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Old 12-04-07, 07:44 AM   #1
kaarlo
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Default Bloody XXI

Switched with my expert crew from '39 to a XXI. First time in such a vessel, and must say that I'm very disappointed. There are several historical inaccuracies and other problems.

-there's only 34 bunks. XXI had 50.
-torpedo loading times are 3 min each with expert crew. XXI should be able to reload and fire all eels within 20 min, but this piece of **** needs almost a hour of game time.
- snorkel tip is an airplane magnet, even with Tarnmatte. Better to surface for battery charging, then the RWR can be used.
- submerged range should be 630 km at 9 kn, but is only 250!!!!!!!
- crush dept should be 285 m, but depth gauge scale ends at 260.
- the real XXI could use the radar when snorkeling

Is the bloody beer can good for anything? Should I just scuttle it and return to the good old VII instead?

Is there a mod that would correct the problems? I'm currently using GWX.
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Old 12-04-07, 08:17 AM   #2
Steel_Tomb
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I know what you mean about the schnorkel...I was cruising quite happily "we are taking damage herr kaleun!" "we are sinking! heavy flooding!"...two mossies had dropped their load of DC's/bombs on me with almost GPS precision lol...sank to the bottom!

Another thing, I have EXTREME difficulty in maintaining depth with the XXI...and at PD the obs/attack scope is only about 2 inches above the water!
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Old 12-04-07, 09:02 AM   #3
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Quote:
Originally Posted by kaarlo
Switched with my expert crew from '39 to a XXI. First time in such a vessel, and must say that I'm very disappointed. There are several historical inaccuracies and other problems.

-there's only 34 bunks. XXI had 50.
-torpedo loading times are 3 min each with expert crew. XXI should be able to reload and fire all eels within 20 min, but this piece of **** needs almost a hour of game time.
- snorkel tip is an airplane magnet, even with Tarnmatte. Better to surface for battery charging, then the RWR can be used.
- submerged range should be 630 km at 9 kn, but is only 250!!!!!!!
- crush dept should be 285 m, but depth gauge scale ends at 260.
- the real XXI could use the radar when snorkeling


Oh, and there are better depth gauges in the interior (not the user interface) and there are some mods which fix the problem too.

Is the bloody beer can good for anything? Should I just scuttle it and return to the good old VII instead?

Is there a mod that would correct the problems? I'm currently using GWX.
You can use it surfaced, does it have any disadvantages surfaced? Too big? It dives very fast. Underwater it's still fast and gets you farther than the VII.

But in fact, I must agree it has a lot of shortcomings in SH3/GWX. Hopefully something will be better in GWX 2.0


Oh, and there are better depth gauges in the interior (not the user interface) and there are some mods which fix the problem too.
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Old 12-04-07, 12:23 PM   #4
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Isn't this the ship that everyone is clammering to get? I didn't reckon anyone would ever be unhappy with it.
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Old 12-04-07, 04:24 PM   #5
Hartmann
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i think that GWX allow use later radar detectors in the top of the snorkel...:hmm:

it´s better a limited XXI than a VII coffin in the late years of the war.
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Old 12-04-07, 05:05 PM   #6
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Complaints about the mother of all subs?!? Please don't tell me you prefer the TypeVII or IX?
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Old 12-04-07, 05:15 PM   #7
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Quote:
Originally Posted by Hartmann
i think that GWX allow use later radar detectors in the top of the snorkel...:hmm:

it´s better a limited XXI than a VII coffin in the late years of the war.
When they become available in the upgrade screen, do not purchase them with renown, but rather enable them with JSGME


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Old 12-04-07, 05:22 PM   #8
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The XXI never saw any real action because it was all over bar the shouting and for that fact I don't use it in the game, realism fact. But never the less some folk like them and use them, good luck to them.
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Old 12-04-07, 08:37 PM   #9
Castout
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Quote:
Originally Posted by kaarlo
Switched with my expert crew from '39 to a XXI. First time in such a vessel, and must say that I'm very disappointed. There are several historical inaccuracies and other problems.

-there's only 34 bunks. XXI had 50.
-torpedo loading times are 3 min each with expert crew. XXI should be able to reload and fire all eels within 20 min, but this piece of **** needs almost a hour of game time.
- snorkel tip is an airplane magnet, even with Tarnmatte. Better to surface for battery charging, then the RWR can be used.
- submerged range should be 630 km at 9 kn, but is only 250!!!!!!!
- crush dept should be 285 m, but depth gauge scale ends at 260.
- the real XXI could use the radar when snorkeling

Is the bloody beer can good for anything? Should I just scuttle it and return to the good old VII instead?

Is there a mod that would correct the problems? I'm currently using GWX.
Okay okay don't despair help on the way.

1. For snorkeling you can use Jungman's fix which helps reduce AI radar detection of the snorkel. I can send you the file just tell me whether you're using GWX or stock.

2. For RWR on snorkel there's actually a mod to add working rotating RWR on top of your snorkel. File name: Rotate_FuMB37. Look at Anvart's mod files at filefront. It's pretty big at 12Mb I'm on dial up so I can't send it to you just go to Anvart's filefront page. Look for him in the SH3mods forum section. Go to the recent 'PT with torpedoes' something he's there somewhere.

3. For submergence range I think you can edit with tweak file : NSS_Uboat21_sim

Now I hope that is going to help your XXI boat. Good luck
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Old 12-04-07, 08:46 PM   #10
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Are we making the game easier and the best sub better?
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Old 12-04-07, 09:29 PM   #11
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You could give some people a nuke fast attack sub and they still wouldn't be happy.
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Old 12-04-07, 09:30 PM   #12
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Quote:
Originally Posted by Castout
Quote:
Originally Posted by kaarlo
Switched with my expert crew from '39 to a XXI. First time in such a vessel, and must say that I'm very disappointed. There are several historical inaccuracies and other problems.

-there's only 34 bunks. XXI had 50.
-torpedo loading times are 3 min each with expert crew. XXI should be able to reload and fire all eels within 20 min, but this piece of **** needs almost a hour of game time.
- snorkel tip is an airplane magnet, even with Tarnmatte. Better to surface for battery charging, then the RWR can be used.
- submerged range should be 630 km at 9 kn, but is only 250!!!!!!!
- crush dept should be 285 m, but depth gauge scale ends at 260.
- the real XXI could use the radar when snorkeling

Is the bloody beer can good for anything? Should I just scuttle it and return to the good old VII instead?

Is there a mod that would correct the problems? I'm currently using GWX.
Okay okay don't despair help on the way.

1. For snorkeling you can use Jungman's fix which helps reduce AI radar detection of the snorkel. I can send you the file just tell me whether you're using GWX or stock.

2. For RWR on snorkel there's actually a mod to add working rotating RWR on top of your snorkel. File name: Rotate_FuMB37. Look at Anvart's mod files at filefront. It's pretty big at 12Mb I'm on dial up so I can't send it to you just go to Anvart's filefront page. Look for him in the SH3mods forum section. Go to the recent 'PT with torpedoes' something he's there somewhere.

3. For submergence range I think you can edit with tweak file : NSS_Uboat21_sim

Now I hope that is going to help your XXI boat. Good luck
Good suggestions, thanks for that.
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Old 12-04-07, 09:42 PM   #13
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Quote:
Originally Posted by Torplexed
You could give some people a nuke fast attack sub and they still wouldn't be happy.
Agreed!
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Old 12-04-07, 11:41 PM   #14
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Some notes:

You guys that are using GWX need to read the manual on how to implement the late war player sensors. We give you an RWR attached to the snorkel... but as Jimbuna alluded to a few posts up... you have to enable it as per the instructions. (The reason for this is player interface code limitation.) The late war sensors require interaction from YOU to be employed correctly. Or you can choose to play without them with no worries.

Also... it is totally reasonable and historically accurate that the snorkel head is detectable by radar... especially the late war Allied centemetric radar. Allied patrol units were able to detect and destroy U-boats in real life via detection of the snorkel head.

Therefore, though we have reduced its radar cross-section... we have INTENTIONALLY made sure that it is still detectable by allied radar. Using a snorkel, does not guarantee your survival by way of some universal invisibility.



We've done the homework required to make sure that late war in GWX, reflects a bit of the hell that the Ubootwaffe had to endure.

Furthermore, the Type XXI in SH3 is the buggiest boat available. Even after all the matters that we've fixed... it still has issues. In real life, this boat ran only two VERY SHORT war patrols that I know of... immediately before war's end. Those patrols did not result in any ship sinkings.

On the other hand, at least one XXI was bombed and sunk while it was transferring to a new base. For all intents and purposes in terms of the simulation... the Type XXI is no more than a conjectural boat. For this reason, it received less modding attention from us than the real "workhorses" of the U-boat fleet. (That being said... we expended a fair bit of effort to fix the worst of its problems.... If you think the battery life/Submerged range of the Type XXI is bad now... you should have seen it before. We were forced to make a compromise their due to the strange physics of this u-boat type in SH3. The impression that I get, is that is was a bit of an experiment that the SH3 devs made.)
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Last edited by Kpt. Lehmann; 12-04-07 at 11:55 PM.
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Old 12-05-07, 12:04 AM   #15
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Quote:
Originally Posted by Kpt. Lehmann


We've done the homework required to make sure that late war in GWX, reflects a bit of the hell that the Ubootwaffe had to endure.

Furthermore, the Type XXI in SH3 is the buggiest boat available. Even after all the matters that we've fixed... it still has issues. In real life, this boat ran only two VERY SHORT war patrols that I know of... immediately before war's end. Those patrols did not result in any ship sinkings.

On the other hand, at least one XXI was bombed and sunk while it was transferring to a new base. For all intents and purposes in terms of the simulation... the Type XXI is no more than a conjectural boat. For this reason, it received less modding attention from us than the real "workhorses" of the U-boat fleet. (That being said... we expended a fair bit of effort to fix the worst of its problems.... If you think the battery life/Submerged range of the Type XXI is bad now... you should have seen it before. We were forced to make a compromise their due to the strange physics of this u-boat type in SH3. The impression that I get, is that is was a bit of an experiment that the SH3 devs made.)
Good to hear. I think a lot of people tend to see the Type XXI as some sort of submersible Me-262. The truth was it never really got a chance to cut it's operational teeth the way it's jet plane counterpart did. In the game the Type XXI will probably always perform far better than it would have under real life conditions.
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