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Old 04-17-07, 01:43 AM   #1
Reece
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IMPOSSABLE to escape DD's

Hi, I'm actually starting to hate this game, I don't know how anyone can put up with the uber DD's ( jan 41), convoy, silent running, once I have fired my torpedo's I move away going deep but after 3 attempts I have to give up!! It doesn't matter what escape route I take the Destroyers always find me and hound me, what ever move I make they match imediately, within 15 minutes - uboat is destroyed!! Most frustrating!!
Is there a fix for this?
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Old 04-17-07, 01:49 AM   #2
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I just recently learned that running slow isn't actually silent. You have to keep the RPMs under 100. (I go to the conning tower to check)

And I think the latest GWX patch 1.03 actually changed the slowest speed on the dial to not go over 100 RPMs to address this issue.

Edit: But looking at your download page you probably already have 1.03. So I don't know what to tell ya.
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Old 04-17-07, 02:11 AM   #3
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That's strange, because I have exectly the opposite experience. I think I have by now about 20 patrols with GWX, all in 39-42, and I've been only sunk sunk by an escort once. That was by a cruiser, with artillery. The escorts seem to be rather inefficient, they either can't get a good lock on my position or can't aim right, because I really can't remember when the last time was I've been damaged by a DC. Sometimes I think I might be missing some difficulty setting, or something.

Having said this, I'm not sure what advice I can give you except for the standard "deep and silent". Usually I go to about 80 m and silent running (z/y-button). Run in a straight line and don't turn to much, except when you hear them dropping the DCs directly on you. In this case a short burst at flank speed and a course change by about 30-40 degrees should be enough to evade. Hard turns slow you down to much, so I try to avoid them. If they still can locate you, go deeper. DCs need a longer time to reach you if you are very deep, so you have more time to evade, on the other hand if your hull is damaged at 280 m, you might die very fast.
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Old 04-17-07, 02:23 AM   #4
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Hi Reece, is this your own Mod Mix or are you using a supermod?
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Old 04-17-07, 02:28 AM   #5
Henri II
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If you feel like they deffinetely have a lock on you, go to flank speed, wait until you actually reach flank speed, switch to silent running and immidiately innitiate a course/depth change, that might throw them off for a while.

One more thing you might try is not to dive at all. My stantard tactic is to attack at night on the surface. Shoot the torpedoes at 1500-2000 m, turn around immidiately, shoot the rear tubes and run away on the surface. At night the escorts cannot see very far, usually I'm out of sight before they start their light show. Depending on the type of your boat and the sea state you can even outrun some of the slower escorts on the surface.
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Old 04-17-07, 02:32 AM   #6
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Quote:
Usually I go to about 80 m and silent running (z/y-button). Run in a straight line and don't turn to much, except when you hear them dropping the DCs directly on you. In this case a short burst at flank speed and a course change by about 30-40 degrees should be enough to evade.
I do exactly the same, starts with 1 DD but soon you are trying to contend with 3 DD/escorts, Depth of the floor was 100mts so I couldn't go very deep, what sucks is the fact that they match my every move & drop with pinpoint accuracy!
I actually fired at only 1 target from 1.5km away then got out as fast as I could (at silent running a snail could pass)! You can watch the hydraphone red line as they all close in on me, matching my every cource change!

Edit: @ Henry, I try that but can't shak'em! @ Danlisa, all sensors/cfg files etc are GWX 1.03 with Rubini's "Alert Crew Mod".
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Old 04-17-07, 02:43 AM   #7
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Quote:
Originally Posted by Reece
....all sensors/cfg files etc are GWX 1.03 with Rubini's "Alert Crew Mod".
If you have imported the sensors/cfg files from GWX 1.03 into 'your mix' then it's entirlely possible that you have inadvertantly made them Mega Uber DD's.

Now, I really don't know much about the sensor files etc but I do know that it was the most tested & tweaked item in GWX as soooooo many things affected it. Have you still got the original versions that you overwrote? If you have, swap them out and test, if things return to normal then you have found the reason. That's all I can offer as my knowledge is limited in this area, hopefully someone with more knowledge will help.
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Old 04-17-07, 02:57 AM   #8
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Thanks Dan, it is strange, though frustrating, as to what files affect what, seems that if I get good sensors they do as well, even though the AI has separate files to the player! Hasn't been this bad with Uber aircraft & Uber DD's for a long time, saying that though I'm usually playing, due to constant modding & restarting campaigns, stuck between 1939 & 1940! Since SH4 release the mods have slowed down & I'm actually getting further in the game, wonder if Rubini could elaborate on all the files associated with player & AI sensors as well as accuracy of there bombs/DC's, I can then check that I have all the proper (matching) files.
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Old 04-17-07, 03:01 AM   #9
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Quick comment...100M is not deep at all you take a risk with every attack in shallow water. My understanding is that is how most u-boats escaped early on. Second, not all DDs early in the war were as hopeless as we think (want?) u-boats, even with ace skippers (Prien) were sunk early in the war.
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Old 04-20-07, 07:03 AM   #10
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Quote:
Originally Posted by Reece
Hi, I'm actually starting to hate this game, I don't know how anyone can put up with the uber DD's ( jan 41), convoy, silent running, once I have fired my torpedo's I move away going deep but after 3 attempts I have to give up!! It doesn't matter what escape route I take the Destroyers always find me and hound me, what ever move I make they match imediately, within 15 minutes - uboat is destroyed!! Most frustrating!!
Is there a fix for this?
It is strange Reece you dont remember the long DD and DE AI research done some time ago, i posted my silent runing tweaks many times.

Let me to upload a pack of files for you.
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Old 04-20-07, 07:23 AM   #11
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May the GWX-Devs please calm down. You've done a great job, you know that, and noone did really attack the mod in this thread. It's just that the language used in some posts should have been a bit more kindly, regarding the hours and hours of work you put into this free superpatch.

Think of the UBI-Devs looking through forums like this one. If they posted angry replies to every offend they find their renown would sink to the ground of the atlantic.

Sailors, don't start a mudslinging here. I think the originally thread was rather ment to ask for tactical help than to offend the GWX-Team.

Peace n harmony etc. (damn, no hugging smiley available :rotfl
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Old 04-20-07, 07:25 AM   #12
Redwine
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Hi Reece !!! :rotfl:You are in the credits for this mod !!!

How do you forgeted it !

http://hosted.filefront.com/Redwine/1940352

Download the :

DDs_Detection_13C_Stage.zip
Do not forget to accomplish the step 4 from the readme file.

and :

Zones.zip
You can use the sub part of zones only if you want to maintain your present ships and aircraft zones. Sure you know how to replace the sub zone section only, just erase your present, and copy and paste the new lines. I cant remember who made this subzones, but was at very early SH III times.
Planes zone parts was reduced in armor to ensure a protection when you sail at port in shallow waters.

This will be enought sure.

Plus ....

You can download the :

Depth_Charges_FX_Stage_4.zip

for spectacular graphic effect too.


Last edited by Redwine; 04-20-07 at 09:10 AM.
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Old 04-20-07, 09:05 AM   #13
Reece
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Hi Red

Haven't forgotten Red, it's just that most of the GWX files are quite different, even the sensor files, both the AI_Sensors * Sensors.dat contain more data, also the cfg files, you can't use the minitweaker without the new Sensors_dat.txt file. We got things going just right Red, then GWX comes along, which is very good, but changed a lot of things, as it happens I am useing your files now, except the Sensors.dat, this one is vastly different as I mentioned.
Rubini has improved the visual range for Aircraft & ships, and improved the hydraphones vastly, so at the moment I have Rubini's good sensors with your mod for AI_Sensors (even this was changed in SH3 Commander) & not so Uber depthcharges! many thanks for this, I think, for 8k version, I have it just about right!
Anyway how have you been? taking a break from SH3 for a while! I have SH4 but have shelved it for now till some of the bugs have been removed, good to hear from you! Cheers.
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Old 04-20-07, 09:37 AM   #14
Redwine
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Quote:
Originally Posted by Reece
Haven't forgotten Red, it's just that most of the GWX files are quite different, even the sensor files, both the AI_Sensors * Sensors.dat contain more data, also the cfg files, you can't use the minitweaker without the new Sensors_dat.txt file.
Sorry... wasnt in know about that, i am user of "War Ace Campaign Mod".

May be you can adapt/copy my settings into that new file ???


Quote:
Originally Posted by Reece
We got things going just right Red, then GWX comes along, which is very good, but changed a lot of things, as it happens I am useing your files now, except the Sensors.dat, this one is vastly different as I mentioned.
This mod do not changes Sensors.dat file, any way i have it tweaked too.


Quote:
Originally Posted by Reece
Rubini has improved the visual range for Aircraft & ships, and improved the hydraphones vastly, so at the moment I have Rubini's good sensors with your mod for AI_Sensors (even this was changed in SH3 Commander) & not so Uber depthcharges! many thanks for this, I think, for 8k version, I have it just about right!
Stock lethal radius are so unreal, they are incredible big...


Quote:
Originally Posted by Reece
Anyway how have you been? taking a break from SH3 for a while! I have SH4 but have shelved it for now till some of the bugs have been removed, good to hear from you! Cheers.
Yes a little break !! :rotfl: ... here, but with a lot of job... there ! :rotfl:

It seems the first days of SH III !!!!

But SH IV has not so bugs as SH III when it was released.

And have lot improvements requested by the people.

I have my SH III well personalized to my taste, the only job i need to do is to introduce the new changes of War Ace Campaign Mod neww versions, without change or ruin my personalized tweaked files.

So i go to SH IV, because it is better to stay day at day reading and participating of the tweak discussions... if not, if you arrive moths later, you will understand anything.... not sure if will be a good supermod for it, any way, if it will be, sure you will not like lot of things of the supermod... then is better to read day at day, and make the job day at day... at first days.
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Old 04-20-07, 05:34 PM   #15
Redwine
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Quote:
Originally Posted by Redwine
Quote:
Originally Posted by Reece
We got things going just right Red, then GWX comes along, which is very good, but changed a lot of things, as it happens I am useing your files now, except the Sensors.dat, this one is vastly different as I mentioned.
This mod do not changes Sensors.dat file, any way i have it tweaked too.
The file changed by my mod is Sensors.sim, not Sensors.dat....

The changes there are for the Bolds..... only that.
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