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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Sea Lord
![]() Join Date: Apr 2007
Posts: 1,639
Downloads: 75
Uploads: 0
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So I was just east of Freetown and my boat got chewed up by some lucky merchants with their deck guns.
So I docked with the Python down south and patched up my boat, and then decided to round the cape of South Africa and see what it was like on the east coast of Africa. In many years of playing this game I have never done that. So I cruise up the coast...and it's rather boring. And it was non-stop rain. I bagged a couple of ships, and then wondered, "Hey, I wonder if you can travel through the Suez Canal?" ![]() So I tried it. As you enter the canal from the south, you pass a couple of gun emplacements on the way in. I submerged to get by those, but it was too slow being so shallow to go submerged the whole way. So I surfaced. Everything went smoothly until you reach the little lake just inside the canal. The Brits had a surprise for me. Not one, not two, but three V&W class destroyers. Tried to sneak by them but they heard me and came after me. I nailed them all with down-the-throat shots, though they ran over me a couple of times. Fortunately no major damage. It is 1941 after all. So I continue along the canal and I took the branch of it that took me furthest away from Port Said. As I cleared the canal I could make out gun emplacements once again, so I ran decks awash, but again it was so stormy they never saw me. Had to dodge an ASW trawler in the shallow waters off the canal, but I was home free in to the Med. Bagged a small convoy on the way to La Spezia, and now my crew is on the Italian beach enjoying the sun and girls. When we leave via Gibraltar, I will have completely circumnavigated Africa. Steve |
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#2 |
Hauptman
Join Date: Mar 2013
Location: FL410
Posts: 174
Downloads: 75
Uploads: 0
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Better break out the Vaseline getting through Gibraltar! Especially in that fat IXB!
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#3 |
Swabbie
![]() Join Date: Feb 2013
Location: Quebec City
Posts: 9
Downloads: 195
Uploads: 0
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This is what I enjoy greatly in this simulation , a world of possibilities , do keep us up to date on how you reach the Atlantic .
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#4 |
Sea Lord
![]() Join Date: Apr 2007
Posts: 1,639
Downloads: 75
Uploads: 0
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I left La Spezia and headed for Gibraltar. I killed a lone merchant, and then resumed my course. Saw a merchant lead and trailed by an escort, so I turned towards them until they saw me and started shooting.
Ducked underwater and turned and pointed my stern tubes at them. Only the lead escort came, the trailer stayed with the merchant. The lead got close, came straight in with no zig-zagging, so I easily hit him in the chin with a magnetic fish. Unfortunately it did not kill it, and, as is usual, when escorts get damaged they immediately give up the fight and go back into convoy formation. Then the trailing escort broke off and came after me. Same deal - came straight in and this time my fish blew him dead. I surfaced and manned the deck gun and put a dozen or so shots into the wounded escort and killed him before he ever hit me. Then I turned my gun on the merchant and put it down also, and likewise they never hit me with their gun, either. I turned towards Gibraltar again and made my run. As soon as I spotted a destroyer, I dove to 220m and creeped through the straight. We surfaced on the other side, and I came to a stop in the darkness and pulled in my external stores. Then we started off again. No sooner had we started out on flat seas, now outside the Med, we got an alert of a large convoy nearby heading towards the straight. Went to flank speed and made a perfect intercept and dove silent, letting the convoy come right over us. I easily shot out the front and rear tubes, and reloaded and hit more ships as they passed by my nose and tail. Took down 4 merchants and damaged another when an escort was coming our way. I turned fast and let him give chase, and fired a magnetic straight at him. Unfortunately, I forgot to set the target speed to zero so the torpedo swerved away in the wrong direction. We dove to 220 m and easily sailed out the rear of the convoy. Surfaced a while later and looked back with the periscope and saw the wounded merchant sitting there. I surfaced and finished her off with the guns. Then I turned tail west and ran before the help showed up again. I just happened to come up on the bridge, and low and behold right there in the dark, not 1500 meters away, was a Black Swan burning and dead in the water. I assumed, since we were so close and they had not lit us up, that it was dead, but all of a sudden my WO finally woke up and said, "Ship sighted!!!". Holy crap it was alive! We dove and headed towards it, and I easily put a steamer right into its side and blew it sky high. I then turned north to follow the belly of Spain back to Lorient. Got a notification of a ship, so I headed towards it on the surface at flank speed. Perfect weather and daylight now, and we get attacked by aircraft. I try to man the guns but we never get a hit. Well, we got a hit, but we never brought it down. They killed my AAA crew, including my qualified PO, though, and brought our hull integrity down to 72%. I closed in on the target nonetheless, the aircraft was diving on us but was out of bombs, and I saw where the aircraft had come from. A CAM-2 freighter with a catapult on the front. I dove and got into a perfect firing position and let lose 3 of my last 4 torpedoes. One miss, one dud, and one hit. I tried to follow up with my last eel with a snap shot and missed with that one, too. I stopped and let it cruise on to about 3000m away, blew ballast and shot to the surface. I manned the deck gun and with my last 6 rounds sent her to the bottom. Since I only had one external fish left, and we were down to 72% HI, I made a quick detour over to the Thalia for repairs and more torpedoes. Steve |
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#5 |
Best Admiral in the USN
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NEVER FIGHT THE PLANES! Always crash dive the moment they're spotted! This is the once scenario where being less aggressive is the right approach.
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#6 |
Samurai Navy
![]() Join Date: Feb 2014
Location: Italy
Posts: 554
Downloads: 82
Uploads: 2
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Nice story, maillemaker!
![]() -- BE LESS AGGRESSIVE! -- ![]() |
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#7 |
Samurai Navy
![]() Join Date: Dec 2008
Location: Ontario,Canada
Posts: 550
Downloads: 105
Uploads: 0
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great read
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#8 |
Sea Lord
![]() Join Date: Nov 2007
Location: In sight of Stonehenge
Posts: 1,750
Downloads: 51
Uploads: 26
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Great story maillemaker. What mods are you playing with?
__________________
![]() All my mods are available at MediaFire: SH3 Mods Other modders SH3 mods SH4 Mods ...you can't please all of the people all of the time... |
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#9 | |
Sea Lord
![]() Join Date: Apr 2007
Posts: 1,639
Downloads: 75
Uploads: 0
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![]() Quote:
GWX 3.0 of course. Lifeboats and debris Torpedo damage 16km visibility Hi-Res Hitman Optics (to fix torpedo firing in Hi-Res mode) I play dead is dead on 100% realism, including no map updates. I've made it as far as 1943 before. I'm certain this time I will make it to the end! ![]() I only carry steamers in the external loads, electrics inside. I don't pull in external loads without coming to a full stop and the weather must be at least good enough to man the guns. Well, I cheated on this one twice. Once the surface was so flat it was like glass so I had my guys pull in the torps while we moved to re-engage a convoy. The other time the weather was just choppy enough not to be able to use the guns but I came to a full stop and waited out the reload as usual. I also "game the game" in that I know how to kill escorts pretty consistently and will do so if I cannot evade or if detected on approach. And I run at full/flank speed with the periscope up. Steve |
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#10 | |
Samurai Navy
![]() Join Date: Feb 2014
Location: Italy
Posts: 554
Downloads: 82
Uploads: 2
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#11 |
Sea Lord
![]() Join Date: Apr 2007
Posts: 1,639
Downloads: 75
Uploads: 0
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My mod list:
GWX - 16km Atmosphere GWX - Enhanced Damage Effects GWX - Main movie - 'Das Boot' Hitman Optics for GWX3 v.1 Real Depth Charge Torpdeo Damage Final LifeBoats&Debris_v4 Q Ship mod GWX3.0 TDW_Ship_Plane_Fire_Damage_v1_4_SH3 Wolfehunters_IXB_U124_1_2 OLC's Modified Searchlight Beams for GWX3 Waterstream+Exhaust Combi V2.3 for GWX3 Type IXc - The Wolf SH-5 Water for SH-3 Ultimate V10 16Km Merchant_Fleet_Mod_3.2 MFM_v3_Skin_Packs GWX - No Medals on Crew TDW_DC_Water_Disturbance_v4_0_SH3 GWX - Late War Sensors Snorkel antennas Das Realistic Food I'm not sure the TDW_Ship_Plane_Fire_Damage_v1_4_SH3 works. A while ago I set an attacking sea plane on fire and it merrily flew off into the sunset while on fire. Looked like a meteor. ![]() Steve |
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#12 | |
Samurai Navy
![]() Join Date: Feb 2014
Location: Italy
Posts: 554
Downloads: 82
Uploads: 2
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![]() Quote:
--- Thomsen's Sound Pack V3.2cg GWX - Enhanced Damage Effects GWX - Main movie - 'Das Boot' GWX - No Medals on Crew LifeBoats&Debris_v4 Flags_enlighten TMTv2+ThomsensShips v4.4 for GWX3+Xtra ships TheDarkWraith_Ship_Plane_Fire_Damage_v1_4_SH3 MaGui F TorpedoSolutionButton for MaGui F (NYGM-GWX-WAC) M.E.P v4.2 M.E.P v4.2 to v4.3 Optional - FSF for MEP v4.2 Optional - ShipVanishingHull for MEP v4.3 M.E.P v4.2 - VisualSensors for GWX3 Moon_light_mod Officer 3D icons OLC's Modified Searchlight Beams for GWX3 Das Boot Clothes Johnfb Crew Management and Officer Icons Johnfb's Sepia toned crew managment --- And you know what? your mod list gave me some inspiration, I mean about these: 1) Real Depth Charge 2) TDW_DC_Water_Disturbance_v4_0_SH3 3) Q Ship mod GWX3.0 I run to learn about them, but if you desire to elaborate on them feel free to do so ![]() ![]() In change I can tell you that in my installation the mod "TheDarkWraith_Ship_Plane_Fire_Damage_v1_4_SH3 " works correctly or I'm inclined to believe so (and from my point of view if the game makes me believe a mod is working I'm happy enough ![]() |
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#13 | |
Sea Lord
![]() Join Date: Apr 2007
Posts: 1,639
Downloads: 75
Uploads: 0
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![]() Quote:
Number 3, though...heh heh heh it's a good one. Just last patrol I closed on a lone freighter at night and engaged with guns at close range only to discover it was a Q ship and it beat me up pretty good before I could sink her. My only complaint with the Q-ship mod is that there is only one ship style of Q-ship, and I can pretty much identify them on sight now. I slipped up with the one above because it was night and I had forgotten about Q-ships it had been so long since I saw one. I wish there were more variants of Q-ships, or even better, if the Q-ships looked just like the rest of the game's merchant vessels. What does the moonlight mod do? Steve |
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#14 | |
Samurai Navy
![]() Join Date: Feb 2014
Location: Italy
Posts: 554
Downloads: 82
Uploads: 2
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![]() Simultate nighttime light caused by the moon (in reality it use an ambient light, but it do so in a clever way). Give a somewhat nicer visual effect (so it's cosmetic) but also it *should* slightly comes in play for visual sensor consideration. Here it is: http://www.subsim.com/radioroom/show...Moon+light+mod |
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#15 |
Sea Lord
![]() Join Date: Apr 2007
Posts: 1,639
Downloads: 75
Uploads: 0
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I used Google to find this thread on it:
http://www.subsim.com/radioroom/showthread.php?t=149513 If you scroll down a bit you will see a version for GWX3. Well, U-64 bought the farm last night. It was July 1942. We were off the coast of the United States, off the continental shelf just off Charleston. We received a radio notification of a ship contact in shallow water, so we made a dash for it. On the way, we spotted a Fletcher class destroyer. I decided to use my tried and true down-the-throat shot to take him out. It was a bright sunny day, with flat seas, so we manned the deck gun and lobbed a few shots at the destroyer to get his attention, which we promptly did. He ran straight at us, and we at him, until he got within pinging range, and I let my torpedo fly. Sadly I had forgotten to set the target speed back to zero, and so my torpedo went in the wrong direction. I made a quick correction and a follow-up shot but he was too close and the torpedo did not arm. We tried to turn away, but we were too close. The destroyer hit us with an earth-shattering crash and the tearing of steel. Then we heard an explosion just aft of us. The sound man reported, "She's going down!" We tried to open the hatch to the conning tower, but it was jammed shut. So we went out the aft hatch. The conning tower was...just gone. Completely sheared from the hull as if a giant scythe had come along and cut it away like grass. To our stern the Fletcher class was sinking rapidly by the bow and on fire, with men jumping off the sides into the sea. With no bridge to station outlooks upon, we turned towards the open sea at flank speed, completely blind down below. Within minutes we were rocked with explosions and we could hear the roar of aircraft engines. We were knocked down to 17% hull integrity and extreme damage. The port diesel was destroyed. Flooding. I put the damage control team to work, and we went for periscope depth with only 20 or so meters under the hull. We got submerged, but I guess there was a fuel leak or they could see us in the clear, calm shallow water, but another burst of bombs fell on us, and knocked us down to 7% hull integrity. Even at only periscope depth, the hull began to come apart around us, and we sank to our shallow grave. Steve P.S. I was surprised as in game we could not station any men on the bridge as it said "compartment destroyed". I had thought that if this happened the game would continue sticking your men on the bridge and killing them one after another. I was relieved that did not happen, but in the end it didn't matter. |
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