. Torpedoes stored externally required more extensive service; the batteries would have to be warmed and charged, the gyroscopes tuned. In the game we can use an externally stored torpedo immediately. This is unrealistic; when I reload an external I give it several hours to simulate maintenance time. I think steam torpedoes were also serviced every so many days to make sure the compressed air flasks were topped up.
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#6 |
Seaman
![]() Join Date: Oct 2008
Location: Arnhem, Netherlands
Posts: 42
Downloads: 71
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Thanks for all the answers thus far!
![]() I finished my first patrol (July 1940) with about 20000 GRT, no crew lost and some damage to the bow tubes. For the second patrol I loaded Hitman's optics and everything seems to be working well. I am 'currently' on my way to intercept an unescorted convoy, while transferring to Lorient, so that will bring in some nice tonnage. I have also implemented regular dive tests and torpedo maintainance. Diving for the latter when weather dictates. I also make a mental note to "tell my crew to make the tubes ready to fire" and too note which eels have which pistols. All in the name of realism! One more question has propped up, though. I understand that they used to estimate distances when surfaced by seaman's eye and by the amount the ship filled the UZO or binocular field of view. As Hitman's Optics mod does not have mils in the UZO or binoculars, can you estimate distances based on length of ship and % of view covered? With some thinking I can probably work it out myself, using maths, but if anyone has a nice chart ready to use, it would be much appreciated. In any case, the UZO magnification is 7x, while the binoculars magnification is 10x, right? Again, thank you very much for your replies! ETA: I probably also need field of view numbers for both UZO and binoculars. Last edited by B.N.R.T.; 12-29-10 at 09:17 AM. |
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#7 | |||
Grey Wolf
![]() Join Date: Feb 2007
Location: CG 96
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#8 | |
Gunner
![]() Join Date: Aug 2007
Location: 44.26'N 83.20'W
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I read another thread where you could estimate the distance while in 6X for a 150 meter long ship. - If the ship covers the whole lens, the ship is 1,100 meters distant. - If half of the lens (from the crosshair to the edge of the lens) is covered, the ship is 2,200 meters distant. - If 1/4 of the lens is covered, the ship is at 4,400 meters distant. |
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#9 | |
Grey Wolf
![]() Join Date: Feb 2007
Location: CG 96
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Unless you're aiming a very long shot that is close to or would be the max range of the torpedo you are firing getting precise distances isn't much of an issue. |
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#10 |
Lucky Sailor
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And the only reason I can think of doing that would be as a desperation shot, as the range to the target is not the same as the run distance for the torp. I've had shots that were in range, but they ran out of range as the target ran away from me. LIke when your trying to hit a high speed warship.
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#11 | |
Grey Wolf
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#12 | |
Lucky Sailor
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#13 |
Seaman
![]() Join Date: Oct 2008
Location: Arnhem, Netherlands
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Knowing the distance can also be useful to time attacks on different targets. Say you see two steamers in different rows of a convoy; if you know the distance between the two, you can calculate (I have a pre-made table listing all distances and torpedo run times) the difference in time you need to fire them. (If that makes sense.)
BUT! I got an idea yesterday. If you know the length of a ship and you know or can find out the number of degrees it spans in you UZO/periscope, the distance is a relatively simple calculation. I could make a table using different lengths and number of degrees. Question is: would this work? It would be less accurate at AoB other than 90* and at high speeds of the target, but it would give a good estimate. And yes, I realise I could/should ask the 1WO the range to target, but as Kaleun, I should be able to handle every job myself. |
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#14 |
Lucky Sailor
![]() Join Date: Oct 2010
Location: Rome
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Any chance of posting up your run time table?
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#15 | ||
Fleet Admiral
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My understanding of heating up torpedos referred to the G7e class of electric propulsion torpedoes which needed to be heated to 30 °C before firing to achieve maximum speed and range. Apparently the electric motors and the lead acid batteries in these torps also required constant maintenence to maintain their reliability. http://www.uboatarchive.net/KTBNotesArmament.htm http://www.uboataces.com/weapon-torpedo.shtml I'm unable to find anything that references the time take to pre-heat a torp, but I assume it would vary depending on the ambient temp, whether the battery was still warm from a previous pre-heat etc. |
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