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#1 |
Gunner
![]() Join Date: Sep 2009
Location: Skyrim
Posts: 92
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When leaving harbours, do the lock gates open automatically as you approach or do you have to activate something or just wait?
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#2 |
Growing Old Disgracefully
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Hi swordfish.
No, not automatically. The gates are timed so you just need to approach carefully. If you time it correctly at the right speed you can then enter as they begin to open. Your initial thoughts are that if you are not close enough they will close on you as you are going through, but this will not happen as they have large merchants using the locks which are less maneuverable than you are. Peter
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#3 |
Gunner
![]() Join Date: Sep 2009
Location: Skyrim
Posts: 92
Downloads: 1172
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Thanks, that's very helpful.
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#4 |
The Old Man
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But they are not triggered by your presence or approach to the gates.
They are timed and the "clock" starts when the game starts. The gates operate on a synchronized 4-minute and 2-minute cycle. Approach and wait for the gates to open, they will remain open for 4 minutes (if you are using locks with signal flags, there will be a 2-minute warning flag hoisted before they close again); the opposing gate on that lock will open 2 minutes after the first set closes. If you are in a good position when the near gates open, you will have plenty of time to enter the lock at 1/3 ahead (2/3 if you really feel the need...watch for that 2-minute warning flag, if present) and stop engines as you cross the sill. A short 1/3 backing bell will stop you close enough to the far gate without risk of hitting it. Except at Brunsbuettel...you need to keep moving for quite a while to get to a good waiting point at the far gates. |
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#5 |
Gunner
![]() Join Date: Sep 2009
Location: Skyrim
Posts: 92
Downloads: 1172
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Many thanks crewmates for the info. Just one more thought, how and when do you initiate the autoplot to leave the bases? At Kiel for instance, do you need to be stopped close to the exit gates or do you start the plot from the bunker? When I did this initially the plot was way out of line, crossing land etc.
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#6 |
Growing Old Disgracefully
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Hi swordfish
The auto pilot does not work properly. Like you said, it crosses land and does not plot where it should. Peter
__________________
LSH3-2015 <> TUTORIALS <> ALL YOU NEED TO KNOW <> ALL IN ONE PLACE SH4 <> TUTORIALS <> HOW TO DO IT <> INFORMATION <> DOWNLOAD LINKS SH5 <> TUTORIALS <> HOW TO DO IT <> INFORMATION <> DOWNLOAD LINKS Always Here To Help A Fellow 'Subber' | Need An Answer to A Question Just Send Me A PM |
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#7 |
The Old Man
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But, I seem to recall that the Manual for LSH describes it about the same as it works in GWX with the Wilhelmshaven/St. Naz & etc. Schleuse MOD.
The entry point at Holtenau for the outbound Kanal "autopilot" is on the west side of the locks; you must be at or very near that point before asking the Navigator to plot the route. AFAIK, there isn't an "autopilot" for Wilhelmshaven or Stralsund. In GWX, I have found that it seems to work better if you plot a course to the entry point when you're leaving the lock. Place a waypoint directly on the entry point and then ask the Navigator to plot the outbound "autopilot" course (same process for the inbound course when you return through Brunsbuettel). |
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#8 |
Navy Seal
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There are two different ways of starting the autopilot that I know of. One require you to start it in the sub pen before moving. The other requires you to set it from a dot on the outbound side of the locks. I will admit it has been a long time since I used LSH3 so, I do not remember which one it uses.
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