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Old 03-24-14, 12:45 AM   #1
Nukesub
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Originally Posted by Mittelwaechter View Post
Modify de_menu.txt and commands_de.cfg accordingly and you'll be fine.

Muendungsklappe wird geschlossen, Herr Kaleun!

The C gives you the spoken crew response "Jawohl, Herr Kaleun!" or "Aye, Sir! (or whatever they say in English) in English or German - matching your settings.
Hmmm, tried this. Nothing happens however, not even a "WE:" in the dialog box. Oh well, can't say we didn't try!

Also, I am a bit confused about neutral targets in this sim. Twice now I "thought" I read Norway was an enemy starting 4 of Sept. 1940 (according to the flag chart "flaggen"). In October of 1940 I sink a Norweigen cargo and I see a neutral ship wreck.

Is there a well known torpedo range chart everyone uses?

How far under the keel do magnetic torps have to be? Is 1 meter below too far?


Thanks again in advance for everyones input, it IS appreciated and good hunting o7
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Old 03-24-14, 07:09 AM   #2
banryu79
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How far under the keel do magnetic torps have to be? Is 1 meter below too far?
It depends. Mainly by the weather, 'cause with heavy sea your target will roll and pitch more, and its keel depth will change constanly by a large amount.

So, it could be that your mag torpedo will run well under your target keel at the intersect point... All in all with very bad sea/weather it is safer to opt. for impact and forget magnetic at all.

In any case my rule of thumb is (W stand for Wind):
W < 7 = 0.5 meter under the keel
7 < W > 12 = 1 meter under the keel
W > 12 = 2 meters if you feel lucky, or forget it at all.
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Old 03-24-14, 08:43 AM   #3
BigWalleye
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Originally Posted by banryu79 View Post
It depends. Mainly by the weather, 'cause with heavy sea your target will roll and pitch more, and its keel depth will change constanly by a large amount.

So, it could be that your mag torpedo will run well under your target keel at the intersect point... All in all with very bad sea/weather it is safer to opt. for impact and forget magnetic at all.

In any case my rule of thumb is (W stand for Wind):
W < 7 = 0.5 meter under the keel
7 < W > 12 = 1 meter under the keel
W > 12 = 2 meters if you feel lucky, or forget it at all.
If you are using h.sie's V16B1 patches, the Torpedo Failure Fix will cause your torps to run at max depth (25m) if torp depth setting <= 0.4 W. So using a shallow setting with the impact pistol won't alleviate the problem in heavy weather. Better to use magnetic in high winds. I can't say for sure, but I really doubt that keel depth changes due to sea state are modeled in SH3. I'd bet that 6m draft means 6m, period.
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Old 03-24-14, 09:23 AM   #4
Aras
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Originally Posted by BigWalleye View Post
If you are using h.sie's V16B1 patches, the Torpedo Failure Fix will cause your torps to run at max depth (25m) if torp depth setting <= 0.4 W. So using a shallow setting with the impact pistol won't alleviate the problem in heavy weather. Better to use magnetic in high winds.
I agree, however the problem is Magnetic Pistols are known to have pre detonation problems in heavy weather / rough seas. Better fire them on short range (<= 1000m)
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Old 03-24-14, 10:29 AM   #5
Jimbuna
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I can't say for sure, but I really doubt that keel depth changes due to sea state are modeled in SH3. I'd bet that 6m draft means 6m, period.
Use external camera view in rough weather and look at the different depths the keel goes through as the ship pitches.
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Old 03-24-14, 11:27 AM   #6
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Use external camera view in rough weather and look at the different depths the keel goes through as the ship pitches.
I'm afraid that up-and-down motion of the image doesn't tell me anything about the modeling of the hull-torpedo interaction. Have you actually seen a magnetic run under a hull in heavy weather? IMO, direct visual observation of a torp running straight and true (with no porpoising to track the surface wave action) and the target hull moving up out of the detonation zone would be the only positive confirmation. I never use an external cam, so I've never looked for it it.
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Old 03-24-14, 11:54 AM   #7
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^^

It works exactly like that.

And you can observe the perfect set mag-torpedo bouncing off, with the hull dunking deep.
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Old 03-24-14, 12:04 PM   #8
BigWalleye
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^^

It works exactly like that.

And you can observe the perfect set mag-torpedo bouncing off, with the hull dunking deep.
Doesn't the hull proximity cause detonation as the torp approaches the side of the hull when it is running above keel depth? Also, I thought the choices were "Impact Only" and "Impact + Magnetic". If so, then a shallow runner shouldn't bounce off, but should detonate when it smacks the side. Shouldn't it? Is it even possible to set the Pistol to "Magnetic Only"? No GUI I use shows that option.
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Old 03-24-14, 12:07 PM   #9
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Originally Posted by BigWalleye View Post
I'm afraid that up-and-down motion of the image doesn't tell me anything about the modeling of the hull-torpedo interaction. Have you actually seen a magnetic run under a hull in heavy weather? IMO, direct visual observation of a torp running straight and true (with no porpoising to track the surface wave action) and the target hull moving up out of the detonation zone would be the only positive confirmation. I never use an external cam, so I've never looked for it it.
Fair enough but I've seen many an eel porpoising as well as striking the side of the hull as the vessel pitches into the sea.

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^^

It works exactly like that.

And you can observe the perfect set mag-torpedo bouncing off, with the hull dunking deep.
Rgr that.
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Old 03-26-14, 03:42 AM   #10
banryu79
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If you are using h.sie's V16B1 patches, the Torpedo Failure Fix will cause your torps to run at max depth (25m) if torp depth setting <= 0.4 W.
Thanks, I didn't know it. But I do not use said patch (btw, I know about it, I have seen it been mentioned many time in many threads).

Quote:
So using a shallow setting with the impact pistol won't alleviate the problem in heavy weather. Better to use magnetic in high winds.
As I said, I do not use h.sie patch, no have used it (I'm a newbie kaleun).

Quote:
I can't say for sure, but I really doubt that keel depth changes due to sea state are modeled in SH3. I'd bet that 6m draft means 6m, period.
Mmmm
I can see that weather dependant roll & pitch is modeled for "ownship" (the sub we command), and that has an effect on your sub draft!
I thought that this behaviour was modeled for any vessel in the game!
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Old 03-24-14, 09:42 AM   #11
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Originally Posted by Nukesub View Post
Hmmm, tried this. Nothing happens however, not even a "WE:" in the dialog box. Oh well, can't say we didn't try!
I assure you this little mod works perfectly.
Did you roll back the SH3 Commander before modifying the files?
Maybe you run some mod in JSGME that uses it's own menu/command files?


Torpedo ranges are easy:
G7a (T1/FAT/LUT) has a speed setting. Slow30kts/medium40kts/fast44kts goes 12.5/7.5/5 km.

Electric eels (TII/TIII/FAT/LUT) have only one speed - 30kts and go ~ 5 km (GWX).
In Stock SH3 there was a difference in range between TII and TIII versions. You can redo and use this to simulate preheating conditions.

The homing torpedos are different:
Falke 20kts - 7.5km
Zaunkoenig 24kts - 5.7 km

The keel is dancing up and down. With H.Sie's patch it may be impossible to hit your target with impact fuse in high seas.
If you have to use a magnetic, it is a good idea to shoot along the keel line - from the back. It doubles (at least) your chances to ignite the fuse as the keel may come down into the correct distance or the eel hits the stern section directly (if the keel is down right then and the torpedo doesn't bounce off).
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