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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 | |
Maverick Modder
![]() Join Date: Aug 2007
Location: England
Posts: 3,895
Downloads: 65
Uploads: 3
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![]() Quote:
![]() Er, yes, lol, don't remind me! ![]()
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#2 |
Ace of the Deep
![]() Join Date: Dec 2005
Location: Canada
Posts: 1,124
Downloads: 110
Uploads: 0
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I play pretty much the same as people have said here. Thought it might be an idea just to recap for convenience the points made (apologies if I missed any) with acknowledgment to previous posters and doing some editing to shorten a bit, then some of mine added.
1. I set "Maximum TC" to 256. 2. I set "When Hunting TC" to 256. 3. I never stop submerged. 4. I never ping for depth when enemies are around. 5. I always let the crew fire the guns. 6. I always follow my orders. 7. I play DiD (Dead is Dead). 8. persicope stabilisation (?) 9. Always do a quick observation scope check for planes before surfacing. 10. Always fire a min of 2 fish at targets greater than 4500 TNS 11. Never engage escorts but hope to one day engage a capital ship. 12. Always stop the boat when loading external spare fish and never in winds greater than 7mps. Never abort reloading of an external fish once started, so if a plane comes then i'll just have to fight it out :-( 13. Gun reload time set to 15 secs 14. Random crush depths 15. Sabotage and Malfuntions enabled 16. NVDrifters excellent Longer Repair times...and absolute must. 17. I play with weapon officer assistance on simply because in RL, there would have been a helping hand to juggle the necessary input data. 18. I also use external view but only because I love the eye-candy of GWX and the great desktops that can be produced from it. Other than that, it's "realistic" Here's my own additions: 19. I keep crew fatigue on the default setting and move them around to simulate watches. I don't do it all the time, mind you, and when I do, I don't stick like glue to a proper rotation. I mainly do it when I'm on 1X (see below). For a while I used to do it when in higher (max 256 also for long distance) TC by dropping to 1X every 4 hours and then rotating and then putting TC back to 256 (or whatever lower), but it was a pain. I know some people ditch fatigue, and there are valid reasons for that, but I find personally that it adds a bit of atmosphere. 20. I put torp load on manual rather than automatic. I just prefer to have control to avoid risk of auto loading (and therefore noise) if by chance I'm not on silent running and have some people in the torpedo rooms. It may not actually make a difference, but again I like the atmosphere of it. 21. I stick to 1X from the time I make contact with a target, throughout attack and afterwards until I lose or abandon contact. With a couple of small exceptions. If I pick up a sound contact at long range, then I may use TC but no more than 16X or 32X to close the range a bit. But I make sure to go to 1X prior to visual contact. Likewise if I'm flanking a convoy to get ahead after visual contact or to make another attack, and if I'm flanking out of visual contact, then I somtimes use TC but again not more than 16X or 32X. Finally, if I've gone deep after an attack, and if the escorts are hunting but are nowhere near me, then I'll also use a bit of TC to get some distance so that I can surface. My exceptions are basically to save a bit of RL playing time when there's going to be a dead stretch of time otherwise at 1X and because my 1X play otherwise makes for long periods of inactivity anyway. eg I just finished a third attack on a convoy last night. It took me a couple of two-hour or so playing sessions to disengage after the second attack and then flank around the convoy into position for the third attack. Once I was confident that the convoy hadn't altered course, and I was abeam the flank escort, I used 16X to pull ahead a bit faster. 22. I don't use WO reports for targeting. I did until recently, but decided to wean myself off, as the range reports are just too accurate and make it easy to get target course and speed, at least on single ship targets. Most of the time they were useless anyway with convoys as the nearest target is generally an escort, although you could plot over time and get a mean course and speed. Now I've gone to visual obs of target track and intersecting bearings for target speed. Also OLC's Gui tools, but I'm not yet practiced with them. Not that any of this is imho a code or the way to do it, just mine. ![]()
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#3 |
Maverick Modder
![]() Join Date: Aug 2007
Location: England
Posts: 3,895
Downloads: 65
Uploads: 3
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I play without fatigue because my PC can't handle what is, IMHO, the only good fatigue model for SH3: RUB 1xTC! For anyone who doesn't know: RUB 1xTC is a misnomer because it actually works at any TC up to and including your 3D TC setting (default 32). By increasing 3D TC to match your maximum TC you can have the RUB 1xTC "battle fatigue" model working all the time... the only problem is that SH3 will render everything all the time, even when you're looking at your map at max TC. This puts quite a strain on your system at higher TC settings. Modern machines should be able to handle it without breaking a sweat, but my 3YO rig tends to crumple under the pressure when a convoy is around.
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Freedom of speech - priceless. For everything else there's Mastercard. |
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#4 |
Samurai Navy
![]() Join Date: Feb 2008
Location: In an octopus's garden
Posts: 565
Downloads: 99
Uploads: 0
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Thanks everyone, good tips all around!
I recently went to 100% realism, and to my great amazement still seem to hit the buggers even ![]() ![]() OLC's way of never stopping the electrics while at PD is a good one BTW, so I of course copied it right away ![]() |
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#5 |
Planesman
![]() Join Date: Mar 2007
Location: Salford, Manchester, UK
Posts: 182
Downloads: 3
Uploads: 0
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I suppose that turning off the motors at depth should be ok, but I understand that if you do this whilst under attack, the hunting surface ships will blow you out of the water with ease not possible in real life...
Sometimes I'll stop everything at 50m in my assigned patrol grid when the visibility's bad in order to listen with hydrophones for contacts whilst also saving fuel. ![]()
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Using GWX 3.0 at 100% realism, OLC's 'Ubermod' & Torpdamagefinal ![]() |
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#6 |
Silent Hunter
![]() Join Date: Nov 2002
Location: London. UK
Posts: 4,180
Downloads: 279
Uploads: 0
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Hi all.
I just stumbled across this topic and was wondering if someone can explain the DiD mod, and tell me where I might find it. I've noticed it listed in quite a few sigs, and have tried searching but have never found it. Thanks for any help. Best regards. Fubar2Niner |
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#7 |
Samurai Navy
![]() Join Date: Feb 2008
Location: In an octopus's garden
Posts: 565
Downloads: 99
Uploads: 0
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DiD means "dead is dead". It's not a mod, but a way of playing the game where you never "try again" if your Kaleun dies or surrenders...
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