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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#16 |
Sea Lord
![]() Join Date: Nov 2007
Location: In sight of Stonehenge
Posts: 1,750
Downloads: 51
Uploads: 26
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Good hunting!
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![]() All my mods are available at MediaFire: SH3 Mods Other modders SH3 mods SH4 Mods ...you can't please all of the people all of the time... |
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#17 |
Seaman
![]() Join Date: Apr 2011
Location: Nevada
Posts: 34
Downloads: 26
Uploads: 0
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just one question i am assuming that the best way to save your game (other than in port) is to be free of contacts and on the surface and have TC at x1. Is this the correct way to do it to minimise any save gave foulups?
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#18 |
Prince of
the Sea
Join Date: Jul 2009
Location: Watching over U-253
Posts: 3,527
Downloads: 98
Uploads: 2
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Yes, and saving fairly frequently (throughout the patrol) is also a good idea. That way if you happen to hit a bad save, you don't have to roll back that far to try another one.
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#19 | |
Lucky Sailor
![]() Join Date: Oct 2010
Location: Rome
Posts: 4,273
Downloads: 81
Uploads: 0
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#20 | |
Sea Lord
![]() Join Date: Nov 2007
Location: In sight of Stonehenge
Posts: 1,750
Downloads: 51
Uploads: 26
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Most of my mid-patrol CTDs seem to have been caused by the old version of the no-CD mod. Another modder looked into it, released an updated version and I haven't suffered from a CTD since then.
__________________
![]() All my mods are available at MediaFire: SH3 Mods Other modders SH3 mods SH4 Mods ...you can't please all of the people all of the time... |
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#21 |
The Old Man
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I originally bought SHIII the day after it released and was only able to complete 1 patrol objective on my first time out of port before real life took over. I was never able to get back to it and forgot all about it after going through a few complete system upgrades.
Well, I finally retired. After playing SHIV for a year and moving on to SH5 for another year. I decided, what the heck lets give SHIII a go. What is the link for GWX Gold? Regards! |
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#22 | |
Seaman
![]() Join Date: Apr 2011
Location: Nevada
Posts: 34
Downloads: 26
Uploads: 0
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It is simply the best megamod ive ever seen for a game. Good to see you back on SHIII! I played a LOT of SHIV myself and loved the sim, but i longed to be driving u boats. And SHV is just a train wreck IMO, so im back on SHIII all modded up and running at 80+ fps. I cannot stand stuttering frame rates in sim games, my obsession started with MS Flight Sim. |
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#23 |
Seaman
![]() Join Date: Apr 2011
Location: Nevada
Posts: 34
Downloads: 26
Uploads: 0
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seperate question for the old salts...
Ive downloaded the fuel effencincy mod, and ive been running at 1/3, is this historically correct for an outbound trip to the patrol area? Having to go the long way around england, it looks like an easy 2 week trip just to get to my patrol area at 8 knots. |
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#24 | |
The Old Man
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#25 | |
Rear Admiral
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Yes, it will take longer to get to your patrol grid at 1/3 ahead than at a higher speed.. however you will burn less fuel in covering that distance and have more left over once you get there. That means you'll be able to stay on station longer and/or patrol a much larger area should you decide to go looking for targets somewhere else. You will also have more fuel on hand to use in pursuit of targets or escape from danger should you need to crank up the speed temporarily in those situations. As a test, set your speed at 8 knots and ask your navigator to give you your maximum range at current speed. He will reply by reporting a distance in kilometers. That's how much distance you can get out of your remaining fuel if you remain at the current speed. Now increase your speed to 1/2 ahead, full ahead, and flank speed, each time stopping to ask again for maximum range at current speed. You'll see that the maximum distance you can travel on remaining fuel at a given speed decreases as the speed goes up. The same thing happens if you drop below 7-8 knots. At higher speeds, you begin to burn more and more fuel for every kilometer you travel; at slower speeds, you travel shorter and shorter distances for every liter of fuel you burn. 7-8 knots (in a Type VII, at least) is that "magic" spot on the dial where you get the maximum distance possible out of every drop of fuel on hand. ![]() |
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#26 | |
Grey Wolf
![]() Join Date: Feb 2006
Location: In the mountains, now. On the edge of the sea before.
Posts: 933
Downloads: 47
Uploads: 0
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2 weeks out, 2 weeks on station, 2 weeks home... but at 8 knots you have plenty of fuel for that.
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"Well, now, that's true... the IXC is a bit of a chick magnet..but you really can't beat the VIIB for off-road fun." |
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#27 |
Ocean Warrior
![]() Join Date: Nov 2008
Location: Auburn, Alabama
Posts: 3,333
Downloads: 101
Uploads: 0
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You'll find, however, that 8 knots is insanely slow after a week or so of time-compressioning your way around the Atlantic
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#28 | |
Rear Admiral
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That said, I've never had a problem with making 10-12 knots on the way out and in, depending on how far off my assigned grid is; as has been said many times before, in GWX the last thing you should ever run out of is fuel. But I would hate to be out on patrol and realize that I only had enough fuel to make it home at 8 knots all the way if I started back immediately when I've still got plenty of ammo left and, in theory, could've found more targets for it if only I'd been more careful with my fuel consumption from the start. |
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#29 |
Seaman
![]() Join Date: Apr 2011
Location: Nevada
Posts: 34
Downloads: 26
Uploads: 0
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i asked for a fuel status report and it said at 8 knots i had a range of 34486 km??? is that sounding right? and this is with the fuel eff. mod and GWX
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#30 | |
Rear Admiral
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![]() The fuel loadout was increased in GWX, I don't know by how much... but this was done to make up for the fact that the game figures distances based on a "flat world" map and doesn't take into account the curvature of the earth. So distances from some points to other points are greater than they would be in real life, and the amount of fuel GWX gives you was increased to compensate for that. |
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