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Old 04-11-12, 06:25 AM   #31
Jimbuna
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Originally Posted by Wolfstriked View Post

My take is that silent running On/Off switch is the only other factor determining if you will be heard by hydros with the other being keeping rpm low.Silent running means your prevented from repairs,loading torps and pumps stop.I think that gramaphone is like the depth checker ping,meaning no effect in game.
When you select silent running repairs, eels, pumps etc. stopw working....the revolutions of your propellor drop to about 200 rpm IIRC giving you a speed of approx 2 knots. This is still not enough for some escorts with veteran/elite crews and dependant upon conditions such as your depth and sea state etc. Best to manually set your rpm to about 100 rpm which gives you a speed of approx 1 knot....that is how the game engine interprets the parameters.

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Originally Posted by Rebel22777 View Post
Or that the gramophone and pinging has no effect in the game?
Correct...that is one of the weaknesses of the game engine IMHO.
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Old 04-11-12, 06:59 AM   #32
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That is what I thought you meant but I just couldn't believe it.
So, they only use ping when I am below 100rpm and still stick to me?
They must have space age technology...
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Old 04-11-12, 07:32 AM   #33
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That is what I thought you meant but I just couldn't believe it.
So, they only use ping when I am below 100rpm and still stick to me?
They must have space age technology...
Not necessarily, a lot of factors/parameters are taken into consideration by the game engine to determine what strategy will be used against you.

If a surface vessel detects your presence an escort may well go 'active' to get a definitive fix on you but sometimes they remain passive because they know of your whereabouts due to the noise your propellors are emitting.
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Old 04-11-12, 08:35 AM   #34
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Not necessarily, a lot of factors/parameters are taken into consideration by the game engine to determine what strategy will be used against you.

If a surface vessel detects your presence an escort may well go 'active' to get a definitive fix on you but sometimes they remain passive because they know of your whereabouts due to the noise your propellors are emitting.
That is what I am trying to understand - the parameters that the game is using.
So, they don't hear torpedoes being loaded, the radio or pinging. But they do hear props at below 100 when not pinging.
How do I get out of the circle when at 1 knot? Because at that speed I'm going nowhere very fast...Is it really just playing the merry go round until they leave?
Imagine this psycho - after he ran out of depth charges, he kept charging my position, over and over, after the convoy and the other escorts had long gone. I just reloaded the save after about 4+ hours on time comp.
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Old 04-11-12, 08:51 AM   #35
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How do I get out of the circle when at 1 knot? Because at that speed I'm going nowhere very fast...Is it really just playing the merry go round until they leave?
That's the $million question....part of the game of cat and mouse/hunter and hunted...just as it was in real life.

There are dozens of opinions and preferences on how to avoid/survive....start a post asking the question and I'm confident you'll receive a large number of different tips/strategies.

One tip: after the escort has passed over you and your in his baffles, he is deaf and that is one opportunity for cranking up some speed to change direction and or change course.
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Old 04-11-12, 01:11 PM   #36
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Originally Posted by Rebel22777 View Post
That is what I thought you meant but I just couldn't believe it.
So, they only use ping when I am below 100rpm and still stick to me?
They must have space age technology...
I think the reason its easy to stick to you by ping is that you are going so slow that they can just swing around and reacquire you with ease.As Jimbuna pointed out,you can wait till they make their attack run to add speed and change course to try to fool them into your location.I usually stand in command room and listen to where the sound is coming from and then wait.Once I hear the ship speed up I go flank and turn to a different heading.

And hearing torpedoes loading or repairs being done is actually modeled.When you turn on silent running those things stop so your noise output stops and when you turn silent running off its like allowing your boat to make the normal amount of noise it makes.Hope to not confuse.
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Old 04-11-12, 10:54 PM   #37
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And hearing torpedoes loading or repairs being done is actually modeled.When you turn on silent running those things stop so your noise output stops and when you turn silent running off its like allowing your boat to make the normal amount of noise it makes.Hope to not confuse.
Logically that would be the case. Escorts use hydrophones to listen for noise and active ping to find you. The reason that I'm trying to "get" this is that there have been times when I have gotten out of the circle of death and then the escort just spins around and here they come!
A random turn? Perhaps, but hard to believe when they not just turn but turn and head straight for you whilst you're silent and stopped.

Has any sound mod added extra sounds that can be heard on the hydros in addition to props?
Does anyone know how the escorts ping in the game? A cone from the bottom of the ship down or a cone forward perhaps? Knowing that may solve some of the variables.
I have an assignment to kill before I can play cat and mouse again...

PS I have found the descriptions of sonar and hydros in the GWX manual (B15). Makes for some interesting read, well worth it.

Last edited by Rebel22777; 04-12-12 at 03:32 AM.
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Old 04-12-12, 11:48 AM   #38
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Originally Posted by Rebel22777 View Post
Logically that would be the case. Escorts use hydrophones to listen for noise and active ping to find you. The reason that I'm trying to "get" this is that there have been times when I have gotten out of the circle of death and then the escort just spins around and here they come!
A random turn? Perhaps, but hard to believe when they not just turn but turn and head straight for you whilst you're silent and stopped.

Has any sound mod added extra sounds that can be heard on the hydros in addition to props?
Does anyone know how the escorts ping in the game? A cone from the bottom of the ship down or a cone forward perhaps? Knowing that may solve some of the variables.
I have an assignment to kill before I can play cat and mouse again...

PS I have found the descriptions of sonar and hydros in the GWX manual (B15). Makes for some interesting read, well worth it.
Its a game engine and so has quite a few things different than reality.One thing it has though is unpredictability which is of utmost importance. I think probably they spotted something with ASDIC.Reason is that when they hear you they start there left and right towards your area and you say they head straight for you instead.They jink to avoid getting a torpedo shot at them because they decided to head straight for a sound which gives no definite range and might just be a uboat with a torpedo waiting in silence.

The ASDIC is very weird in that the cone sticks out like 90percent degree on the sides.If you play with very little realism and click on an escorts icon on map it shows what I think is the arc of their sensors.
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Old 04-16-12, 09:56 PM   #39
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I've installed GWX 3.0 and so far I'm loving it. I'm on my second patrol, the first was the 5 day shakedown. I haven't played in a couple of years and I'm trying to get back up to speed where I was when I quit playing. I'm on easy mode right now (covers head with arms knowing boots are going to come flying) and I'm wanting to know if the GWX Contact Color Mod is compatible with 3.0?

I promise to turn it off when I get back up to speed

Edit: As others have said I just want the tails. I want to keep the gray until positive ID.
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Old 04-17-12, 06:31 AM   #40
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I'm wanting to know if the GWX Contact Color Mod is compatible with 3.0?
Yes.
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Old 04-17-12, 07:15 AM   #41
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Originally Posted by Halgarre View Post
Edit: As others have said I just want the tails. I want to keep the gray until positive ID.
IIRC I think I found a way to do that, pretty sure I made a little mini-mod just for that purpose. I will look when I get back to my home PC, if I don't post something here about it this evening PM me to jog my memory.
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Old 04-17-12, 04:31 PM   #42
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Well, found it and have uploaded it to Gamefront where if memory serves it should be available for 7 days.

http://www.gamefront.com/files/21574...+Grey+Tails.7z

That's the link they gave me from the upload, but currently it says the file is unavailable so I don't know if it just takes a while to get set up for download or if there's an actual problem with it.

Anyway assuming I get the upload sorted, the mod will put the navigational tails back on the unit icons on the nav map but will keep them all grey so you still have to determine friendly/enemy/neutral status yourself.

Edit: getting a download button now so apparently it's there for anyone who wants it.
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Old 04-17-12, 04:47 PM   #43
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I thank you.
I tried easy on my shakedown and didn't like having unlimited batteries, compressed air and such so I'm up to normal now.
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Old 04-17-12, 05:00 PM   #44
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I thank you.
No problem. SINK 'EM ALL! (Except the ones you shouldn't because that will get you sent to the Eastern Front. )
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