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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Torpedoman
![]() Join Date: Mar 2014
Posts: 116
Downloads: 56
Uploads: 0
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Ahoy fellow Kaleun's!
Got a few new questions here. My busy schedule hasn't allowed me much time to enjoy this awesome game but in the moments I have had I have been experimenting with several different aspects of it! New questions! ![]() 1). How long do torpedo tubes stay open? And how can I confirm they are open other than a visual inspection with the camera? I ask because I swear there have been times when I know I hit open, TCed a bit, and then fired and had the delay of the tubes opening 2). What is the destroyers behavior? Do they always actively ping beneath them or do they only do it when they suspect a sub? 3). Is the games pinging/sonar based on movement? Say I hit 120m and stay still, will they move off looking for me or constantly depth charge the last spot they heard me? 4). Are sub nets physical objects that can be seen in the game? Any advice or spotting/avoiding them? 5). I've noticed sometimes when I am being depth charged that the depth charges "seem" to make my sub drop quickly when they explode next to it, even if I am trying to rise. Is this an effect of them? Or am I just crazy? Thanks in advance! ![]() |
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#2 |
Helmsman
![]() Join Date: Oct 2012
Location: Istanbul, Turkey
Posts: 102
Downloads: 48
Uploads: 0
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1. I am not sure how long they stay open, I generally open them just before firing the torpedo. You can check if they are open or not from 3 places.
a. Go to the conning tower from Command Rooms. Turn around you will see switches representing torpedo tubes. b. Right click Weapon Officers face from left bottom, you will teleport to his station. Turn around, again there are switches representing torpedo tubes. c. Visually ![]() 2. They will start to ping if they suspect your presence. That may be caused by propeller sound or just a crew dropping his wrench etc... Remember the scene from Das Boot where Number 2 makes a joke about silent running. ![]() 3. First they will depth charge the last place they heard you. Eventually they will try to depth charge blind some other locations around to find you. 4. Yes, you may see them in game however I think you may not destroy it (Remember the scene from Run Silent Run Deep where US submarine destroys the net to escape Japanese harbour). Stay away from them. They are located on harbours. Stay away from port raiding until you really know what you are doing. If you hit one, DO NOT change your heading. Run your propellers backwards (Back Emergency) 5. I have experienced the same thing as well. I presume it’s the consequence of the blast. Do not forget that a depth charge may cause some damage via Shock Wave.
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"Though I'm past 240 meters, I'm feeling very still and I think my u-boot knows which way to go ..." |
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#3 |
Weps
![]() Join Date: Nov 2002
Location: Pacific NW, USA
Posts: 350
Downloads: 54
Uploads: 0
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Once opened, your torpedo tubes will stay open indefinitely until one of 2 things happens:
1 - you manually close them, or..... 2 - you dive below 20 meters On the way back up to periscope depth or to the surface, you will get a verbal message "We're too deep to launch torpedoes" if you try to open them below 20 meters.
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Raptor |
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#4 |
Helmsman
![]() Join Date: Oct 2012
Location: Istanbul, Turkey
Posts: 102
Downloads: 48
Uploads: 0
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Does someone know, what is the max depth a WWII u-boot can launch torpedoes in real life. I remember a scene from The Enemy Below where they fire torpedoes deeper than 20m.
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"Though I'm past 240 meters, I'm feeling very still and I think my u-boot knows which way to go ..." |
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#5 | |
Torpedoman
![]() Join Date: Mar 2014
Posts: 116
Downloads: 56
Uploads: 0
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#6 |
Torpedoman
![]() Join Date: Mar 2014
Posts: 116
Downloads: 56
Uploads: 0
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Thank you all for the replies so far
![]() Also I will adjust that menu and command files accordingly. Got a bit of an issue now though. I just REMOVED FM_NewInterior_V.10 and replaced it with version 2.1D and now my career's won't load. Even a brand new one crashes when the red loading bar is almost full. Curiously, the training missions seem to load fine. Also, SH3 Commander doesn't seem to wanna update its list of careers with those added/deleted in-game at the profiles screen. |
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#7 |
Canadian Wolf
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Later versions could be launched at a depth of 50 metres.
http://www.uboataces.com/weapon-torpedo.shtml Torpedoes had to be launched on the surface or at periscope depth. But later versions of German torpedoes such as the TV (Zaunkonig II) could be launched from up to a depth of 50 meters. |
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#8 |
Canadian Wolf
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Q to open, Q to close, at least on my install.
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#9 |
Chief of the Boat
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Q to open, E to close.
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#10 |
The Old Man
![]() Join Date: Apr 2007
Posts: 1,304
Downloads: 35
Uploads: 0
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Q to open, W to close (no confirmation - just some noise from closing the hatch).
E is for blowing air into the tanks (emergency surface) http://www.subsim.com/radioroom/showthread.php?t=193887 #4
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![]() ![]() 10 happy wolves rear 90 blinded, ensnared sheep. 90 happy sheep banish the wolves. Arrest the 1% - https://www.youtube.com/watch?v=dQ6hg1oNeGE |
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#11 | |
Torpedoman
![]() Join Date: Mar 2014
Posts: 116
Downloads: 56
Uploads: 0
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#12 |
Samurai Navy
![]() Join Date: Dec 2008
Location: Ontario,Canada
Posts: 550
Downloads: 105
Uploads: 0
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as a "new " player of SH3, can I instal GWX gold after I have played the stock game, or do I have to re install the sim again if I play for a bit with the original version.
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#13 | |
The Old Man
![]() Join Date: Apr 2007
Posts: 1,304
Downloads: 35
Uploads: 0
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Muendungsklappe wird geschlossen, Herr Kaleun! The C gives you the spoken crew response "Jawohl, Herr Kaleun!" or "Aye, Sir! (or whatever they say in English) in English or German - matching your settings.
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![]() ![]() 10 happy wolves rear 90 blinded, ensnared sheep. 90 happy sheep banish the wolves. Arrest the 1% - https://www.youtube.com/watch?v=dQ6hg1oNeGE |
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#14 |
Sea Lord
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#15 |
The Old Man
![]() Join Date: Apr 2007
Posts: 1,304
Downloads: 35
Uploads: 0
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The impact pistol was a mechanical device senitive to a direct push from the gear at the tip of the torpedo. If this push wasn't hard enough the pistol didn't ignite the payload and the torpedo bounced off.
The magnetic pistol was/is an electrical device (on by default) and easily to be switched off (disconnect a cable). It was/is sensitive to the change of the earths magnetic field - altered under a ships keel as by i.e. ore veins in the sea bed or by leaving the tube. The last fact made them arm the torpedo after a certain distance from the tube.
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![]() ![]() 10 happy wolves rear 90 blinded, ensnared sheep. 90 happy sheep banish the wolves. Arrest the 1% - https://www.youtube.com/watch?v=dQ6hg1oNeGE |
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