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Old 03-22-14, 01:20 PM   #1
Nukesub
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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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Old 03-22-14, 01:41 PM   #2
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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 By the way, for way 1 and 2 you may interact with the switches.

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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Old 03-22-14, 03:13 PM   #3
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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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Old 03-22-14, 03:32 PM   #4
Aras
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Quote:
Originally Posted by Raptor View Post
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.
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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Old 03-22-14, 04:28 PM   #5
Nukesub
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Quote:
Originally Posted by Raptor View Post
Once opened, your torpedo tubes will stay open indefinitely until one of 2 things happens:

1 - you manually close them, or.....


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.
How do you manually close them? I thought I read somewhere that it is the "w" key, but every time I've done it I have never received any kind of confirmation that they actually have indeed closed
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Old 03-22-14, 09:09 PM   #6
Nukesub
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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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Old 03-22-14, 03:44 PM   #7
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Default Beginner Questions

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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Old 03-22-14, 04:32 PM   #8
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Q to open, Q to close, at least on my install.
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Old 03-22-14, 04:57 PM   #9
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Q to open, E to close.
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Old 03-22-14, 05:27 PM   #10
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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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Old 03-22-14, 06:19 PM   #11
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Quote:
Originally Posted by Mittelwaechter View Post
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
Nice little modification there. Though I enjoy the language in German and the text in English. Still fixes the problem though b/c now it says "WE:" whenever I close them and I don't remember it doing that before so now I have at least some kind of indicator
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Old 03-22-14, 08:26 PM   #12
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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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Old 03-22-14, 08:49 PM   #13
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Quote:
Originally Posted by Nukesub View Post
Nice little modification there. Though I enjoy the language in German and the text in English. Still fixes the problem though b/c now it says "WE:" whenever I close them and I don't remember it doing that before so now I have at least some kind of indicator
Modify de_menu.txt and commands_de.cfg accordingly and you'll be fine.

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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Old 03-24-14, 01:59 PM   #14
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Quote:
Originally Posted by BL!TZKR!EG View Post
Exactly! Never mess that up in range of the enemy...

Silent Service I says it this way: Mister Jimbuna is being re-assigned for training

Anyone remember that game?
'Course! It was the first, but it couldn't touch the original (and still great) Silent Hunter!
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Old 03-24-14, 03:59 PM   #15
Mittelwaechter
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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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