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#16 |
Subsim Aviator
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You could disable all the mods, try the scenario again.
if you get good hits... enable one of the mods... go into the game, try the scenario and do this over and over again until the torpedo stops going boom... whatever the last mod you enabled is - its the problem.
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#17 |
Sailor man
![]() Join Date: Oct 2013
Posts: 48
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Alright, I'll try that. I just hope that the scenario will load with these mods disabled...
If you wish, I could upload the career file with this save. Maybe you could see something I can't... |
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#18 |
Subsim Aviator
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sounds good... we could even try that if all else fails
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#19 |
Sea Lord
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AFAIK, nothing in your mod list is an obvious contributor to the problem you are experiencing. However, I have 3 observations:
1) GWX - Merged Campaign is only useful if you are planning to transition from a North Sea or Atlantic port to the Mediterranean or Pacific during the current patrol. Otherwise, it serves no purpose, offers no advantage, and greatly increases the time to reload a saved game. As the GWX documentation recommends, activate it only when needed. 2) Your OP describes using a Typ II. So there is no purpose to activating GWX - VIIC41 Player Sub. This mod is only for use when you intend to use a VIIC41 on the current patrol and serves no other purpose. Again, please check the recommendations in the GWX documentation. 3) If you have followed the h.sie's installation instructions for V16B1-Patch-Kit, then Supplement to V 16B1 contains a modified version of de_menu.txt, en_menu.txt, or both. Since Widescreen MaGui v3.4 SA, modifies both of these files, Supplement to V 16B1 should be greyed out in the JSGME dialog box image that you posted. The fact that it is not suggests that your Supplement to V 16B1 may not be set up correctly. In that case, all kinds of unexpected behaviors could result, probably including the one you describe. BTW, are you using SH3 Commander? If so, have you ever inadvertently changed your mod list and neglected to roll back SH3 Commander first? This also can cause all sorts of unpredictable behaviors. |
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#20 |
Sailor man
![]() Join Date: Oct 2013
Posts: 48
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Okay, here is career file:
http://s000.tinyupload.com/index.php...18798856371109 BigWalleye, thanks. I disabled both these unnecessary mods. I also fixed Supplement to V 16B1 installation. I forgot to append these new messages to the files you mentioned. It now shows like this: ![]() I always roll back SH3 Commander... It is set on automatic rollback. So, with this configuration, my save doesn't load anymore. Crashes the game after displaying "U-boat..." message. |
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#21 |
Subsim Aviator
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Loaded the most recent save file in the career.
spotted the merchant on about a 043 bearing, Sonar operator providing constant updates on bearing. locked periscope to merchant updated TDC with the following settings Target Speed: 5 knots Angle on Bow: Port (red) 60 degrees Estimated Range visually: 1100 meters Tube one was set for high speed with magnetic trigger at 4 meters depth Fired tube 1: Updated TDC to a target speed of 6 knots Tube two was set for high speed with impact trigger at 4 meters depth Tube one found its mark and exploded just aft of the center superstructure Tube two found its mark and exploded just forward of the center superstructure the merchant listed to port and sank by the stern at 2006 hours Set your tdc to those perameters and try again - this time using the TDC method with the settings i gave you above, make sure you switch the TDC back to manual before firing. Once those settings are in.. fire the fish if you score hits, we can assume the observed range you provided (700 meters) was in error and your torpedoes missed the target astern.
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#22 |
Subsim Aviator
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See above post:
Repeated the test, this time i used the same TDC settings with an updated range of 1300 meters. fired a spread of three, 0° spread angle, high speed setting with all impact triggers. observed two impacts under the main superstructure, third torpedoe failed to detonate, assume the strike angle was too great as the ship was heaving in a heavy swell at the time i expected the impact. this time the ship listed hard to port, slowed to a stop and sank within 15 minutes
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#23 |
Sailor man
![]() Join Date: Oct 2013
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I can't try it right now, my save doesn't load anymore.
Please tell, what was the gyro angle during your shots? At what bearing did you fire? In other words, how many degrees lead did you use? As I mentioned, by using the method I described before, range doesn't matter at all, all that matters is target speed and AOB... Or at least that's what tutorials say. |
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#24 | |
Subsim Aviator
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even on TDC the range doesnt matter... range only gives you a time to impact and lets you know how many seconds should elapse before the hit is scored. this way you can know that if it has been 35 seconds and you have not observed an impact, and the estimated time to impact was 15 seconds... you have probably missed. I just ran it again with all TDC settings zeroed out, and fired a snapshot in a zero bearing with 7-8 degrees lead. All three torpedoes missed astern... something is off about the lead calculation. I listened on the hydrophone to all three torpedoes running hot straight and normal, the ship sailed right past their sound signature unharmed.
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#25 |
Subsim Aviator
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Tried it again... same result.
I would encourage you to learn to use the TDC... it is increadibly easy with a turorial video or two, and with a little practice it will add a great deal of realism and capability to your experiences within SH3. I have tried the snapshot bearing method you used in your attack with mixed results. unfortunately you have to always be at a 90 degree angle to the target and as close to 0 knots speed as possible which is time consuming to maneuver into firing position, and it is not always tactically possible to get into that position easily or quickly, especially when escorts are involved in the situation. With use of the TDC, if done properly with even modest settings, you will find that you can fire on a target from almost any position, any speed, and almost any AOB and score a hit. With experience you can setup a TDC shot in mere seconds. I sighted the ship in your save game at 043 degrees, by the time he moved 3 degrees of bearing change i had a solution on him and scored hits within 38 seconds of having eyes on the target. highly recommended method
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#26 | ||
Sailor man
![]() Join Date: Oct 2013
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As for calculation, I used the table shown above, and also this tool provided by Matmos GUI: ![]() I don't know if you are familiar with it. Outer ring represents target speed x10, middle ring - torpedo speed. You turn middle ring until these points match, and x provides lead angle. In this case: middle ring set at 44 (fast torpedo speed), outer ring - 50 (5kts x 10), and x reads 6,5 degrees. What exactly is wrong with this method, then? I used it dozens of times with great results... I will try my luck with TDC then, but could you comment on this method I described? Why it didn't work? Target speed is definitely 5kts, AOB is 90 degrees, more or less... Why do torpedoes miss astern? |
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#27 |
The Old Man
![]() Join Date: Apr 2007
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Depth setting of your torpedos may be the problem.
V16B1 requires a wind speed/wave height dependant setting to counter the possibilitiy of surface runners and wave disturbances. If your setting is too shallow, the mod runs the torpedos at 25 meters depth to simulate the failure. You say there are moderate storm conditions? 10 meters wind speed results in a minimum depth setting of 4.4 meters (iirc - it's been a while I played the game). 15 meters wind asks for ~ 6.5 meters minimum - often a no go for a successful attack. Allow external view and follow (F12) your eels to observe what happens for training purposes.
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#28 | ||||
Subsim Aviator
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I will point out though that when you are 90 degrees to the target's course, and the target is moving right to left as in this scenario, and when they are on a 7-8 degree bearing the AOB is most definitely NOT 90° its probably like somewhere around 79° AOB is most easily described as how many degrees port or starboard from a 0° bearing the target would see you, not the other way round.... ie. they would see you 30° off the port bow or 60° or 80° etc when set into the TDC it only has to be relatively close, not necessarily exact. this becomes more true as the target range is reduced or if the target is a particularly large ship because there is a greater margin in error in firing at a massive target like an aircraft carrier. It could have been the case that the torpedoes malfunction as described in Mittelwaechter's reply above he says..... Quote:
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#29 | |
Sea Lord
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I am sorry that you changed your activated mods list without realizing the consequences. I just assumed that you would know that you have to restart the patrol. Please accept my apology for the inconvenience I caused you. BTW, I suspect that Mittelwaechter's comment in Post #27 is the most likely explanation of your problem. Notice that GoldenRivet does not use H.sie's patcher, so he would not experience torpedo failures in bad weather. This woyuld explain why his replays of your attacks were successful, while yours, with the patch, were not. In your case, the torpedo wake would pass right through the target, but there would be no impact and no detonation, because the torpedo would be running at 25m. This seems to fit all the facts. Try turning the Torpedo Failure Fix patch off. Of course, you will have to deactivate Supplement to V16B1 before you turn off the patch, then reactivate it. This will require creating another engagement for test purposes. Last edited by BigWalleye; 01-09-14 at 11:27 AM. |
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#30 | |||||
Sailor man
![]() Join Date: Oct 2013
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Mittelwaechter, what you suggest seems very probable. The storm was definitely more than 10m/s at the time. And with not too deep target draft, it is no wonder why there wasn't a "sweet spot" depth that would allow torpedoes to run without failing, and still being shallow enough not to bounce off the target.
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By the way, in late August, 1939, days before start of the war, I found a HUGE convoy of heavy steel - destroyers, battleships and so on - sailing towards Germany from England. No cargo ships. Just war machines. That was some monstrous firepower, cruising at around 15 knots. Maybe I could have sunk one (there were good conditions), but England was still neutral... Just saying. It's amazing that the game has historical ship routes. Or it seems so - it's logical that England would send a fleet of destroyers towards Germany in the eve of the war. Quote:
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![]() So, I guess the mystery is solved. No way to check it, but it's the only theory that fits the facts. Thank you all very much for your help. P.S. GoldenRivet, you said you acquired all necessary info for attack in time it took for target to move 3 degrees. I wonder how. You said that range is estimated visually. Stadimeter, or just eye-ball guess? Speed - did you use hydrophone to calculate propeller revolutions, or again, educated guess? AOB is most interesting. How did you go about that? I always have a problem estimating AOB without drawing a lot of stuff on the map, which takes time - so I assume you have some faster way to do it? Please, share your methods ![]() |
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