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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Captain
![]() Join Date: Jul 2006
Location: Washington State south of Tacoma
Posts: 497
Downloads: 26
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Blackswan:
Greetings for the New Year. I wanted to follow-up on the strange lack of distant convoys that appear on the nav map deep into the war years. I tried to upload to you a photo of my empty map screen, I think sometime in 1940 when there would be a great deal of shipping around the British Isles...but none appear on the nav map. I have no idea if you were able to open it. As a test I created a newby Kaleun and sent him and his sub on multiple patrols starting all over again. The same thing - A few neutral and friendly ships appear in the near waters of Germany deep into 1940, but nothing around the British Isles. Actually there is always an enemy convoy in the East Channel. But that is all. It seems to make no difference what changes I make to the Data/Contacts settings - whether near or far. Random, rare attackable targets do appear here and there as the game progresses. I am sure I had some type of God's Eye View adjustment with SH3 and GWX, but cannot find how that was possible. Certainly I agree with you: lots of British Isle ships are designed into the program, but do not seem to appear on the nav map unless they are in a decent reach of the player's sub for possible a attack. Is a puzzlement. Archive1 |
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#2 |
Captain
![]() Join Date: Jul 2006
Location: Washington State south of Tacoma
Posts: 497
Downloads: 26
Uploads: 0
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a-kermit:
Mea culpa, but what is an "animated rudder walker (SRG)"? Archive1 |
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#3 | |
Commander
![]() Join Date: Sep 2008
Location: LSH3-DEV-Team, Germany
Posts: 444
Downloads: 59
Uploads: 0
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Hi Archive1, I guess he means the helmsman/steersman... Regards Blueduck |
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#4 | |
Commander
![]() Join Date: Sep 2008
Location: LSH3-DEV-Team, Germany
Posts: 444
Downloads: 59
Uploads: 0
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Hi Archive1, guess I found the "problem". Using mission editor to have a look into the random layer, choosing and right clicking on a convoy you can read the values for "Contact automatic report (Min)" and "Probability (%)". If the first is set to -1 there will be no report. If the percentage is less than 100%, there might be a e.g. 50% chance for a report. For the convoys through the channel CAR is set to 1440 or 2160 which means the contact report will be "repeated" within 24 or 36 hours. I guess this long time for the channel convoys is set to not interrupt time compression too often, when you are traveling through the channel. Convoys crossing the Atlantic are e.g. set to CAR=600 which will report them every 10 hours maybe simulating a sub chasing that convoy. When leaving from the french harbours you might rush out of the detection window before the repeat time is reached. Regards Blueduck |
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#5 |
Captain
![]() Join Date: Jul 2006
Location: Washington State south of Tacoma
Posts: 497
Downloads: 26
Uploads: 0
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Blueduck
Great reply. From this I gather that the programming crew decided to keep the wide view of the convoys 'hidden' until they were in contact with a nearby sub. Or at least not permit them to be displayed under some God's Eye View. So I will defer to the designer team...a bit unhappily,,,but with respect. There is no way, of course, that I would use the Mission Editor to change the contact values for each convoy. I admit that this is more realistic than having the wide view of the entire territory, seen by each centralized Admiralty command, available to the individual sub commander. Not sure how or why the "helmsman/steersman" needs to be redesigned...or even exactly which character/image that constitutes - the guy in the command room watching the dials? Yes, I guess the current image is rather stilted and repetitive, but I don't spend much time in the command room while at sea. I let my imaginary First Officer do that, along with crew assignments to relieve fatigue. Thanks again, Archive1 |
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#6 |
Helmsman
![]() Join Date: May 2011
Posts: 107
Downloads: 66
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Moin ... Archive1
... until now a "ghost" in the control center operated the engine telegraph and the rudder. I have now changed that with an animated helmsman. In addition, there is an animated crew member who will be to the left of the torpedo computer and is bent over the uboot scheme map. Comes a little "life" in the center. ... with the depth rudder crew ...there is only changed, that they are not on station during overwater travel ... only from dive command / underwater travel. I will create this for all ubots types / headquarters. Who does not like it ... does not have to use it js. mfG Kermit |
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#7 | |
The Analyst
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I haven't tested your mod yet because I don't have the time for Silent Hunter at the moment, but I think the idea is great. ![]()
__________________
Best regards, GrenSo “Mankind must put an end to war, or war will put an end to mankind.” - J.F.K. |
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#8 |
Captain
![]() Join Date: Jul 2006
Location: Washington State south of Tacoma
Posts: 497
Downloads: 26
Uploads: 0
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a-kermit:
Sorry if I upset you. Not intended. I did mention that I actually spend little time in the control room, but that doesn't mean that many other people don't spend a great deal of time there and will appreciate more than I your improvement. We always appreciate people adding improvements to LSH3 that benefit everyone. (Whether old codgers like me use them or not!) Archive1 ![]() |
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#9 |
Helmsman
![]() Join Date: May 2011
Posts: 107
Downloads: 66
Uploads: 0
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Moin Archive1
joo, don't have a problem with it. Have not "annoyed" me each his opinion. mfG Kermit |
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#10 | |
Ocean Warrior
![]() Join Date: May 2012
Location: In the sea, on land and above
Posts: 3,487
Downloads: 880
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![]() ![]() I hope it will be improved. ![]()
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#11 |
Captain
![]() Join Date: Jul 2006
Location: Washington State south of Tacoma
Posts: 497
Downloads: 26
Uploads: 0
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Yes, I see that. Interesting...I may have to spend more time in the control room with the upper level command group! Nah, just a common sea going crewman.
Just fine Kermit. Archive1 |
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#12 |
Helmsman
![]() Join Date: May 2011
Posts: 107
Downloads: 66
Uploads: 0
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Moin Anvar1061
Sorry, I have no idea what version you used, from which your images are ? these texture errors had the first trial version. With the "Röhrefahrer'n" everything is ok. hm.... ?? https://www.roehrenfahrer.de/forum/v...php?f=50&t=277 With the next version then all U boat types are represented. A relaxed weekend I wish ... Kermit |
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#13 |
Sailor man
![]() Join Date: May 2006
Posts: 44
Downloads: 142
Uploads: 0
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Here is a fix for the annoying notepad problem at hydrophone station:
Open ...\data\Menu\menu_1024_768.ini with windows notepad. Find section [G33 I2] and change the line "Pos=738,767,286,286" to "Pos=1430,550,286,286" and save. ![]() Cheers, Jonny-Dog |
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