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#1 | |
Navy Seal
![]() Join Date: Aug 2005
Location: Sinking ships off the Australian coast
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#2 |
Weps
![]() Join Date: Oct 2008
Location: Veria, Greece
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Well, i would outlast them if that damn patrol didnt show up...
After 2 real life hours, about 100-120km away from the place i attacked the convoy after countless depth charges from 2 DDs (Flower Class and Black Swan Class if i remember right) another DD showed up. Couldnt do much nor go at deep water cause a single DC blew off a considerable chunk of my bow torpedo room. -48% integrity in a single DC. ![]() Ultimatelly, another DC got me and my boot was crushed. I dont know why but i decided not to D.I.D. this, this time. |
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#3 | |
Captain
![]() Join Date: Feb 2009
Location: Drinking a cold one in Davey Jone's locker.
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Another factor that hasn't been brought up. there are SIMULATED thermal layers implemented in the game, if you are lucky enough to get under one,(they are at random depths) then the escorts won't hear you no matter what you are doing. Unfortunately you will have a hard time knowing when that is. American submarines had a device that measured sea temperature. It was called a Bathythermograph-"A device to record sea temperature's and submarine depth, and to show any abrupt temperature change or gradient". It gave american sub skipper's the advantage of knowing when they passed under a thermal layer.
![]() I have often wondered why the Germans didn't come up with something similar? ![]()
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#4 |
Weps
![]() Join Date: Oct 2008
Location: Veria, Greece
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But they CAN ping me, cant they?
How is it possible for a thermal layer to absorb such noise? |
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#5 |
Eternal Patrol
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The thermal layer doesn't absorb the noise, it deflects it. It's like sticking a straw into a glass of water - the straw appears to be where it isn't. The thermal layer can make the first ping passing though bend, and if it hits the sub it bends again on the way back. The return signal can be off by dozens of yards.
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#6 |
Weps
![]() Join Date: Oct 2008
Location: Veria, Greece
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I see. So its just like how light deflects on the surface.
The sound deflects twice so even if the uboat is at 100m its like pinging the bottom. Right? |
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#7 |
Let's Sink Sumptin' !
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When you consider all the ways sound can bend it's surprising sonar works as well as it often does.
![]() ![]() ![]() Link to the original article... http://www.uboat.net/articles/index.html?article=45
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#8 |
Navy Seal
![]() Join Date: Apr 2005
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#9 | |
Captain
![]() Join Date: Feb 2009
Location: Drinking a cold one in Davey Jone's locker.
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Thank you Jaesen, I forgot to mention that really important part!
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#10 |
Weps
![]() Join Date: Oct 2008
Location: Veria, Greece
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Well, there's something i didnt knew!
![]() Thanks for all the info guys! ![]() |
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#11 |
Seaman
![]() Join Date: Jun 2008
Location: Cruising the Norwegian coastline
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I thought most of the modding revolved around tweaking parameters for features that are already in the game. Since stock SHIII didn't simulate thermal layers, how in the world does SHCommander program them in? Unless that's a trade secret, of course.
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#12 |
Weps
![]() Join Date: Jan 2007
Location: Control Room
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Changes to the ASDIC sensor parameters, perhaps?
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100% realism, DiD Harbor Traffic 1.47(incl. RUB) Using SH3 Commander to implement many custom realism tweaks Covered 1939-1945; now restarting in 1939 again. Completed 39 careers, 210 war patrols, 4.7Mt sunk, 19 subs lost |
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#13 |
Torpedoman
![]() Join Date: Dec 2008
Location: CC, Texas
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Most likely just turns them all off, if the player is below a certain randomized depth.
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#14 | ||
Captain
![]() Join Date: Feb 2009
Location: Drinking a cold one in Davey Jone's locker.
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The way that SH3Cmdr simulates the thermal layers ingame is it picks a random depth when your submerged and then implements a kind of false max depth setting for the AI sensors. So what that does is it tells the AI that the depth at this particular point is only 140meters for example, when in reality it may very well be over 1000 meters deep there. I hope this helps and is not overly confusing. ![]()
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