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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#3016 |
XO
![]() Join Date: Nov 2007
Location: Canada
Posts: 424
Downloads: 45
Uploads: 0
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My best compliments for your amazing job! wolfpacks (and other fixes) add a lot of realism to SH3 that is still alive!!
Anyway is it possible make an "viceversa" wolfpack? I mean, when I receive a convoy position on the map, may I be instructed by BdU to reach it within an assembled wolfpack? But maybe it depends by BdU AI that is not so modelled.. ![]() |
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#3017 |
Chief
![]() Join Date: Mar 2010
Location: Drowning in mods soup
Posts: 327
Downloads: 466
Uploads: 0
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In the same vein as the preceding post, would it be possible to include Luftwaffe raids on convoys or ships?
I vaguely recall when I used to play vanilla SH3 way back then, I could call an air strike if I was short on ammo or just for the fun of it. I remember one major shortcoming was that the plane(s) would appear above the target as I pushed the "Los" button. I am dreaming of a possibility to have Luftwaffe raids and even surface ships raids implemented into SH3 as long as some measure of realism is introduced. h.sie? ![]() |
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#3018 | |||
Torpedoman
![]() Join Date: Nov 2010
Location: Zielona Góra, Poland
Posts: 116
Downloads: 72
Uploads: 0
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These strange defective shots appeared to me when trying to shoot in the keel using a magnetic pistol (torpedoes depth >10m) after 1943 with calm weather. Thanks for debug version this fix. I will try to reproduce this issue. |
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#3019 |
Admiral
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@Leitender: Regarding Battery Discharge Fix: If one starts with 4kn speed instead of max. speed, the Uboats submerged range fits very well the range value in the .sim file. (According to the .sim file, the submerged range is defined at a speed of 4kn).
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#3020 | |
Ace of the Deep
![]() Join Date: Mar 2006
Posts: 1,138
Downloads: 147
Uploads: 12
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I posted the link to point out that Topp's statement (if he really said that) is not true: Waves are sometimes felt at more than 1-2m below the water surface. Concerning the rest of the text, it's obviously not very detailed. It does not mention the size of the submarine, it does not mention the depth at which the depth is kept constant,... so all you can conclude that there are storms in which you feel a roll of 5 to 10 degrees at 400 feet with modern subs (I guess it would be more with WW2 subs. And for less strong winds it is less than 400 feet which is still more than 1-2m ![]() In 'Das Boot' a depth of 60m is mentioned for heavy storms. I agree that such storms are not modeled in SH3 and for 'SH3 storms' 20m probably is fine enough. Cheers, LGN1 |
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#3021 | |
Torpedoman
![]() Join Date: Nov 2010
Location: Zielona Góra, Poland
Posts: 116
Downloads: 72
Uploads: 0
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ps. SH3 full HD resolution (and even HD4K) is possible... ![]() Have a nice day. Last edited by Olamagato; 01-08-12 at 08:38 AM. |
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#3022 |
Admiral
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@Sag75, Victor_S:
The wolfpack viceversa is already modelled in parts (some fantasy required) in sh3: If there is a convoy, you sometimes get a contact report on your map. This can be interpreted as a BDU order to attack if possible. Additionally, one can script Sergbutos AI-Subs into some convoys of the RND campaign files, so that they attack the convoy as soon as the convoy comes in your visible range. I did so in my private NYWX hybrid supermod. Not perfect but sufficient for me. Thus, ATM no development planned. I did not replace the original sh3 code that sometimes causes an aircraft attack if you send a contact report. Thus, both is possible: wolfpack and aircraft attack. |
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#3023 |
Commodore
![]() Join Date: Oct 2009
Location: Helsinki, Finland
Posts: 614
Downloads: 135
Uploads: 0
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If statistics intrests.
I have fired 15 torps with Torpedo Failures Fix V1.1 under good conditions meaning windspeeds between 0 to 9 m/s, between oct and dec -40 and used impact detonator. 10 hits, 4 duds and 1 dud or miss.
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Himmel, sukeltakaa! |
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#3024 |
XO
![]() Join Date: Nov 2007
Location: Canada
Posts: 424
Downloads: 45
Uploads: 0
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Thanks H.Sie! I've just an extra thought. I installed your mod about zero batteries is zero charge. it works fine. Is the main pump also disabled when batteries are at zero level? Is it possible in your opinion link pump performance to battery level? it could have an impact on flooding recover for instance..
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#3025 | |
Planesman
![]() Join Date: Nov 2011
Posts: 191
Downloads: 50
Uploads: 0
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thanks a lot for effort & reply. Will also do some tests regarding range and nasa battery fix and report asap. Less time atm. greetings. |
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#3026 | |
Chief
![]() Join Date: Mar 2010
Location: Drowning in mods soup
Posts: 327
Downloads: 466
Uploads: 0
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![]() I'll make extensive tests on this. Thanks, hsie. ![]() |
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#3027 |
Admiral
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@Obltn. Strand: Thanks. Good result that fits the programmed failure rates. As expected. My own test results are similar.
@Sag75: Put on the todo-list. But I fear this won't be easy to fix. @Victor_S: I've also never seen aircraft, but this could be caused by the fact that I never played seriously. I wanted to express that I only added code but did not replace code. That means: If aircraft attacks are possible without V16A3, they will also be possible with V16A3. @ALL: Some people complained about (alleged) flawed behaviour of the Torpedo Failures Mod. In order to locate the failure, I programmed a special DEBUG version. 12 downloads. Any new findings with that version? Last edited by h.sie; 01-10-12 at 06:26 PM. |
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#3028 |
The Old Man
![]() Join Date: Mar 2005
Location: Poland
Posts: 1,501
Downloads: 418
Uploads: 0
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Did you try to lower time scale max to 256x, especially near coast?
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#3029 | |
XO
![]() Join Date: Nov 2007
Location: Canada
Posts: 424
Downloads: 45
Uploads: 0
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I was able to have some aircraft attack in GWX3. They are pretty rare when you send the contact report. Normally to be within 700-800km radius from Brest is a good range to probably have some help. But there are so many factors affecting this as visibilty, year, aircraft availability, minimum of three ships spotted, distance from the closer base. |
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#3030 |
Admiral
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In some tests, I saw the following behaviour: Situation:
- submerged - battery = empty - compressed air = empty If you now order to surface the quick-diving tank is emptied and the Uboat surfaces. Is this correct behaviour?? Question: How were the diving-tanks emptied? - By pump (->battery supply) or - by pressure air (->compressed air supply) - or both of them |
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