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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Navy Seal
![]() Join Date: Feb 2005
Location: York - UK
Posts: 6,079
Downloads: 43
Uploads: 0
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Excelent progress. Good luck getting the rest done.
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#2 |
Electrician's Mate
![]() Join Date: Sep 2008
Location: Dublin - Ireland - 53° 15′ 54.36″ N, 6° 6′ 49.32″ W
Posts: 136
Downloads: 2
Uploads: 0
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in Wolf Pack by Gordon Williamson on page 78 there are descriptions of German mines and their opperating depths - The SM(Schachtmine)A is quoted as "...it could be used in waters up to 250meters depth".
also in Subs and Submariners by Arch Whitehouse, a reference is made that, "...German moored mines could be laid at any depth up to six hundered feet and more". (Six hundered feet being aprox 180m) haven't read the below link but....? http://en.wikipedia.org/wiki/Naval_mine
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={Draft beer not people}=
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#3 |
Loader
![]() Join Date: Oct 2007
Posts: 85
Downloads: 11
Uploads: 0
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Maybe this was already asked, how far can you go from the mines and have them still work. For example could I lay them in the english channel and head out to the ocean and still sink a ship or does it only work in the visual range of my sub?
Is it possible to sink yourself hitting one of your own mines? Edit: I saw on the first page the range is aobut 20km, so basically you would set them in front of a convoy and hope they run into them. Last edited by emaluzer; 12-17-08 at 04:58 AM. |
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#4 |
Navy Seal
![]() Join Date: Mar 2007
Location: New Mexico, USA
Posts: 9,023
Downloads: 8
Uploads: 2
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Awesome work.
I'm a PTO guy, but early in the war such mining missions were common for USN boats due to torpedo shortages. I did a far less complex version of this for SH4 (I didn't even change the torpedo I modded as it was a proof of concept), and the biggest stumbling block from a campaign standpoint was that in RL, USN boats carried about 3 mines per torpedo they did not take. I tried to change the volume the mine-torpedoes took up, but that gave me a CTD. I assume that SH3 is as limited mission-wise as SH4 is, so the mission might be as simple as a decent renown for staying in the area to be mined, or perhaps staying in one area, then another and another along a path that HQ wants mined. (again, I don't know sh3 at all, but to do a mission, you'd have to get the assignment, but before you put to sea hit the "back" button, go to the office, and dump all your aft fish for mines, then put out to sea. Honor system, but anyone that wants to cheat has other mods for that, anyway ![]() Very nicely done, though, I await your new discoveries. ![]() tater |
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#5 |
Rear Admiral
![]() Join Date: Apr 2006
Location: Swindon, England
Posts: 10,151
Downloads: 35
Uploads: 0
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With the mini tweaker it was possible to up the amount of fish onboard to quite a few
Been so long since it was used cant remember the totals but there is a limit beyond which SH3 goes a lil loopy As no one uses the minitweaker no more there are bound to be other ways to increase the internal loadout The only problem I can see with port mining is nothing is spawned in the players range - 20-25km so nothing will spawn from inside a port and move out while you are in range of the torpedos Kudos on getting it working as its a long overdue mod even for the TM type mines With the VIID the SM type can be used too Have you tried adding more torp tubes but change the axis so they face up ? for the 7D Be interesting |
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