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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#16 |
Seasoned Skipper
![]() Join Date: Oct 2010
Location: Westun New Yahk
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Looked through the SH3 files, found these commented bits of info. These are possible malfunctions related to diving and underwater maneuvering.
;Randomly increased dive time ;Frt/rear ratio edited- simulates trim control difficulties, boat slightly heavy at stern. Difficulty fine tuning depth at very slow speed. ;Randomizes level off depth from crash dive in meters indicative of stuck valves or manifolds controlling incoming water also possible jammed dive planes. ;Jammed or stuck dive planes. ;Maximum speed both surfaced and submerged reduced, surface and submerged ranges reduced, increased dive time, increased turn radius.
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Largest target sunk with deck gun: Japanese auxiliary cruiser, 15000 tons
Largest engaged: HMS Nelson. Results inconclusive. ![]() Read Brag's stuff ![]() |
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#17 | |
Grey Wolf
![]() Join Date: Feb 2006
Location: In the mountains, now. On the edge of the sea before.
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But when I did, I followed this checklist: http://www.subsim.com/radioroom/show...ht=stress+test And yes, malfunctions were frequent enough to make it a good idea to check for them before getting too far out of port.
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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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#18 |
Ocean Warrior
![]() Join Date: Nov 2008
Location: Auburn, Alabama
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Did they give any reasons for not using malfunctions with 3.0? I haven't had any problems with it as far as I can tell
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#19 |
Chief of the Boat
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It begins slow but sopeeds up as the hull integrity diminishes.
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#20 | |
Grey Wolf
![]() Join Date: Aug 2007
Location: ...somewhere in the swamps of Jersey.
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Loaded the save the next day and apparently the malfunction had been 'fixed'.
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...I fought in many guises, many names, but always me. Patton
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#21 |
Seasoned Skipper
![]() Join Date: Jan 2011
Location: Groningen, The Netherlands
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So this can happen when you check 'sabotage & malfunctions' in Commander? Hm, that's why I don't use that option anymore. The idea is cool, but only if it were somehow better incorporated ingame. You know, that your officer gives you some kind of warning or at the very least that he screams like a little girl when something goes wrong.
![]() I played with sabotage for a time, but when something malfunctioned, the lack of any reaction from the crew made it feel more like bug in the game than sabotage or malfunction. Kudo's to Jcones for the idea though, I know you can't just put all of that in the game, but it's not for me.
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My sh3 skins : http://www.gamefront.com/files/user/Bakkels Or go to the sh3 downloads section > skins |
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#22 | |
Sea Lord
![]() Join Date: Apr 2007
Posts: 1,639
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I don't think the game models the 500 ft cap on depth charges as I've had them rock my world at 200m. Steve |
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#23 |
Chief of the Boat
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Malfunctions can be rectified but sabotage requires a return to base.
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#24 |
Ace of the Deep
![]() Join Date: Mar 2006
Posts: 1,138
Downloads: 147
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Hi all,
just a few comments: - Some malfunctions in SH3 Commander are implemented via hex-offsets in certain files. If you replace these files with a modded version, you run the risk that the offsets are wrong and you might get a CTD. Actually, it can be enough to open a file with Silent 3ditor and save it (it adds a header that changes the offset). - Whenever you reload the game via SH3 Commander all malfunctions & sabotage effects are first removed and then new ones applied. So you might end up with the same effects, with other effects, or without any. - I created quite a few different malfunction mods for myself and must agree with Bakkels that without proper integration in the game it's not good. It's really strange that, e.g., your diesel does not work and no one tells you. That's why I restricted myself to minor effects that are not critical (e.g., boat is 1-2 knots slower, diving time is a bit increased,...). In addition, I created a few critical malfunctions, however, for these you get a message (can be done via SH3 Commander's Random Folders) - I think it's a pity that SH3 Commander's crush depth feature does not also randomizes the crush speed. The original idea behind this feature was that you do not know your max. diving depth (as in real life). However, as you all pointed out, you can quite easily find out your max. diving deep by testing. In my eyes this takes away all the excitement when you dive deep ![]() ![]() Cheers, LGN1 |
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#25 | |
Sea Lord
![]() Join Date: Apr 2007
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Steve |
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#26 |
Grey Wolf
![]() Join Date: May 2005
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I read the gwx 3.0 was fine with sab and mal but nygm was definately not
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#27 |
Stowaway
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Thanks everybody. Some realy good tips.
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#28 | |
Stowaway
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Unfortunately, the IXB seems unchanged. Did it your way at ½ knot. It followed the same pattern as the last install's IXB, so at 171 I hit "E" and surfaced without damage. With my previouse install I "popped" at 182. The answer seems to lie between 171 and 182 for me so, I guess 165 will remain as my bottommost limit. It was good advice. At ½ knot, it took 2 - 3 minutes to drop 1 meter, and on hitting "E" she came up like a cork. |
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#29 | |
Stowaway
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#30 |
Chief of the Boat
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On a good day she'll do a little over 260.
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