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Old 08-26-08, 03:18 PM   #16
Sailor Steve
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Quote:
Originally Posted by onelifecrisis
IMHO GWX (after v2.1 was released) did a pretty good job of fleshing out the coastal areas of Britain with a decent variety of small ships. It's one of the things I really liked about the 2.1 update (before which, it seemed to me, the coast had fewer and larger boats - or maybe I just got lucky in those patrols). The shores of England are now teeming with crappy little not-even-worth-a-shell boats some of which are not even as big as 100 tons. Maybe other shores are the same - I don't know because I don't visit them, partly to stay out of shallow water and partly because I assume that more little crappy boats are all that is to be found there. Just my 2p.
True, but I'm not talking about sailboats and trawlers, though I love those too and am glad to see them. I'm talking about actual ocean-going (well, channel-going) convoy-travelling registered merchant ships, like

Freighter 'Ability' - 292 tons



Tanker 'The Countess' - 870 tons



Or that big bruiser 'Rex', weighing in at a whopping 1013 tons



In my quest for names I have run across countless ships like these. I've applied their names to much larger ships (1800-2000 tons) with similar appearance, just so they wouldn't feel left out, but it's not really the same.

Or maybe this guy:
http://uboat.net/allies/merchants/1429.html

Or:
http://uboat.net/allies/merchants/291.html
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Old 08-26-08, 05:06 PM   #17
onelifecrisis
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Quote:
Originally Posted by Sailor Steve
I'm not talking about sailboats and trawlers, though I love those too and am glad to see them. I'm talking about actual ocean-going (well, channel-going) convoy-travelling registered merchant ships...
So I gathered after seeing other people's posts - sorry, I grabbed the wrong end of the stick! Yes, good point, the SH3 convoys always have decent targets in them.
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Old 08-26-08, 06:12 PM   #18
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Quote:
Originally Posted by jimbuna
I wouldn't mind seeing the Mark 24 FIDO Torpedo
Yes, and also squid, ASW rockets for aircraft... Yes, I gone MAD, but please...
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Old 08-26-08, 07:52 PM   #19
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Default Random buoyancy when torpedos fired

hello forum

I've been lurking in the background since --hu-- ever... where else to go for a decent subsim forum?

so, the actual thread-title invited me...

There was a story about a subcommander who fired four eels on a battleship and promptly popped out of the ocean. Due to too much positive bouyancy.

So, is it possibel to simulate such behavoir?


Cheers itman
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Old 08-27-08, 02:05 AM   #20
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Quote:
Originally Posted by itman
hello forum

I've been lurking in the background since --hu-- ever... where else to go for a decent subsim forum?

so, the actual thread-title invited me...

There was a story about a subcommander who fired four eels on a battleship and promptly popped out of the ocean. Due to too much positive bouyancy.

So, is it possibel to simulate such behavoir?


Cheers itman
Normally that shouldn't happen..........the tubes flood with water to retain some semblance of neutral buoyancy!
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Old 08-27-08, 03:49 AM   #21
geosub1978
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HMS EAGLE-HMS DUNENDIN-LINERS OF 10000-12000 TONS-USS TEXAS.

Furthermore,

1) Simultanious attacks of other U-boots against the same convoy.

2) Messages based on SCR layer

3) A more interactive sonarman
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Old 08-29-08, 08:53 AM   #22
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Default hmm

Just a merry thought..

I think computers would have to live up for a "very live" enviroment of convoys with 15 little ships running around.. If I am not mistaken.. Or just a poor owner of a two year old computer..
But it would certainly be great..
And by the looks of things, that would not be so easy for the "poor campaign writters" either to make that, right? Tried to mess around campaign a bit, got frozen by "9 months for a decent campaign" explanation.. :rotfl:

Cheerio

Forgot some thoughts!

1. poul first spoke about it.. I tried and failed.. IS there a modder still working on sh3 that can add sound to snorkel when it rises? It is really spooky to see it rise without a sound.. It is practictly as big as a sub.. :rotfl:
2. What about wind and smoke? Is that a definite no no or just some missing hex part in the files? Obviously this is aimed at "hex is not a voodoo" people :rotfl: :rotfl:
3. People on the decks.. I notticed from community ships addon that guns from sh4 are added to sh3, and there was one japanese cruiser that had too many guns, but more importantly little bastards on the decks. Is there any modders willing to add little creatures?
4. My head hurts from all this thinking

Last edited by asanovic7; 08-29-08 at 09:14 AM.
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Old 08-29-08, 09:17 AM   #23
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15 is a small convoy
:rotfl:

GWX PQ17
30 Mechants and 19 minesweepers\escorts



:hmm: Need to add the 2 Br subs to that convoy too
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Old 08-29-08, 09:30 AM   #24
asanovic7
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Default ;)

Nope, I thought about plenty of convoys like that, running around.. :rotfl: Better than thinkers or the tailors..
RAM issues or processor issues when comp is computing the position of all the ships, right? Have I understood it correctly why gwx campaign is "ram balanced" :rotfl:
Cheers
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Old 08-29-08, 10:12 AM   #25
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I have some ideas...
1) a skin for type VIIC with that "netcutter" we see in type VIIB on the bow... we see that in das boot.

2) the ability to select which sound contact you want the sonarman to follow.. not only the nearest

3) thermal layer... and its impact on hydrophone

4) An easier way to install the "hydrosonarroomplot" mod

5) http://www.subsim.com/radioroom/show...ghlight=oxygen

6) (Utopic) torpedo room / crew quarters / engine room modeled....

itens 2, 3 and 4 are the coolest ones I suppose!
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Old 08-29-08, 11:38 AM   #26
gAiNiAc
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Quote:
Originally Posted by abclkhan
I have some ideas...
1) a skin for type VIIC with that "netcutter" we see in type VIIB on the bow... we see that in das boot.

2) the ability to select which sound contact you want the sonarman to follow.. not only the nearest

3) thermal layer... and its impact on hydrophone

4) An easier way to install the "hydrosonarroomplot" mod

5) http://www.subsim.com/radioroom/show...ghlight=oxygen

6) (Utopic) torpedo room / crew quarters / engine room modeled....

itens 2, 3 and 4 are the coolest ones I suppose!

#3 is simulated via SH3 Commander if I'm not mistaken.......
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Old 08-29-08, 01:54 PM   #27
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Quote:
Originally Posted by gAiNiAc
Quote:
Originally Posted by abclkhan
I have some ideas...
1) a skin for type VIIC with that "netcutter" we see in type VIIB on the bow... we see that in das boot.

2) the ability to select which sound contact you want the sonarman to follow.. not only the nearest

3) thermal layer... and its impact on hydrophone

4) An easier way to install the "hydrosonarroomplot" mod

5) http://www.subsim.com/radioroom/show...ghlight=oxygen

6) (Utopic) torpedo room / crew quarters / engine room modeled....

itens 2, 3 and 4 are the coolest ones I suppose!

#3 is simulated via SH3 Commander if I'm not mistaken.......
Yeah, SH3 Commander sets a random depth the escorts hydrophones are effective at to simulate a thermal layer.
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Old 08-30-08, 06:42 AM   #28
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I would like to see improved renown model, so that you don't get demoted for equipping your boat, or getting a new one.

This would probably require two variables for the renown; the existing one for "buying" equipment, and the additional one containing total accumulated renown, for promotions. I don't know it this is feasible without the SDK. Any thoughts?

Also, it would be nice if all equipment would lose its value over time, so everyone could aquire it, but the captains with most renown could get it first.
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Old 08-30-08, 06:51 AM   #29
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Quote:
Originally Posted by meduza
I would like to see improved renown model, so that you don't get demoted for equipping your boat, or getting a new one.

This would probably require two variables for the renown; the existing one for "buying" equipment, and the additional one containing total accumulated renown, for promotions. I don't know it this is feasible without the SDK. Any thoughts?
The easiest way of doing this is probably to reduce the cost of all upgrades to nil.
That way you would continue to accumulate renown throughout your career but upgrades would become available on the date that they came into service. You already get 'penalised' while the equipment is being fitted by staying in port for more days. Maybe the number of days it takes to upgrade could be slightly raised, so it would be a question of needing the equipment vs. lost patrol time:hmm:

Has anyone found any figures on how long it would take IRL to upgrade a U-boat? I would imagine that a battery change would be a major overhaul whereas a change to the bold decoys would be a simple matter of changing the canisters.
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Old 08-30-08, 06:54 AM   #30
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I'm trying to fill out the Mediterranean fleet. Some ships that would be useful are HMS Ark Royal, HMS Eagle, and an older version of the Queen Elizabeth series BBs (for HMS Malaya and HMS Valiant).

Any takers?
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