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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#16 |
Watch
![]() Join Date: Apr 2020
Posts: 18
Downloads: 13
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Thanks, guys. It's just been so rough. I saw my brother on Wednesday and he's like a zombie. There's no life in his eyes. He's not eating, not sleeping, and living off coffee. Unbelievably, his boss actually fired him because he said he is taking the week off. We are looking into whether that is legal or not in his state. In the meantime, SHIII has been keeping my mind occupied. I just really miss my nephew.
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#17 |
Grey Wolf
![]() Join Date: Jan 2002
Location: Holland
Posts: 785
Downloads: 122
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@drowssapmama: pure horror & good luck with it.
As for the convoy: my tip is: I first launch 2 torps against targets in a lane further away. Then directly I launch 2 torps against targets in the lane closest to me and then aft. The result should be that all impacts happen at the same time. So the convoy does not have time to start evasive actions or start zigzagging and I will have maximum possibilty to get away and avoid being detected. On top of it the spectacle on the surface when the detonations start.... |
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#18 | |
Seasoned Skipper
Join Date: Jan 2002
Location: Freeman Missouri
Posts: 1,784
Downloads: 1405
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I'll tell you what bravery really is. Bravery is just determination to do a job that you know has to be done. Audie Murphy |
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#19 | |
Navy Seal
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Forgive me as I have little experience with SH 3, mostly SH 4 in the pacific. However, SH 4 is basically a clone of SH 3 from what I gather, I mean the fleet boats in SH 4 are actually just U boats with a facade lol (Thus, only two independent engines not four etc) . I have modified SH 4 in paritcular the mod TMO where can pull off surface attacks, including moving inside columns such as Kretshmer did in the Atlantic, which US subs did on larger convoys in pacific as japanese began sailing in larger convoys. The vessels are not blind, just use a darker nights mod (nights in SH 4 were way too light) with proper settings in sim.cfg for the light factor. Of course Allied radar was much better than Japanese so not sure how to deal with that in the ATO. Just surprised no one has found this work around (or have they?) in SH 3. |
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#20 | |
Navy Seal
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To infiltrate convoy at night still surfaced like kretschmer did, merchants should not see you more than 150m away! (Rows are generally 500m spaced) So merchants should be almost blind at night...that is not the case presently in any SH3 megamod. Only way to represent this, is to modify the Sim.cfg night settings (and probably fog factor too for different weather types) and maybe the AI sensors dat visual adjustment...not easy task to get the correct settings for all kind of weather, keeping in mind warships must keep some better visuals at night (slightly better than merchant, but still lower than actually) To me, and according to what Kretschmer wrote in his testimony, cargo ships should not see you surfaced at 150m when dark night, and warship should not see you surfaced at 300/400m!
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#21 | |
Navy Seal
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Exactly. I was saying surprised none of the mods have made this possible in SH 3. Then again, I was surprised no one had made it happen in SH 4 as well. As said, SH 4 is basically a clone of SH 3, so sure it can be done. Definitely complicated and took many hours of testing. The first step is making sure the nights are dark enough. SH 3 and 4 by default the nights even without moonlight war just way too bright. Likely done to make visual identification easier at night for player but it kills realistic night surface attacks. Mods improved it but still far too light. Once changed the environment at night with the darker nights mod with proper settings in .cfg to balance things, have desired result. I am wondering if the darker nights mod for SH 4 would work with SH. Hmmm. I do not have SH 3 installed currently or I would check. In near future I do plan to get back into SH 3, take a little break from the pacific after a year plus working to update some things. Only modding will do in Sh 3 will be the try and make the Kretschmer style surface attacks happen, if it is not done before. Of course , if one does not exist will need someone to do the darker nights (if the SH 4 mod does not work) as that is beyond my knowledge base at moment. |
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#22 | |
Ocean Warrior
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"Realistic" is not always GAME-GOOD." - Wave Skipper ![]() |
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#23 |
Navy Seal
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John is right, moon light has no effects.
If you want real dark nights, take the scene dat of my mod (either Ccom or LSH3) ![]()
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#24 |
Navy Seal
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#25 | |
Ocean Warrior
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Unfortunately yes. Neither does depth charge noise. Btw, if you want more room inside a convoy simply change the ships spacing in the campaign.rnd file. As he mentioned, Fifi also has some nice env. mods. Sometimes it won't save for some reason but sometimes it does.
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"Realistic" is not always GAME-GOOD." - Wave Skipper ![]() |
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#26 | |
Navy Seal
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Well, that is unfortunate. There is a depth charge noise mod for SH 4 by The DarkWraith. I thought he made one for SH 3 as well? It definitely works. Main thing (as can imagine) is gives player precious seconds to run at high speed after charges explode. I increased the duration and amount of noise each charge makes but it made things too easy after they made a few runs. I have changed the spacing of convoys in spring summer 1944 when IJN began running alliedesque convoys in terms of larger numbers and more escorts. US started using wolfpacks (their version) and night surface attacks became the preferred method. When I get back into SH 3 I will check out the env mods and mod the sim.cfg to see if get it where Kretschmer style attacks are possible. |
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#27 | |
Ocean Warrior
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Haven't tried them myself; the escorts aren't very dangerous anyway so not really needed.
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"Realistic" is not always GAME-GOOD." - Wave Skipper ![]() |
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#28 |
Silent Hunter
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Hope you guys are doing as well as can be under the circumstances. Back on the subject of attacks, I usually find that I am never kept down too long so that repeated attacks are impossible - once the DD's leave me alone I almost always use the "end run" method, racing parallel on the horizon, so I can set up another attack the following night. Unless I am low on torpedoes, damaged, approaching shallow water, or have orders to patrol elsewhere. I'm pretty sure that historically, Donitz would regard just one attack on a convoy as not being enough - leaving you in trouble once you got back to base.
![]() And I agree night vision by non-player units is too good in stock; but I usually do OK by going to PD & using the periscope only occasionally when I get closer than maybe 5000M. |
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#29 | |
中国水兵
![]() Join Date: Jun 2019
Posts: 278
Downloads: 558
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#30 | |
The Old Man
![]() Join Date: Mar 2010
Location: Frankfurt, Germany
Posts: 1,580
Downloads: 29
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Terrible! So, sorry for your loss. I wish you and your family much strength and comfort in the days to come.
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KSDII-Ace/GWX 3.0 Gold/CCoM 10.0 + h.sie-patch; Windows 7 (64-bit); NVIDIA GeForce GTX650 (310.90) |
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