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Old 07-30-23, 04:04 PM   #16
SDFilm
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Join Date: Jun 2015
Posts: 30
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Quote:
Originally Posted by Tabris View Post
as a fellow bigtime XXI player, I'm intrigued. Have you actually been hit by one before? I had passed over this mod because frankly, the Mk24's performance doesn't look too intimidating compared to the XXI's performance. Here are some of uboat.net's stats on the weapon:

Speed and Endurance: 12 kts for approx. 15 min
Search Pattern: Initial circle search approximately 150 ft (45m) dia. at 50 ft (15m) depth; shift to acoustic homing upon target detection. Initial search depth was later changed to 150 ft (45m).

Unless the weapon is meaner than that in this mod, it kind of sounds like the XXI is immune unless in shallow water. As a fellow elektroboot driver I'm sure you know, we can reach 100m in a matter of seconds, while maintaining 11-12kt even with the dive planes set for crash-dive.

At this point I'll probably still give it a go. Anything that makes the XXI harder to play would be welcome. But like I said, I'd be eager to know if you've actually been struck by one.

- Tabris

After tests, I've found that the mod's Mk24 can hit the XXI but it's significantly harder than with conventional u-boats. As you can imagine, the elektroboot is either being too quiet or when it is loud it's going so fast that the torps struggle to catch it. Still, they seem a little faster than 12kts so they can catch you out if you're not careful. I haven't tested much with depth but I'd guess diving below 25m would be a good way to avoid them.

When the Mk24s did hit it tended to be in the sweet area of 'Ahead Standard' where the XXI is making noise but not going at a full 17kts. It's also more likely if the torps are dropped from your port or starboard so that you're not sailing directly away from them along with giving a large target.

The torps are often dropped some distance (roughly 1500m) away, so depending on the baring they can sometimes linger enough for you to get complacent and go into cruise mode again, when actually you've got a couple of eels on your tail.

The mod readme says that you'll hear "Torpedos in the water!" but this isn't the case and it seems to have been written for an earlier version of the mod when it was just abstract programming rather than having a graphical torpedo.
What actually happens in this latest verison is that you'll see the torpedo drop (or at least sometimes you do, as it can be a little buggy since the 'bomb' torpdo vanishes and then turns into the actual torpedo once it's in the water) and if you're surfaced you'll hear/read "We're being attacked!" and if you're submerged you'll hear a distinct 'plunk' sound and then "Depth charges in the water!"

The air torpedo mod isn't activated by default if you're using Onealex Mod; you have to go into the 'HsieOptionsSelector' to use it. Also I'd recommend adding the Mk24 to other allied aircraft as otherwise you'll probably never see it. Below is the code that you add to other aircraft.
Also it's nice to see another elektroboot player

Replace from ‘basic loadout’ to ‘equipment 5’ to aircraft in their .eqp file:

Code:
;Basic Loadout values FIdo&radar after march 1943
  [Equipment 1]
  NodeName=T01
  LinkName=AiR_torp_rack
  StartDate=19380101
  EndDate=19430228
   
  [Equipment 2]
  NodeName=T01
  LinkName=AiR_torp_rack__FIDO
  StartDate=19430301
  EndDate=19451231
   
  [Equipment 3]
  NodeName=B01
  LinkName=BombDummyy
  StartDate=19380101
  EndDate=19430228
   
  [Equipment 4]
  NodeName=B01
  LinkName=BombDummy_FIDO
  StartDate=19430301
  EndDate=19451231
   
  [Equipment 5]
  NodeName=B02
  LinkName=NULL
  StartDate=19380101
  EndDate=19451231

Last edited by SDFilm; 07-30-23 at 04:12 PM.
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