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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Medic
![]() Join Date: Sep 2007
Location: SC, USA
Posts: 168
Downloads: 2
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@Pablo
It varies, this last time I'd say he was about 15 to 18 km away. That was hydrophone bearing line ended. Sometimes they've been closer, or about the same. @JScones Hey, it's cool. This is a sim, not real life. Apparently the GWX guys have heard people complain about things that are either the complainer's fault, or things that the GWX people have no control over. I'd just rather hear that than a flipant remark. But everyone has bad days or days that they get disgusted with people. Just remember, and this is an OLD navy saying: "A B****ing sailor, is a happy sailor. If your men are quite, something is WRONG!" And it's true! ![]() |
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#2 | |
Commodore
![]() Join Date: Apr 2005
Posts: 641
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FWIW I have observed ASW ships give a "false start" at fairly long range and zoom around as if they have a contact, only to settle back down into their normal routine several minutes later. It is my understanding that stock Silent Hunter III throws a random number into the detection value, which can cause an enemy to detect you in circumstances that they otherwise wouldn't if the random value is extreme enough, causing the reaction that you heard. I suppose this simulates the effect of a crew member dropping a heavy metal object onto the deck plates, or the destroyer itself picking up a false contact and scurrying about trying to reacquire it. The saving grace is that they cannot maintain contact without another extreme random value, even with the inherent bonus to maintaining contact once contact is aquired, so if they're a ways off and suddenly get "spooked" your best bet is to maintain your noise discipline and hope they calm down before they get too close to you. Do you remember if the ship closed and attacked you? Pablo
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"...far better it is to dare mighty things, to win glorious triumphs even though checkered by failure, than to rank with those poor spirits who neither enjoy much nor suffer much, because they live in the gray twilight that knows neither victory nor defeat." - Theodore Roosevelt, speech before the Hamilton Club, Chicago, April 10, 1899 |
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#3 | |
Sea Lord
![]() Join Date: Sep 2006
Location: Adelaide, South Australia
Posts: 1,952
Downloads: 207
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And doesn't that get the heart pounding. ![]() |
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#4 |
Ocean Warrior
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Guys, this isnt North Korea. Everybody is entitled to say what they mean about the different mods out there, without beeing "blown off" because they dont follow the flow. My job isnt to take sides in this discussion; im here to see that everything runs according to Neal's rules & that discussions are being kept in a civil matter. But constructiv critisism is totally allowed.
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#5 |
Navy Seal
![]() Join Date: Oct 2005
Location: Cornwall, UK
Posts: 5,499
Downloads: 45
Uploads: 1
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Ok, as no one has asked the obvious, I will.
Wilhelm, what mods do you have enabled? Secondly, have you tried Rubini's Stay Alert mod? This increases your boat's sensor range. -------------------------------------------------------------------------------------- I would just like to remind everyone that all the escorts in GWX conduct expanded search runs when moving with a convoy. The front, side & rear escorts will all excelerate and peel off from the convoy route to conduct this search. Now, if when they do, they happen to cover your approach route, then you will be discovered. These search patterns must be observed before you make your attack approach. Example - Last night, Oct 10th 1942 Op Drumbeat, I attacked 2 convoys. Weather was reduced visiblilty & 14m/s wind/waves. Each convoy had 6 escorts, front, rear & 2 on either flank. I recieved a radar warning at about 19km range, I tracked this for 10mins to get generalised heading & ran a parallel course, until I was infront of the convoy route. I submerged before visual range, perhaps 10-11km out. From there I ran at periscope depth at 2kts until I was inside the lead escorts course. Only then did I raise my scope. 2 Large Tankers, Large Merchant & a Liberty Cargo were sunk on that run. The escorts all reacted to my presence after the first torp impact, however, they all proceeded to where they thought I'd be, which they decided was 1.5-3km from my actual position. Not once did I have to take evasive action or infact leave periscope depth. This was partly due to the Americans having poor equipment but mainly due to the weather conditions/sea state. Since the creation of GWX 1.0 through to 1.04, none of the testers have complained that the AI is too hard. (well, in fairness, the first time we tried 1.0, we all shat ourselves ![]() My 2p. ![]()
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#6 |
Ocean Warrior
![]() Join Date: May 2007
Posts: 2,689
Downloads: 34
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Danlisa,
can i ask a question? I seem to vaguely recall reading something about escorts searching using active sonar, but you can't actually hear it unless you have been detected. Is that right? If so, why is it this way? thx joe
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"Enemy submarines are to be called U-Boats. The term submarine is to be reserved for Allied under water vessels. U-Boats are those dastardly villains who sink our ships, while submarines are those gallant and noble craft which sink theirs." Winston Churchill |
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#7 | |
Navy Seal
![]() Join Date: Oct 2005
Location: Cornwall, UK
Posts: 5,499
Downloads: 45
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Active Sonar - Active Sonar uses a sound transmission to locate underwater targets. In SH3/GWX this is depicted by the 'Ping' that you can hear. Now, although an escort maybe pinging, it does not mean they have actually found you, just that they are looking. It does not mean that they are aware of the presence of a UBoat either. Just that they have gone into 'search mode' (within the design of the game). The only indication that you get ingame when the enemy has found you with 'pings' is your excellent crew telling you "We are being pinged". Passive Sonar - This method is effectively a hydrophone. It's always listening and always on. Escorts will use this method until they are triggered to enter 'search mode'. The mode will either be activated by your boat being discovered/too noisy or (IIRC) by code added to GWX, as laid out in their search routines when protecting a convoy. Joe, I've done my best but it's not my area of knowledge really. I will pass this question on & hopefully someone more knowledgable about the game limitations will reply. ![]()
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#8 |
XO
![]() Join Date: May 2006
Location: Serbia
Posts: 420
Downloads: 15
Uploads: 0
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I think and my opinion is that the GWX is perfect balanced mod.I have no problem with enemy spotting me on the surface. This is normal because they had a stronger binoculars and optics then U-boat, but when you submerge then you will feel your advantage in early years, for this example 1939, you will easy evade them, just run silent an go deep, they will attack you with depth charges but will be ineffective or not so effective, just try to have them on 0 or 180 degrees, and show your silhouette smaller as possible and that's it. Of course it's a little harder to escape a 2-3 destroyers, but in early years even that it's not a problem to me. This is great represented, as war go on, evading is much harder and that's a beauty I like in GWX.
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#9 | |
Admiral
![]() Join Date: Apr 2005
Location: Australia:- Sydney
Posts: 2,049
Downloads: 68
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#10 | ||
Ace of the Deep
![]() Join Date: Jul 2006
Location: Deepest Dumbria
Posts: 1,243
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