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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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Thread Tools | Display Modes |
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#1 | |
Seaman
![]() Join Date: Jul 2015
Posts: 42
Downloads: 15
Uploads: 0
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#2 |
Let's Sink Sumptin' !
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It's not the sonar man you want, its the navigator.
Click on the Navigator icon. Then click on the reports icon above him. Then click on the far right icon with the submarine for the depth-finder. In this case: Navigator officer reports depth under keel is 15 meters. ![]() |
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#3 | |
Ace of the Deep
![]() Join Date: Sep 2013
Location: France
Posts: 1,072
Downloads: 155
Uploads: 0
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Stiebler wrote a patch for SH3, in which there is the option that allows your Sub to be less detected by the asdic (sonar) in shallow waters. From the README : "It was always much harder to detect U-boats with asdic in shallow waters than in deep water, due to tides, wrecks, rocks and similar. From October 1944 - May 1945, U-boats with schnorchels patrolled very close to land around the British Isles, the so-called ‘Inshore Campaign’, relying for their protection on the poor detection ability of Asdic in shallow waters, with their fast tides, large rocks and ancient wrecks. SH3 does not model the failure of Asdic in shallow water at all. This mod changes asdic capability according to the depth of the sea. Specifically, the ‘minimum surfaces’ (MinSurface, MS) of asdics (original values found in file ‘AI_Sensors.dat’) are now changed according to sea-depth in four bands : Depth > 150m: MS = 100 (m2, metres squared). Depth >100m: MS = 150. Depth >50m: MS = 200. Depth < 50m: MS = 300. The ‘MinSurface’ refers to the amount of U-boat hull (in square metres) that must be impacted by the Asdic ping, if the warship sending the ping is to get a detection echo. These changes are not dependent on the year, they will apply throughout the war. Now you can prowl around the British Isles with much less chance of being detected. It is necessary to use a single unique value for asdic minimum surfaces in AI_sensors.dat in all the supermods, if this mod is to function. The unique value of 100.0 has long been used in NYGM, and appears effective in practice. Other supermods may use different figures, for Asdic ‘MinSurface’, and these will need to be changed in the super-mods’ AI_Sensors.dat file (found in silenthunteriii\data\library). For example, both the stock SH3 game and GWX have values for MinSurface of 0.0. A list of the Asdics is given below: QGAA, QC1A, QCeA, 147A, 144A, 128A, 123A. Unfortunately, you cannot change these values in a text editor. You must use a data editor, such as TimeTraveller’s ‘FileAnalyzer’, or Skywas’s ‘Sd3Ditor’. FileAnalyzer is easier to use for this purpose. Once these changes to MinSurface have been made, then install your new AI_Sensors.dat file to replace your original file. The mod will now be active. Alternatively, you can disable the Shallowwaters Mod with the Options Selector." LINK : http://www.subsim.com/radioroom/showthread.php?t=217396 Nota Bene : First, you have to patch a fresh copy of SH3.exe with H.sie's V16B1 patch-kit. All explanations in the link and in Readme files ! If you want to keep a normal copy of SH3.exe (non patched), you should use S3F : http://www.subsim.com/radioroom/show...12&postcount=4 LINK for H.sie hardcode fixes : http://www.subsim.com/radioroom/showthread.php?t=174225 |
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#4 | |
Seaman
![]() Join Date: Jul 2015
Posts: 42
Downloads: 15
Uploads: 0
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#5 |
Ace of the Deep
![]() Join Date: Sep 2013
Location: France
Posts: 1,072
Downloads: 155
Uploads: 0
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I think so, because there is an Options Selector to determine which mods you want ON or OFF. I'm currently downloading these patches to try them. So, i'll see if it's ok.
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#6 | |
A-ganger
![]() Join Date: Aug 2014
Location: High Wycombe, UK
Posts: 76
Downloads: 5
Uploads: 0
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CjStaal enquired:
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C:\Program Files (x86)\Ubisoft\SilentHunterIII\documentation folder. When in freeview, use numpad (NUMLOCK on) 7 to raise, and 1 to lower the camera. In freeview, "." and "," cycle through visible units - hit "." once and you'll see a side view of your boat. Use navigation keys (arrow keys) to move view up/down etc. Also, if there's sufficient light, raise the observation 'scope a little, and tilt the view to see the seabed. In some areas, the seabed is stony or rocky - bottoming on that in RL at any speed would inevitably cause some damage, in SH3 it's fatal. Remember the quote from Das Boot? "The gods left a shovel full of sand to keep us up". The key to bottoming out successfully is low speed - 1 knot or less (less is more!), levelled out before issuing a lower depth command, or you'll hit the seabed bow down, as many SH3 fans know to their cost. When ready to rise off the bottom, call for a higher depth with motors stopped, or you'll just scrape along, and leave more than just hull anti-fouling paint on the seabed. Once you're a few metres up, off you go again. Incidentally, it's the crewman on the right of the planesmen in the control room (with all the valves and pipes) who controls buoyancy, and so allows the boat to rise or sink with no speed on. I doubt it makes the slightest difference in SH3, but I ensure an experienced man is at that post.
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There are only two kinds of vessels; submarines and targets. |
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#7 | |
Torpedoman
![]() Join Date: Jun 2009
Posts: 119
Downloads: 19
Uploads: 0
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Seeing I've been bottoming my sub a lot on purpose lately (I like...playing..with destroyers), I'll be testing this tonight! |
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#8 | |
Ace of the Deep
![]() Join Date: Sep 2013
Location: France
Posts: 1,072
Downloads: 155
Uploads: 0
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#9 | |
Seaman
![]() Join Date: Jul 2015
Posts: 42
Downloads: 15
Uploads: 0
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#10 |
Ace of the Deep
![]() Join Date: Mar 2006
Posts: 1,138
Downloads: 147
Uploads: 12
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Hi,
this mod helps (you might have to transfer the idea to your own files): http://www.subsim.com/radioroom/down...do=file&id=957 Regards, LGN1 |
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#11 | |
Torpedoman
![]() Join Date: Jun 2009
Posts: 119
Downloads: 19
Uploads: 0
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No, I've been taking (small) damage to. Ill be testing if using a qualified helmsman petty officer will help your sub dive/rise faster then when using a normal sailor. |
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#12 | |
A-ganger
![]() Join Date: Aug 2014
Location: High Wycombe, UK
Posts: 76
Downloads: 5
Uploads: 0
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CjStaal asked:
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The first occasion, I succeeded by a combination of luck, circumstances, and judgement. I had just torpedoed two light cruisers in the English Channel in 1940 - pure luck (almost exactly the right place for a speedy intercept) followed by the application of a steely nerve (don't panic!). During a routine sonar check while travelling westbound at around 1900 GMT in the gathering dusk, I heard (my sonarman's lips remained sealed) a terrific roar to the NE - about 8km or so to the NE it turned out. I figured fast warships - a lotta warships, and close! Surfaced and raced at flank speed to the NW - they must be travelling fast - and had just ordered periscope depth for a sonar check when the leading destroyer was spotted to the ENE, moving fast (25 knots). The first cruiser (a Dido) was soon seen astern of it. Continued at periscope depth, course N, standard speed (The DD's won't hear us at their speed) and gave the Dido a two-fish salvo, slow speed at around 1200m 5 deg. spread, and lined up a second salvo of two, fast speed, 5deg. spread for the second (astern of it, a Fiji), guesstimated to hit at about the same time as the first salvo. Fish were set for 4m depth, magnetic (couldn't guarantee contact angle for contact setting), and all good ol' reliable type ones (early 1940, remember). All four hit within about 20 seconds (more luck), both ships sank within a minute or two, and we were now surrounded by three smaller and two larger DDs, baying for blood. Depth of the Channel just there is only about 30 metres - the mast tops of both cruisers were still showing, as I saw later. Not the best conditions for evading an attack by one DD, here were five! Headed for the nearest cruiser wreck at 2 knots, silent routine, just above the bottom (both just visible in the observation 'scope by the light of the searchlights on the surface) and slowed to a stop roughly parallel with the wreck, being pinged constantly. If in doubt, try hiding. Ordered depth 32m at around 1/2 knot, motors stopped, and came to rest on the bottom at 29m, facing roughly west. To cut a long story short, the DDs circled the two wrecks which were very close to one another as the Fiji remained afloat for longer than the Dido, pinging and dropping DC patterns for hours (seemed like days in realtime with no time acceleration). They kept their distance from the wrecks luckily for us, as they must have been able to see the mast tops, and/or they were cautious about collision with the wrecks. In the early hours, three DDs stopped fairly close together, about 1200m away astern, and the two larger DDs circled in opposite directions. I ordered 25m depth, still stopped. When they were both approaching the stopped DDs (sonar tracked), we moved away at 2 knots, still silent routine, stopped again for the two circling DDs to pass by, and continued to move away slowly, at which time all 5 DDs moved away westward, on their original course, away from us. Wipes sweat from brow, puts brown trousers back in the locker. I later found out by trial and error what it's possible to get away with if bottoming out, and this showed I was lucky enough to get it spot on the first time. Luck or judgement? I'd say a combination of the two - well I would, wouldn't I?
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There are only two kinds of vessels; submarines and targets. |
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#13 |
Watch
![]() Join Date: May 2014
Location: drunk at the whorehouse
Posts: 19
Downloads: 189
Uploads: 0
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Use Seabed repair mod, it allows you to bottom out your boat and do repairs (das boot style) but be careful, although you can bottom out as much as you'd like, if you dive to quickly you can hit your bow on the bottom (dont nosedive!)
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