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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Navy Dude
![]() Join Date: Oct 2007
Location: Moskau, Rußland.
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As regards über-reality, wasn't there a Kaleun a few months back who reported that he had set off on a mission without time compression, that he had no intention of using time compression, and that he intended to let his PC run constantly, apart from when he was at work or sleeping, in order to simulate full immersion as near as possible? If so, I wonder where he is now?
In his alter ego, I mean.
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"Die Lust der Zerstörung ist gleichzeitig eine schaffende Lust." (The lust for destruction is at the same time a creative lust.- Mikhail Bukhanin.) |
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#2 | |
Planesman
![]() Join Date: Mar 2007
Location: Salford, Manchester, UK
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Having said that, I think I remember reading somewhere that US torpedoes were even less reliable than German ones. (Do I remember correctly?) It's also interesting that it states: "...in an area where targets are known to be numerous Commanding Officers must use their torpedoes with discretion and care in order to inflict the utmost damage to the enemy" I guess this means 'It's up to you!' Also, I was reading another link to u-boat.net yesterday about the electric torpedoes. Apparently if run on fast without having their batteries warmed up beforehand, they only had 1/3 of the range (about 1.5km!). Therefore, for uber-realism, I'll not be using electrics for long shots anymore!
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Using GWX 3.0 at 100% realism, OLC's 'Ubermod' & Torpdamagefinal ![]() |
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#3 | |
Maverick Modder
![]() Join Date: Aug 2007
Location: England
Posts: 3,895
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#4 | |||
Eternal Patrol
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#5 |
Seasoned Skipper
![]() Join Date: Oct 2006
Location: Belgium, mai 1940
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i don't know, when i installed RB SH4 effects for gwx 2.1 fixed by Asanovic7, i must tell you 1 torpedo is not enough anymore , what i also like is that ships take a long time before the going under
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#6 |
Maverick Modder
![]() Join Date: Aug 2007
Location: England
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OK, since this thread started I've been trying to take note of the things I do to increase "realism". These have become so automatic to me that I couldn't think of them off the top of my head. Anyway, I reckon I've got most of them now, so to anyone who is interested I've listed them. Most of these, I read about here at subsim.
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Freedom of speech - priceless. For everything else there's Mastercard. Last edited by onelifecrisis; 07-07-08 at 08:18 AM. |
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#7 |
Planesman
![]() Join Date: Mar 2007
Location: Salford, Manchester, UK
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Vey interesting OLC! I think I'll be imitating your settings. Obviously you'll use your GUI and Environment mods... Do you use persicope stabilisation with these mods or not? Catfish feels that, combined with your mods, the periscope view is more realistic stabilised.
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Using GWX 3.0 at 100% realism, OLC's 'Ubermod' & Torpdamagefinal ![]() |
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#8 | |
Maverick Modder
![]() Join Date: Aug 2007
Location: England
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The germans had a split prism stadimiter in the attack scope. They lined up two images, and doing that "automatically" rotated the "Range/AOB Finder" wheels. The point is that while both images would moved around due to scope roll, they would not move relative to each other, so lining them up was relatively straight forward. I made it so that Periscope Stabilisation could be turned on without a realism hit because
BTW, Pablo, if you're reading... I've not yet done much testing of EDE but I did find time to do some controlled tests, and so far you seem absolutely right about EDE not doing additional damage. I'll therefore remove the comments about EDE from my earlier posts. If I ever do find any evidence of extra damage being done by EDE, I'll send you a PM.
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#9 | |
Navy Seal
![]() Join Date: Apr 2005
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![]() TBH though, apart from the two TC settings listed above (I set both to 4096 because sometimes I just need to hurry things up), my approach is exactly the same as yours. ![]() |
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#10 |
Planesman
![]() Join Date: Mar 2007
Location: Salford, Manchester, UK
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Generally, with respect to the simulation slowing when a ship is nearby, I won't deviate from plotted course for single ship reports. I'll deviate only for radio reports of convoys nearby. Otherwise, I'll only approach nearby ships if they've been spotted by the watch crew...
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Using GWX 3.0 at 100% realism, OLC's 'Ubermod' & Torpdamagefinal ![]() |
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#11 |
Captain
![]() Join Date: May 2005
Location: Memphis, Tn. U.S.A.
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I also play DiD, and much the same as OLC does, I like to use SHIII Commanders randon crush depth, gives a little extra to worry about. No two boats, even of the same type were built equal, or even by the same shipyards. I like that feature, even more if you`ve acquired damage, leave a nice big question mark. I`ve had some pretty long careers 39- late 43, 39- late 44, but have yet to survive the war. Puts
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" Is He?..........Yeah..........Nothing Moving, But His Watch." |
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#12 | ||
Maverick Modder
![]() Join Date: Aug 2007
Location: England
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When I get that tell-tale momentary judder from a convoyI wasn't expecting, I just ignore it and proceed along whatever course I've plotted. If I blunder into the convoy, fine. If I miss it, tough luck. It's still annoying, though. Ignorance would be bliss, eh? ![]()
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#13 |
Stowaway
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I play the same as OLC except I never go above 128 when in patrol zone on surface and 256 when submerged or en route to patrol zone.
Always do a quick observation scope check for planes before surfacing. Always fire a min of 2 fish at targets greater than 4500 TNS Never engage escorts but hope to one day engage a capital ship. Always use crew for deck gun and flak guns. Always stop the boat when loading external spare fish and never in winds greater than 7mps Never abort reloading of an external fish once started, so if a plane comes then i'll just have to fight it out :-( Gun reload time set to 15 secs Random crush depths Sabotage and Malfuntions enabled NVDrifters excellent Longer Repair times...and absolute must. Great topic by the way, someone should put together an SH3 Commanders Handbook with all these realism tips included ![]() |
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#14 |
Planesman
![]() Join Date: Mar 2007
Location: Salford, Manchester, UK
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I was going to ask about deck gun reload times... I know you can set a minimum time with SH3Commander, but what would a realistic reload time be? I've yet to find a definitive answer (although, tbh, I haven't really tried to search very hard
![]() I've a mate who used to be in the Royal Artillery, and he said that with a crew of three, his 105mm gun took about 4-6 seconds to reload... but said gun would be stationary, lashed down and stable... Also, ammo would be to hand. I understand u-boats had to have ammo passed up from below, round by round. Add this to a pitching wet deck and the additional time it takes to lay the gun each shot because of the movement, and this time's got to be increased somewhat. What settings do you all use? :hmm:
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Using GWX 3.0 at 100% realism, OLC's 'Ubermod' & Torpdamagefinal ![]() |
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#15 | |
Helmsman
![]() Join Date: Mar 2008
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I play with weapon officer assistance on simply because in RL, there would have been a helping hand to juggle the necessary input data. I also use external view but only because I love the eye-candy of GWX and the great desktops that can be produced from it. Other than that, it's "realistic" I am surprised to learn that the depth ping has no effect as to whether or not you are "heard". As a matter of course, when I know there is anything within sonar range I just don't use it and sink by degrees. I had just assumed pinging the depth was tantamount to suicide ![]() I have to say, I'm more of a winged-wonder than a silent stalker, but the diversion of SH3+GWX2.0 has opened a whole new world to me! |
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