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Old 06-05-06, 05:42 PM   #46
boshunter
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been i donno how many hours and still being stalk by a c-class DD
3 hours of dodging depth charge by 1 DD and 1 covertte
my radio antenna/deckgun/flak are destoryed
the DD just wont give up
running low on juice and co2 at 50%
no way of escaping..

btw, I got a problem also.. i read the hummingbird mod change
which said i can stay level with 1 kt and 2 kt to change depth
but i can't seem to do that in game, my VIIB just wouldn't stay level even at 2kt and it takes 4 kt for me to raise my depths whiich mean i am too loud and the destoyer detect me
it that suppose to happen?


oh almost forgot to say
"GREAT MOD", I love how you have change the detect range on the escorts
Thank you for taking so much time!!!

Last edited by boshunter; 06-05-06 at 05:47 PM.
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Old 06-05-06, 05:55 PM   #47
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I'll try it again without SH3Cmdr. I just wanted to try that cannal route, and didn't want to be stuck at 1 TC the whole time. :p

As far as I know, I did put that file into SH3Cmdr (copy / paste), and it's a 100% clean install for everything. But, I'd reinstalled it three times (I'd never used the Mod Installer, and I'm just dumb so it took me three times to figure it out) so maybe I did that copy/paste everytime except the last one.
I'll do it again just to be sure.
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Old 06-05-06, 06:07 PM   #48
Der Teddy Bar
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Quote:
Originally Posted by Salvadoreno
So do i have to wait till NYGM 3.0 to get a correct 16km vision?? Right now im approaching a small merchant that i can see from very far away, but crew hasnt picked them up yet. Im seeing the smoke, Im pretty sure its farther than 8kms, but the damn crew! arrggg..

As i was asking, is it safe to install the 16km light or dark mod?? Can i do any changes to the files?
There is a random visual detection probability in play where at times your crew will see an escort at 14k and at other times at a much closer distance.

The extent to which this happens only came to my attention over the last fews days with lots of career mode testing where the escort now might on occassion have the advantage.

I will say that I have never been caught with an escort below 6000 to 7000 metres. But, we should see them first, so it needs to be fixed.

Your Watch Crew's EFFECIENCY has a direct impact on thier ability to detect an enemy vessel. So the more tired they are, the less chance of detecting a vessel further out.

An Visual U-boat sensors update will be delivered as soon as it is ready and is something that I will be starting on today.
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Old 06-05-06, 06:09 PM   #49
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Quote:
Originally Posted by boshunter
been i donno how many hours and still being stalk by a c-class DD
3 hours of dodging depth charge by 1 DD and 1 covertte
my radio antenna/deckgun/flak are destoryed
the DD just wont give up
running low on juice and co2 at 50%
no way of escaping..

btw, I got a problem also.. i read the hummingbird mod change
which said i can stay level with 1 kt and 2 kt to change depth
but i can't seem to do that in game, my VIIB just wouldn't stay level even at 2kt and it takes 4 kt for me to raise my depths whiich mean i am too loud and the destoyer detect me
it that suppose to happen?


oh almost forgot to say
"GREAT MOD", I love how you have change the detect range on the escorts
Thank you for taking so much time!!!
You keep getting detected on the passive sensor because of your speed. A couple of things to check:

-Make sure all of your compartments are fully repaired.
-Place crew in each compartment and secure from silent running. You may have a small amount of flooding which is not visible.
-Make sure you do not interrupt the crash dive sequence. This will also result in the behavior you describe. For more details on this, please see this thread:

http://www.subsim.com/radioroom/show...ash+dive+blues

My apologies, since this topic was supposed to be covered in the user manual.
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Old 06-05-06, 06:12 PM   #50
Der Teddy Bar
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Quote:
Originally Posted by boshunter
been i donno how many hours and still being stalk by a c-class DD
3 hours of dodging depth charge by 1 DD and 1 covertte
my radio antenna/deckgun/flak are destoryed
the DD just wont give up
running low on juice and co2 at 50%
no way of escaping..

btw, I got a problem also.. i read the hummingbird mod change
which said i can stay level with 1 kt and 2 kt to change depth
but i can't seem to do that in game, my VIIB just wouldn't stay level even at 2kt and it takes 4 kt for me to raise my depths whiich mean i am too loud and the destoyer detect me
it that suppose to happen?


oh almost forgot to say
"GREAT MOD", I love how you have change the detect range on the escorts
Thank you for taking so much time!!!
The issue I will presume is related to the phenomenon we describe as the Crash Dive Blues.

Let me start by saying that the interrupted crash dive behaviour is a evident in a vanilla install of SHIII 1.4b, this ‘feature’ is brought to the fore by the NYGM U-Boat Mod.

If you order a crash dive and before the u-boat reaches the crash dive depth (normally about 70 metres) you order the u-boat to another depth (higher or lower) then what happens is that the u-boat sits down by the stern at an angle of about 10 degrees! The only way to get the u-boat back onto an even keel is then to order another crash dive and of course let it complete.

Due to the abundance of positive buoyancy that allows the U-Boat to hover like a Humming Bird this ‘feature’ was not seen by the player. It would have however made the u-boat sink or sink more severely when the stern of the u-boat was flooding but this is something that the player would have expected and hard to tell the difference between flooding occurrences.

So if you order a crash dive ensure that you let the u-boat go the full distance, you can however change speed & direction without issue.


As the SHIII crash dive is no faster than a normal dive I would suggest just ordering a depth at ahead flank.
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Old 06-05-06, 06:22 PM   #51
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I worked when not using Commander. So that's good. YAY!

What I'm thinking is that Copy / Paste is not the way to put those files into Commander Cfg perhaps?
I have all the settings in Cmdr set as specified.

Either way, I'll keep trying. I don't mind figuring things out for myself, and as I said with the Mod Enabler, sometimes I'm not the sharpest tack.

Oh, just a thought. I don't have SH3 Commander in the Mods Enabler, I figured that was not needed as it runs 'outside' the game. Is that not the case?
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Old 06-05-06, 06:35 PM   #52
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Thanks for the reply.. I will test it out
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Old 06-05-06, 06:57 PM   #53
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OK , I just tried the WaW 6 single mission .
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Old 06-05-06, 07:15 PM   #54
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Quote:
Originally Posted by Umfuld
I worked when not using Commander. So that's good. YAY!

What I'm thinking is that Copy / Paste is not the way to put those files into Commander Cfg perhaps?
I have all the settings in Cmdr set as specified.

Either way, I'll keep trying. I don't mind figuring things out for myself, and as I said with the Mod Enabler, sometimes I'm not the sharpest tack.

Oh, just a thought. I don't have SH3 Commander in the Mods Enabler, I figured that was not needed as it runs 'outside' the game. Is that not the case?
Make sure you are installing the three SH3 Commander files in the following directory:

x:\Program Files\SH3 Commander\Cfg directory (where x: is the drive SH3 Commander is installed on...usually C: ). This should be the location you have SH3 Commander installed, NOT SH3.

NOTE: The SH3 Commander files DO NOT GO IN YOUR \SilentHunterIII\data\cfg folder.
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Old 06-05-06, 07:16 PM   #55
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Quote:
Originally Posted by sober
OK , I just tried the WaW 6 single mission .
Good 'eh? Thanks to CCIP for the excellent mission!
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Old 06-05-06, 07:20 PM   #56
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Thanks to Teddy and the NYGM team...you're the best!
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Old 06-05-06, 07:22 PM   #57
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Yes, that's how I did it.

What happens is, while loading it freezes. And looking at the Task Manager shows that SH3.exe is then using 100% of the PC.

I think I'll just play some single missions w/o Cmdr for awhile. As, I don't think I'm a very good captain, and could use the practice with the NYGM changes anyway.
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Old 06-05-06, 07:35 PM   #58
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Quote:
Originally Posted by Umfuld
Yes, that's how I did it.

What happens is, while loading it freezes. And looking at the Task Manager shows that SH3.exe is then using 100% of the PC.

I think I'll just play some single missions w/o Cmdr for awhile. As, I don't think I'm a very good captain, and could use the practice with the NYGM changes anyway.
Just curious, are you using the latest version of SH3 Commander? It should be R2.5.
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Old 06-05-06, 07:43 PM   #59
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Yes, didn't realize I didn't have the latest so I downloaded it last night.
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Old 06-05-06, 08:51 PM   #60
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Oh man! This is the way SH3 was meant to be right out of the box. There's only one thing that sucks about TW 2.0:

Teddy and the gang aren't multi-millionaires as a result of the fine work they're doing.

I think we should see about getting a statue of Herr Bär put right in front of the Laboe monument in Kiel.

I do have one question though. If map contacts are on, what do the circles around the ships mean? I know the circle around merchants is max visual detection range. I see there's now a cut out in the back. I would expect this for sonar detection by escorts, but not for visual detection by any ship.

And for the escorts, there are a bunch of circles and lines which I've never quite understood. I had asked long ago and was told the outer circle is visual detection range, then passive sonar, then hedgehog range, and lastly ASDIC. I buy that all except for the hedgehog. But since you've modded the ranges I figured one of the NYGM TW 2.0 team would know.

For example, the Black Swan used to have:

circle at 8000m
forward arc (approx 270º) at 6500m
circle at 3000m
forward arc (approx 90º) at 1650m

Now it has:

circle at 12000m
forward arc (approx 270º) at 4000m
circle at 3000m
forward arc (approx 160º) at 1500m

I would guess the 12000m circle is visual, the arc at 4000 is passive sonar and the arc at 1500 is ASDIC. But what is the circle at 3000? And maybe I'm wrong about the other circles as well.
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