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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
中国水兵
![]() Join Date: Mar 2005
Location: Basque Country
Posts: 284
Downloads: 365
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First of all, I want to congratulate the developers of GWX... It is excellent !!!
![]() Now I want to point out a little concern about the Type XXI in GWX. I have noticed that since the December 23 fix, when I order "silent running" in a type XXI the velocity is lowered to around 2 knots. I understand that it is done to have real silent running and to avoid being heard by the enemy ships. However, this low velocity feels adequate for the normal "U-boats", but not for the Type XXI. If I understand it properly, the noise emited by a submerged U-boat in SH3 does not depend only on its raw velocity, but on the percentage of the maximum possible velocity it is actually using... am I right? In that case, the safe "silent running" velocity for a Type XXI should be much higher than that for the other U-boats... am I right? Thank you very much for your help !!! Txema P.S. In real life, the Type XXI had a "creep" motor that allowed it to navigate under water at moderate velocities and producing very low noise. This seems another important advantage of this U-boat and it would be very good to have it modelled somehow in SH3 !!! (for example allowing it to navigate submerged at moderate velocities (higher that 2 knots!!!) without being detected by the anemy hydrophones). http://www.uboataces.com/uboat-type-xxi.shtml |
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#2 | |
Eternal Patrol
![]() Join Date: Dec 2006
Posts: 4,398
Downloads: 4
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![]() Quote:
it could create a stealth problem for you so before you change it back it up so you can change it back if you need to............Ill let you know here if I find it MM. |
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#3 | |
Eternal Patrol
![]() Join Date: Dec 2006
Posts: 4,398
Downloads: 4
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![]() Quote:
in the file Ubisoft/SilentHunterIII/Data/Submarines/NSS_Uboat21/NSS_Uboat21cfg you will find this [Unit] ClassName=SSTypeXXI HumanPlayable=YES Interior=data/Interior/NSS_Uboat21/NSS_Uboat21 UnitType=200 MaxSpeed=15.6 MaxSpeedSubmerged=17.5 Length=76.7 Width=6.6 Draft=6.3 RenownAwarded=200 [Salvo] 1=1,3,5,2,4,6 2=1,2,4,6 3=1,3,5,6 4=1,3,5 5=2,4,6 6=1,4 7=2,3 8=5,6 [Properties] PeriscopeDepth=16;meters SnorkelDepth=16;meters CrashDepth=70;meters MaxDepth=500;meters SurfaceDepth=10;meters TorpLaunchMaxDepth=50;meters StormConditions=14,0.4;max wind speed [m/s], max rain intensity [0,1] [EngineProperties] AllStop=0.00 AheadSlow=0.12 AheadOneThird=0.57 AheadStandard=0.80 AheadFull=0.94 AheadFlank=1.00 BackSlow=-0.26 BackStandard=-0.40 BackFull=-0.53 BackEmergency=-0.66 what you can do is figure out what percentage of your top underwater speed adds up to 5 knots and enter that percentage as ahead slow speed above, notice that no percentage symbols appear in the settings, here percentages are expressed as decimals the Idea being that when you order silent running immediately after hitting the z to order it you immidiately hit button 1 to order the speed you desire Your Type XXI is equipped with Creeping motors in the game while under silent running they will be engines used. I once swapped them out for the engines on my type IXB as my reg motors. also with GWX bouancy you should when at 0 knots you will drift approx two metres above ordered depth this can cause your conning tower to broach. you can adjust periscope depth here but the problem isnt a problem over 4knots so you may not need to. hope it all helps MM. Last edited by Mush Martin; 01-12-07 at 10:29 AM. |
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#4 |
Rear Admiral
![]() Join Date: Apr 2006
Location: Swindon, England
Posts: 10,151
Downloads: 35
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Open the above file
In the section [EngineProperties] AllStop=0.00 AheadSlow=0.12 <---- change to 0.40 AheadOneThird=0.57 AheadStandard=0.80 AheadFull=0.94 AheadFlank=1.00 BackSlow=-0.26 BackStandard=-0.40 BackFull=-0.53 BackEmergency=-0.66 However as posted above you WILL be detected at silent running Yes the XXI had a creep motor in RL and indeed does so ingame but its not used Go figure |
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#5 |
Mate
![]() Join Date: Sep 2006
Location: Germany
Posts: 52
Downloads: 74
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[QUOTE=bigboywooly]Open the above file
In the section [EngineProperties] AheadSlow=0.12 <---- change to 0.40 Yes that works, but i like to use the standard 2knots speed, it more intresting when the destroyers starts to get youre sorry a** ![]() No offence, if he want that he should use the change ![]() Greetings _Gabriel_ |
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#6 | |
Rear Admiral
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As an aside, from my understanding, your underwater speed isn't what dictates passive hydrophone detection. it's your engine's RPM's. Theoriticlaly you could do 17 kts underwater, but so long as your RPM's were say, 100 or less, you'd be silent enough to escape detection.
edit: i just had an idea, i dont know if it will work, and i dont really care enough to try it myself. But... Quote:
For instance, 12% of say.. i dunno. 30 KT's is going to produce alot faster speed then 12% of 17 kts, and perhaps be somewhere near the same level RPM? Then you take the max speed and cap it at i dunno, 60% . Just a thought, i dunno if it would work. |
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#7 |
Rear Admiral
![]() Join Date: Apr 2006
Location: Swindon, England
Posts: 10,151
Downloads: 35
Uploads: 0
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True
But the only way to lower RPMs in game is to lower speed Unless you have a new propulsion system :rotfl: |
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