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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Torpedoman
![]() Join Date: Feb 2011
Posts: 119
Downloads: 10
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Well i admit it, i did a nono.
I havent played SH3 in about 2 weeks after buying minecraft & Fallout new vegas for the 360. About an hour or 2 ago i created a new game. 2nd flotilla out of wilhemsaven. a little in while leaving port, and sailing past that little island of helgoland (I think thats what it is called) i was in the radio room when i got a bunch of damage, medic, and flooding reports in very quick sucession. There was no shake. no noise. no nothing. we didnt hit anything and we were surfaced. I sunk about 5 seconds later. Is this a bug or am i cursed for putting down this amazing game?
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Gunther Prien Merchant Ships sunk:30 War Ships Sunk:1 (HMS Royal Oak) 9 Ships Damaged Iron Cross 193,808 Tonnage U-Boat Ace 1/16/08-3/7/41 ![]() |
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#2 |
Prince of
the Sea
Join Date: Jul 2009
Location: Watching over U-253
Posts: 3,527
Downloads: 98
Uploads: 2
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#3 |
Torpedoman
![]() Join Date: Feb 2011
Posts: 119
Downloads: 10
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That may have been it but how did they hit me if i was surfaced? O.o
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Gunther Prien Merchant Ships sunk:30 War Ships Sunk:1 (HMS Royal Oak) 9 Ships Damaged Iron Cross 193,808 Tonnage U-Boat Ace 1/16/08-3/7/41 ![]() |
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#4 | |
Prince of
the Sea
Join Date: Jul 2009
Location: Watching over U-253
Posts: 3,527
Downloads: 98
Uploads: 2
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![]() Quote:
![]() The minefields are set at variable depths, and while most are periscope depth or greater running on the surface is not a guarantee of total safety. This is especially true east of the island where the water is so shallow that the mines are usually quite close to the surface. Also if the sea is rough your keel could dip low enough to make contact. |
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#5 |
Navy Seal
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Yes give it a wide berth to the East to avoid the mines.
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"Some ships are designed to sink...others require our assistance." Nathan Zelk ![]() |
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#6 |
Silent Hunter
![]() Join Date: Dec 2004
Location: AN9771
Posts: 4,904
Downloads: 304
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Depending on the weather you may have made a dive too deep when rolling of a large wave.
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My site downloads: https://ricojansen.nl/downloads |
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#7 |
Chief of the Boat
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Tis always gratifying to see one's work paying dividends
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#8 |
Commodore
![]() Join Date: Jul 2010
Location: U-142
Posts: 624
Downloads: 62
Uploads: 0
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Gratifying to know you had a part in the destruction of fellow Kaleun's U-Boots?
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#9 |
Chief of the Boat
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More a case of gratifying that the Campaign_SCR is working as designed/edited.
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#10 | |
Commodore
![]() Join Date: Jul 2010
Location: U-142
Posts: 624
Downloads: 62
Uploads: 0
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#11 | |
Chief of the Boat
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#12 |
Prince of
the Sea
Join Date: Jul 2009
Location: Watching over U-253
Posts: 3,527
Downloads: 98
Uploads: 2
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#13 |
Rear Admiral
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#14 |
Chief of the Boat
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Very true...but when working on the scripting a balance was sought around the parameters of gameplay versus realism.
If Privateer and I had of had our way some of the harbours with large tonnage in them were going to have listening devices as per in RL as well as fully netted off entrances/booms. Harbour raiding whilst unrealist/historic was balanced against gameplay so in hindsight perhaps we should have released a mod to cover the above if the player wanted it. What we ended up deciding on was a pretty realistic rendition of the coastal minefields (game constraints permitting) taken from official Admiralty charts given to us by a certain naval author and to the best of my understanding still having not been made public. I'm open to offers/bribes ![]() j/k ![]() |
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#15 |
Shore leave
![]() Join Date: Jul 2010
Posts: 70
Downloads: 13
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