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Old 03-13-14, 09:00 PM   #1
ValoWay
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three quick newbie questions

i run gwx+ olc MKd+ ACM Reloaded for OLC+ ACM Lite Maps+ h.sie's hardcode fixes and some smaller ones on top of them:

1) Today during my first patrol mission I've noticed that suddenly green contact marks appeared on my map. That happened a couple of times when I was at map in TC mode.

Note that this happened only very rarely and only in the area of the british channel. Most of the time there weren't any green contacts on map when my WO reported one.

My realism setting is on 100%. I also marked the "no map contact update" option.

Why do I still see such green map contacts ??

2) For what exactly do I need torpedo speed settings? Like enemy ships which go 2-6 Knots the torpedo should be set to slow?

3) I've been wondering how real u-boat cpts. parked their ship when coming back from a mission? Because on the next mission in SH3 the boat is pointing with it's bow out of the "parking lot" again??
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Old 03-13-14, 09:16 PM   #2
Mittelwaechter
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1) ??? No idea.

2) You can shoot steam torpedos (visible bubble trail) at different speeds. The faster the shorter their range, but the less the targets time to take evasive manouvers.
U-boats used only slow and medium speed settings.

Electric eels have only one speed (28 knots ingame) (sic!), but they stay stealthy.

3) The U-Boot is in port for several days/weeks for resupply, maintenance and repair. Time to push it around and even take it out of the water.


http://historyarticles.com/gray-wolves-den/
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Old 03-13-14, 10:46 PM   #3
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Quote:
Originally Posted by Mittelwaechter View Post
1) ??? No idea.

2) You can shoot steam torpedos (visible bubble trail) at different speeds. The faster the shorter their range, but the less the targets time to take evasive manouvers.
U-boats used only slow and medium speed settings.

Electric eels have only one speed (28 knots ingame) (sic!), but they stay stealthy.

3) The U-Boot is in port for several days/weeks for resupply, maintenance and repair. Time to push it around and even take it out of the water.


http://historyarticles.com/gray-wolves-den/
thanks for your quick reply!

1) I can add further that when I click on such green contacts the pop up clearly listed them as ships without any specification like class/nation or something. So it's apparently not a plane or buoy. It's green so someone could figure it's not an enemy? Maybe because they were warships (channel of Britain)?

After they suddenly poped up on the map I couldnt btw see them anymore when I went to bridge....

I'll keep investigating...

2) Ive found a chart regarding torpedos' speed & range etc ...
http://www.stardestroyer.net/Armour/SH3Chart.pdf

3) Hey thx again for your input !!

Last edited by ValoWay; 03-13-14 at 11:01 PM.
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Old 03-13-14, 11:50 PM   #4
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Green always denotes a Neutral. I'm not sure why you're seeing them though.
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Old 03-14-14, 04:42 AM   #5
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I've got another question:

4) Gramophone tracks

- Is there a limit for possible gramophone tracks to play? Seems like I'm lacking a whole lot of tracks when on sea?

- Is maybe the "randomise gramophone track" option of SH CMD 3.2 restricting the number of possible tracks being played?

- How has a gramophone track file to look like and has it to be a special format?
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Old 03-14-14, 08:13 AM   #6
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Quote:
2) For what exactly do I need torpedo speed settings? Like enemy ships which go 2-6 Knots the torpedo should be set to slow?
The torpedo speed setting has nothing to do with the target speed. It's to control how fast the torpedo goes.

The faster it goes, the less change of your target maneuvering out of the way. Also the faster it goes, the less lead angle you need on your target, which means you get to shoot closer to 0 heading if you are doing a 90 degree shot.

Steve
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Old 03-14-14, 01:28 PM   #7
Pisces
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Quote:
Originally Posted by ValoWay View Post
I've got another question:

4) Gramophone tracks

- Is there a limit for possible gramophone tracks to play? Seems like I'm lacking a whole lot of tracks when on sea?

- Is maybe the "randomise gramophone track" option of SH CMD 3.2 restricting the number of possible tracks being played?

- How has a gramophone track file to look like and has it to be a special format?
The game can play either .mp3 or .ogg files. (not entirely sure it accepts .wav for gramophone, it is relatively big anyway) But the game acts up if they are all in a different format. It might be the reason that you do not hear those tracks. Make sure they are all converted to one format. I think .ogg (vorbis) was the most preferable due to less drain on the system.
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Old 03-14-14, 01:16 PM   #8
Pisces
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Quote:
Originally Posted by Sailor Steve View Post
Green always denotes a Neutral. I'm not sure why you're seeing them though.
1: Hint, you can probably hear them. And wave your flipper as you sail past them.





(The icons are a game limitation the way they are modelled.)
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Old 03-14-14, 08:11 AM   #9
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Quote:
Originally Posted by ValoWay View Post

2) Ive found a chart regarding torpedos' speed & range etc ...
http://www.stardestroyer.net/Armour/SH3Chart.pdf
It's a chart for the original (Vanilla) SH3 loadout.
It includes the TII/TIII speedbug - showing them to run 30 knots.
Ingame they run only 28 knots. Check the inner TDC speed indicator dial.

People realized a "gyro glitch" when switching between a 30 knots G7a (steam) and a "30 knots" G7e (electric). Afair no mod addressed this bug, but it's easily correctable in torpedo.sim with skwas Silent 3ditor.

TII and TIII run 5250/5000 m in GWX. Not sure, but I think this was already changed in 2005 with one of the official SH3 patches.
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Old 03-14-14, 01:32 PM   #10
Pisces
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Quote:
Originally Posted by Mittelwaechter View Post
It's a chart for the original (Vanilla) SH3 loadout.
It includes the TII/TIII speedbug - showing them to run 30 knots.
Ingame they run only 28 knots. Check the inner TDC speed indicator dial.

People realized a "gyro glitch" when switching between a 30 knots G7a (steam) and a "30 knots" G7e (electric). Afair no mod addressed this bug, but it's easily correctable in torpedo.sim with skwas Silent 3ditor.

TII and TIII run 5250/5000 m in GWX. Not sure, but I think this was already changed in 2005 with one of the official SH3 patches.
There is another TDC bug. If you change that speed-selector switch and change to a torpedo that only has 1 setting (like switch on fast, and selecting a type 2 tube) then the TDC still thinks that the torpedo wil go fast, eventhough it can't. Therefore it shoots it with the wrong lead-angle/gyro setting.

Double check and reset the switch!!!!!
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Old 03-16-14, 06:44 AM   #11
ValoWay
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Quote:
Originally Posted by ValoWay View Post
i run gwx+ olc MKd+ ACM Reloaded for OLC+ ACM Lite Maps+ h.sie's hardcode fixes and some smaller ones on top of them:

1) Today during my first patrol mission I've noticed that suddenly green contact marks appeared on my map. That happened a couple of times when I was at map in TC mode.

Note that this happened only very rarely and only in the area of the british channel. Most of the time there weren't any green contacts on map when my WO reported one.

My realism setting is on 100%. I also marked the "no map contact update" option.

Why do I still see such green map contacts ??
It turned out that the suddenly appearing green contacts actually are reported sightings of neutral convoys by BdU via radio msg! I was tweaking my mods and now I also get a radio msg shortly after one of those contacts pops up on map!
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Old 03-16-14, 07:59 AM   #12
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Quote:
Originally Posted by ValoWay View Post
It turned out that the suddenly appearing green contacts actually are reported sightings of neutral convoys by BdU via radio msg! I was tweaking my mods and now I also get a radio msg shortly after one of those contacts pops up on map!
FYI, don't pass on neutral convoys. They are often loaded with valid targets. If only the lead ship is neutral and the other 12 or so British, the convoy is called neutral.
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Old 03-16-14, 09:48 AM   #13
ValoWay
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Quote:
Originally Posted by GreyBeard View Post
FYI, don't pass on neutral convoys. They are often loaded with valid targets. If only the lead ship is neutral and the other 12 or so British, the convoy is called neutral.
hey, I haven't known that! Tip hat, sir !!
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Old 03-17-14, 03:40 AM   #14
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Quote:
Originally Posted by ValoWay View Post
It turned out that the suddenly appearing green contacts actually are reported sightings of neutral convoys by BdU via radio msg! I was tweaking my mods and now I also get a radio msg shortly after one of those contacts pops up on map!
Hey, I'm very intrested in this!
Could you please explain what you edited to obtain the radio msg?
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Old 03-17-14, 01:58 PM   #15
Pisces
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You should always get a radio message when a convoy icon appears on the map. So, not sure what you did, but it may be just coincidence.
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