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Old 03-12-17, 12:42 PM   #1
Niume
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Default From What distance Merchant crews could spot u boat at night

What distance Merchant crews could spot your uboat at night. I am interested because in Sh 3 you could get spotted about 3 km away from Merchant I got spotter
I have no experience in real sea. Haven't been on a ship, especially at night.
So in reality could u boat pass merchant ship about 400m? Undetected because in SH5 TWOS merchant crews are basically blind, I am not sure if this realistic.

And how do reduce visual range of merchant crews in sh 3
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Old 03-12-17, 01:44 PM   #2
Kendras
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It is for SH4, but I think it works also for SH3 :

http://www.subsim.com/radioroom/forumdisplay.php?f=219

At night, a U-Boot was invisible if there was no moon in the sky. If there was moonlight, the U-Boot was nearly impossible to detect if its hull was turned towards the ennemy, or if the moon was behind her.

Just my 2 cents...
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Old 03-13-17, 12:53 AM   #3
Niume
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Quote:
Originally Posted by Kendras View Post
It is for SH4, but I think it works also for SH3 :

http://www.subsim.com/radioroom/forumdisplay.php?f=219

At night, a U-Boot was invisible if there was no moon in the sky. If there was moonlight, the U-Boot was nearly impossible to detect if its hull was turned towards the ennemy, or if the moon was behind her.

Just my 2 cents...

the link is not working
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Old 03-13-17, 03:57 AM   #4
Kendras
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Quote:
Originally Posted by Niume View Post
the link is not working
Ops, sry, wrong copy-paste.

For SH3 :
http://www.subsim.com/radioroom/showthread.php?t=103968

http://www.subsim.com/radioroom/showthread.php?t=106956

For SH4 :
http://www.subsim.com/radioroom/showthread.php?t=111395

http://www.subsim.com/radioroom/showthread.php?t=119272

About night vision, IIRC, there is an option in H.Sie or Stiebler patch to delete what they call the "vampire vision" (or the capacity to see in the dark).

And by the way, I found this which could interest you
: http://www.subsim.com/radioroom/showthread.php?t=103839
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Old 03-13-17, 05:23 AM   #5
iambecomelife
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Quote:
Originally Posted by Kendras View Post
It is for SH4, but I think it works also for SH3 :

http://www.subsim.com/radioroom/forumdisplay.php?f=219

At night, a U-Boot was invisible if there was no moon in the sky. If there was moonlight, the U-Boot was nearly impossible to detect if its hull was turned towards the ennemy, or if the moon was behind her.

Just my 2 cents...
Quite true! (Not literally invisible but close enough). I read of one account where a U-Boat officer could actually see a cigarette in the hand of a sailor on a ship....he and the other merchants in convoy had no idea the U-Boat was even there.

I agree that the SH series often underestimates how bad merchant ship lookout keeping was. SH3 should have provided different visual sensors for merchants/warships and different phases of the war.
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Old 03-13-17, 05:34 AM   #6
Kendras
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Quote:
Originally Posted by iambecomelife View Post
Quite true! (Not literally invisible but close enough).
The shadow in the darkness ...

Quote:
Originally Posted by iambecomelife View Post
SH3 should have provided different visual sensors for merchants/warships and different phases of the war.
Hehehe, already done (but not for different phases of the war) :

Quote:
Originally Posted by Kendras View Post
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Old 03-13-17, 08:34 AM   #7
Niume
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Kendras will this mod work with this modlist?

Generic Mod Enabler - v2.6.0.157
[D:\SilentHunterIIII\MODS]

GWX - Alternative Flotillas
Rbs1_SH4_Effects_GWX_30_71
Q Ship mod GWX3.0
Hull damage made by torpedo impact mod
TheDarkWraith_Ship_Plane_Fire_Damage_v1_4_SH3
FM_NewInterior v2.1D
Urfischs_ModStrike_Beta1
Destroyers&Corvette
Flags_enlighten
Rapt0r's Uniforms V2.0 [Grey]
Thomsen's Sound Pack V3.2cg
Real Depth Charge
Karle's_Crash_Dive_Mod
KB's Diesel Sound Mod
SH-5 Water for SH-3 20 Km V84
LifeBoats&Debris_v4
Ahnenerbe WideGui 1920 x 1080 Final
ahnenerbe widegui raob wheel speed mark corrected
TKSS18 German U-Boats Compilation
TKSS18 German U-Boats Compilation No Eagle
Torpedo_HAHD_1024_GWX
German U-Boats Compilation FuMO_Fix_SNS
New U-Boat Guns Fixed Reworked (for German U-Boats Compilation)
Shortcuts for German U-Boats Compilation Mod
Bordinstrumente_patch_2.2_Ahnenerbe
Optional O2-Gauges v2 (for V16B1)
U-Boat VIIB (Turm 1 Late)
Sh3_volumetric_clouds&fog_V2.2
WB's Decks Awash + Fuel Economy
WB's Renown Replacement
BritishAsdicMkIFinal
Color Dials with Light Compass
FixAllSubGWX
M.E.P v5- VisualSensors for GWX3
Rubini´s Underwater dust&plancton v1
OLC's Modified Searchlight Beams for GWX3
TorpedoTubesFfireFinal vGW
___WAC4.1_Realistic Hull Damage
depth charge explosions and fire light
Testpilot's Republic P-47D Thunderbolt
Testpilot's Grumman J2F Duck
Testpilot's P-40 Warhawk
rowi58's Fairey Fulmar
molke2005's Ilyushin IL2
WB's campaign files for the_frog's destroyers (stock GWX)
GWX - Merged Campaigns
Testpilot's Supermarine Walrus
Testpilot's Bf110
rowi58's Fairey Fulmar squadron GWX
S3H-H.sie-Patch-V16B1
REL_Extra_AI_Visuals_for_GWX_FINAL
EAX_Sound_Sim_SH3
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Old 03-13-17, 08:46 AM   #8
Niume
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IS where more simply way to reduce a night visibility a bit?
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Old 03-14-17, 03:49 AM   #9
Kendras
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Quote:
Originally Posted by Niume View Post
Kendras will this mod work with this modlist?
Yes, sure, but it will surely change at least these two mods in your list :

M.E.P v5- VisualSensors for GWX3
REL_Extra_AI_Visuals_for_GWX_FINAL

Quote:
Originally Posted by CaptBones View Post
So, if you cause the merchant ship lookouts to be little more than blind, so do you also make the lookouts in the escorts blind.
Not if you use this mod : http://www.subsim.com/radioroom/showthread.php?t=106956

Quote:
Originally Posted by Ducimus View Post
What does this mod do?
It addes extra visual sensors so you can have ships with varying degrees of visual acuity. By default all units that can visually see something in GWX all share the same visual acuity.

How does this work?
The AI_visual.dat in this mod is from NYGM 2.0. IT addes several visual nodes. Ive only made use of 4 of them.

- AI_visual is assigned to all warships that are not captial ships.
- F_Visual is assigned to Battleships, battlecruisers, and cruisers.
- M_visual is used by all merchants and everything else that floats.
- AirS_Visual is used by all planes.
And I think it is a very very good idea. Will try this ASAP.

Quote:
Originally Posted by CaptBones View Post
Quite awhile back I found this explanation...I'm sorry I don't remember who is the author, I'd give 'em credit if I could.
Here :

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Old 03-12-17, 01:45 PM   #10
bstanko6
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Depends on their veteran status. As the war progresses, deck watches become better.

In the beginning of the war, you could get as close as 3000 meters at night without being seen.

I'm playing a campaign in 1942, and they can see me in daylight at around 10km.

Night at around 3-5 km.

If you change it, it would reduce realism in my opinion.
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Old 03-12-17, 03:20 PM   #11
Obltn Strand
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I close inside 1000m to shoot lone merchants at night...
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