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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#3091 |
Rear Admiral
![]() Join Date: Apr 2006
Location: Swindon, England
Posts: 10,151
Downloads: 35
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Could just be a corrupt D\L
Happens Check the hashs Easiest and quickest way to find a rogue file |
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#3092 | |
Loader
![]() Join Date: Apr 2006
Posts: 83
Downloads: 0
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#3093 | ||||||
Watch
![]() Join Date: Jan 2008
Location: Festung Norwegen
Posts: 26
Downloads: 55
Uploads: 0
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However, the U-boats were machines of war and designed to absorb some damage and still function. I have read countless reports from U-boat crews (mostly allied prisoner interrogation reposts) where they dived with ruptured ballast tanks and used pressurized air to keep the trim right. Sometimes they had to use running air-torpedoes (!) to recharge the air tanks while diving so they wouldn’t run out due to the heavy use of air to keep the ballast tanks from flooding. Also both the VII and IX series of boats had a “security” ballast tank that was located inside the pressure hull. Even with all other ballast tanks flooded the U-boat would be able to keep positive buoyancy, as long as there was no other flooding inside the U-boat. Of course controlling the dive would be increasingly difficult. A type VII U-boat had 5 main ballast/fuel tanks (two being port and starboard, 7 tanks in all) (fuel tanks would be used as ballast tanks when empty or in emergency when they still had oil in them, including internal fuel tanks), in addition to a number of smaller auxiliary tanks and trim tanks: (Number indicates tank size in cubic metres. (1 cubic metre of water equals about 1 ton.)) M.B.T. No. 1 30.70 Fuel Ballast No. 2 (Stbd & Port) 22.60 M.B.T. No. 3 47.75 Fuel Ballast No. 4 (Stbd & Port) 26.60 M.B.T. No. 5 25.15 Fuel Regulating 9.45 Ballast Regulating 15.36 Quick Diving Tank 4.45 Internal F.O. Tank No. 1 37.90 Internal F.O. Tank No. 2 32.80 Lub. Oil Tank 6.50 Dirty Oil Tank .79 Lub. Oil Sump Stbd .80 Lub. Oil Measuring Tank .80 After Trim Tank 3.55 Forward Trim Tank 3.60 Torpedo Compensating Tank No. 1 2.35 Torpedo Compensating Tank No. 2 5.75 Torpedo Compensating Tank No. 3 5.75 Potable Fresh Water No. 1 2.63 Potable Fresh Water No. 2 .47 Potable Fresh Water No. 3 .79 Sanitary Tank No. 1 .76 Sanitary Tank No. 2 .49 Wash Water Tank .49 Trough an interconnecting system of pipes and valves most of these tanks could be used as ballast tanks in an emergency. A type IX boat had nine main ballast tanks port and starboard in addition to 6 fuel tanks. It would take a pretty determined and prolonged set of strafing runs with .50 cals to significantly damage a U-boats ability to dive. After digging up the reports from my hard drive (which is increasingly messy ![]() Interesting note on the turm configuration and flak armament: Quote:
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Finally an account of the battle from one of the German officers of U-172: Quote:
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Und Gott sprach als erster zu den Steinen:"Wollt ihr U-Boot Fahrer werden?" Und die Steine antworteten darauf:"Nein Herr, wir sind nicht hart genug!!" |
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#3094 | |
Watch
![]() Join Date: Jan 2008
Location: Festung Norwegen
Posts: 26
Downloads: 55
Uploads: 0
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__________________
Und Gott sprach als erster zu den Steinen:"Wollt ihr U-Boot Fahrer werden?" Und die Steine antworteten darauf:"Nein Herr, wir sind nicht hart genug!!" |
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#3095 | |
Commodore
![]() Join Date: Apr 2005
Posts: 641
Downloads: 168
Uploads: 0
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There is another way to work this: if you've left the dock before you remember to ask the navigator to plot a "Kiel Outbound" path, just set a navigation point back in your starting dock, and then ask the navigator to add the "Kiel Outbound" path starting from that point. Once the Kiel outbound path is laid in, just delete the navigation point in the dock (unless you fancy turning around inside the dock) and just proceed to the first point of the outbound path plotted by your navigator. Pablo
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"...far better it is to dare mighty things, to win glorious triumphs even though checkered by failure, than to rank with those poor spirits who neither enjoy much nor suffer much, because they live in the gray twilight that knows neither victory nor defeat." - Theodore Roosevelt, speech before the Hamilton Club, Chicago, April 10, 1899 |
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#3096 | |
Fleet Admiral
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#3097 |
Watch
![]() Join Date: May 2007
Posts: 17
Downloads: 0
Uploads: 0
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Have you guys been able to fix the battery recharge bug that the stock SH3 had?
I was playing GWX 2.0 and my diesel engines were destroyed. I tried to take advantage of this bug and get back to base submerged, but the batteries no longer recharged when the boat was surfaced. So I assumed that you had found a way to fix that bug. Is this correct or was there something else wrong with my boat that I didn't notice? If you really have fixed it... wow! You have done amazing job again! This leads to another question. In SH3 it is not possible to hide from the enemy's sonar by diving to the bottom of the sea. I suppose Ubisoft didn't design that kind of feature. I'm not that familiar with sonars and how they work, but wouldn't it be reasonable to assume that if the boat is lying in the bottom it would be slightly harder for the enemy to detect it? I really don't know anything about modding and how difficult it is, but it seems to me that you guys can do almost anything. So would it be possible to fix this "bug"? I think it would add a little bit of realism to the game (which already is incredibly realistic, thanks to the GWX team ![]() |
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#3098 | |
Commodore
![]() Join Date: Apr 2005
Posts: 641
Downloads: 168
Uploads: 0
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The Silent Hunter III game engine does not factor in the sea bottom when determining whether you will be detected by passive hydrophones or active sonar. U-boats could be (and were) detected while resting on the bottom - they're usually much larger than the underwater terrain, and that conning tower plus the hull stands out like a sore thumb above a soft, sandy seabed. The ability of ASW vessels to detect ships or submarines resting on the bottom is indicated by the number of wrecks ("accidental but permanent submarines") depth charged during the war because they were detected by active sonar. Pablo
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"...far better it is to dare mighty things, to win glorious triumphs even though checkered by failure, than to rank with those poor spirits who neither enjoy much nor suffer much, because they live in the gray twilight that knows neither victory nor defeat." - Theodore Roosevelt, speech before the Hamilton Club, Chicago, April 10, 1899 |
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#3099 | |
Loader
![]() Join Date: Apr 2006
Posts: 83
Downloads: 0
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#3100 | ||
GWX Project Director
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Hull integrity loss to "smaller caliber weapons" is not unique to GWX. Infact GWX mitigates it rather well IMHO... without turning the U-boat into a "Tiger Tank." SH3 does not distinguish between the pressure hull, and vital components mounted/stored/attached to points outside the pressure hull. As a result, some hull integrity is lost in any attack damages vulnerable components, like the deck guns, flak guns, periscopes, snorkel components, GHG or KDB hydrophone pickups, air intake trunking for the diesels, spare torpedoes, ballast tanks, fuel oil saddle tanks, the UZO/scope heads, etc. Therefore, there is no way to protect the hull integrity of the U-boat from machine gun fire without also making these historically vulnerable items immune as well. It's the result of a hard-coded design decision, and we've chosen not to mess with it given that fixing the vulnerability issue that has existed since stock Silent Hunter III would cause new invulnerability issues. These are our justifications for not fiddling with vulnerability to MG fire in GWX in part, and explains why we did not worry about how much armor is penetrated by 0.50-caliber MG fire at various ranges, distances, and impact angles. A .50 caliber round does not need to fully penetrate the pressure hull or component thereof, to cause a loss of structural integrity, or other serious problems relating to the optimal functionality of a U-boat. A U-boat's function is not to remain on the surface in an effort to duke it out with aircraft or any surface unit that may cause harm to said U-boat. Whether or not you feel that any given element as modded in GWX is "unrealistic" or not is in actuality irrelevant. Arguably, GWX functions to illicit an appropriate response in the player causing him/her to think more like an actual U-boat commander... "I may win any individual engagement... but aircraft are extremely dangerous and I must dive." It is after all, a U-boat simulator... not a flight sim. Aircraft gunnery as presented in GWX causes the desireable effect of suppressing flak crews, to assist aircraft as they run in to drop bombs, aerial DC's (which were largely non-functional in stock SH3), fire rockets, and/or 57mm cannon shells that serve to cause the "REAL" damage to your boat in GWX. Whatever 'hull integrity damage' you suffer from strafing is quite negligeable in the face of follow-on attacks by other ordnance. In testing, the aircraft damage models were generally designed to withstand only 1.5 attack runs against a a player U-boat mounting only 2x Flakzwillings sitting in a flat sea (an UNUSUALLY stable firing platform/condition) ... with just a smidge of additional durability for multi-engined aircraft... and any additional armor plate they might have carried. (Which was comparatively minimal indeed given the need for reduced weight in favor of range endurance of patrol aircraft.) Aircraft usually DID survive an attack run in the face of AA fire... probably owing to the fact that the U-boat is not a very stable firing platform... at least in comparison to an aircraft. Momentarily disregarding 'historical facts' and discounting as to whether or not one source or another should be deemed valid OR 'definitive' as you appear to present with your postings... a game does not/cannot work much at all like real life. If we were to fully take into account real life matters, we'd need mainframe computers to run the simulation... to include such things as mettalurgical reactions to temperature, corrosive effects of seawater, etc etc etc. Personally, I see the U-boat damage model as being quite forgiving as it is in GWX. Given the limitations of a game system, you will find it a necessity to make small compromises in light of farther reaching effects. It would appear that you are not aware that the smallest caliber weapon in SH3, and subsequently GWX, is the 20mm. It is this same 20mm that is used universally in SH3/GWX for everything that may employ a 20mm weapon. Additionally, what you fail to recognize is a massive and complete revision of the air coverage in SH3/GWX (for the sake of historical accuracy) and the composition of air attacks against player U-boats. Did you play stock SH3 for any length of time? If you have, then you can recall attacks from 12 Wellingtons at a time... 6 Catalinas...etc etc. Air coverage/attack composition certainly plays into the same equation as weapon damage values and damage modelling. I think the most important thing that one can attempt to achieve, is to cause an historical behavior and and attempt to reproduce historically plausible/logical survival probabilities, disregarding what settings (historically accurate or not) you need to adjust to obtain those end-effects. Generally speaking, the GWX development team and testing crew share this view. Furthermore, the Silent Hunter devs (to their credit) left us an adjustable skeleton that modders can manipulate. As 'simulator players' can, and often do become their own worst enemies by 'rivet counting'... if you feel you can do better, by all means do so. We often help other modders and/or non-modders reach their aims. Though quite often we do so in private these days... as that is our way following the cumulative fatigue of 2 1/2 years of 'debating' different aspects of 'realism' as we have modded/researched/implimented it in GWX. (If you feel our sources aren't viable... read the bibliography section of the GWX manual.) At one time or another, virtually every aspect of GWX has come under fire as being 'unrealistic' for 'this reason' or 'that reason.' Still, individuals come to this particular thread with a sense of entitlement and a disrespectful attitude... to demand that we fix it for them or give them specific information on how to mod a given element when there is an entire forum here in which to deliberate such matters. Though we are often quite happy to assist players to fully enjoy their installation... it is not our responsibility to do so. Neither is it unreasonable for us to first explain our methodology when it comes to why we did one thing or another. Often understanding a thing, is better than further file modifications that will likely generate undesireable side-effects in unexpected places elsewhere in the game. We've given the best of ourselves in an effort to model the entire U-boat war... not just The Battle of the Atlantic. Without a doubt, each and every GWX user will find one element or another that they aren't happy with... reasonably or unreasonably. We've addressed each important aspect logically and have struck a balance with platform limitations that we must accept. Before continuing onwards to discuss such matters as the manufacturing disparities of various ammunition, I invite you to start your own thread... and to discontinue hijacking this one. You have stated your opinions and carried out your arguments... and we have modelled matters in-game to meet our equally valid interpretation of available data resources... in light of game limitations that you have not accounted for. |
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#3101 | ||
Eternal Patrol
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“Never do anything you can't take back.” —Rocky Russo |
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#3102 | |||
Chief of the Boat
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The limitations placed upon us by the game engine dictate.....we have what we have. |
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#3103 |
Sailor man
![]() Join Date: Jun 2006
Posts: 46
Downloads: 43
Uploads: 0
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OK, now I've got a whole new issue that is either due to GWX or OLC GUI but not one I've seen reported before. When approaching an enemy harbour I start to get glitches on programs and system files running in the background. It'll start with some kind of sound dll error and then another system dll error and then font and text size will change in firefox. While this is happening, in game the sounds slowly fade. They come and go and finally disappear entirely.
Finally, if I'm not out of the game quick enough (say, within the next 15 minutes) I get more and more errors with my startup-programs monitor telling me that all kinds of basic system functions are asking to start up with each boot which they are supposed to do anyway. When I exit SH3, most of it goes back to normal. I get no more errors and the fonts are back to the way they should be. I then have to reboot to resume normal computer operations. This is a new, clean installation of SH3 1.4b with GWX2 and OLC GUI installed but no other mods. Absolutely nothing has changed with my system physically or system-wise since running SH3 with GWX 1.03 this past summer with no errors. Help again! Thanks Martin |
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#3104 | ||
Swabbie
![]() Join Date: Aug 2007
Posts: 5
Downloads: 9
Uploads: 0
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You were right. 4 out of 7 didn't come trough. ![]() I'll try 2 find a torrent somewhere. That'll be a first. A legal torrent download ![]() |
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#3105 | |||
Chief of the Boat
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