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Old 10-02-06, 05:07 PM   #16
VON_CAPO
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Quote:
Originally Posted by Sailor Steve
Oh, one more thing: you don't need to increase the weapon's power to get the results you want; you just have to replace all the ship files from the 'Sea' and 'Roster' folders with the original stock ones. Then your targets will sink by hit points again.
Excellent. Thank you very much Sailor Steve.
I will try this solution.

By the way, do not get me wrong.

I consider GW mod a superb work.
The passion that Kpt. Lehmann and GW team had put is wonderful.

As I said, and it has been written in the main tittle of this thread, my complain is about the weapons and their effects: frustrating stuff indeed.

I understand that many GW followers use this mod in a unconditional way.
Because they were happy with the old RUB mod (Real U Boat), it is natural to them accept this one without grumble.
This kind of gamers consider that a new level of difficulty is "more realistic". I disagree.
Now, IMHO, it is so realistic, that it is not realistic at all.

In my particular case I scrapped RUB without any doubt, because I had many alternatives.

Today, it is different. GW had integrated so many improvements, and corrected so many bugs, that it is not disposable at all.

I just want a easy way to use this mod as it was "Unreal RUB".

Last edited by VON_CAPO; 10-02-06 at 05:42 PM.
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Old 10-02-06, 05:11 PM   #17
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Quote:
Originally Posted by VON_CAPO
Quote:
Originally Posted by Ducimus
Personnaly i stopped using the damage model after i found it put a big damper on one of my favorite past times. Harbor raiding :P
How did you do that?
In modding terms, its simple to get rid of the damage mod (just get rid of the zon files in the sea folder and the zones.cfg in the mods directory before installing), but the reality is its alot of work. Many files inter relate in sublte ways, and doing JUST that, may result in wierd side effects. But the zon files and the zones.cfg is the core of DTB's damage mod. Infact off the top of my head i can tell you that you can't get rid of any files on any NEW ships that are added. Only the old ones. So you'll have stock ships mixed with harder to sink ships, and the thing turns into a hodgepodge.

If you really want to get away from it cleanly, then id go back and use Unified Campaign. That is acutaly what ive been working on/with, and it's what the GW11a Campaign is founded upon, (only with alot of extra's done). Im compiling a "supermod" of my own based on UC, (essentually a collection of mods ive tweaked) that basically just patch's up/enhances the vanilla game tweaked to my taste . It's not a totaly new experience like GW and im not releasing that for at least another week or two. To be honest im hoping GWX releases first.
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Old 10-02-06, 05:27 PM   #18
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Seems like (and I'm not being rude, so please, no offence intended) but you can be lucky, it just takes patience - extreme patience.
I have had terrible luck, but then good fortune also. I have taken out three blackswans recently, two with one fish each, and one with two fish. I also scored a large cargo with one fish.
You need an experienced and qualified crew, to be in the exactly correct position, to manualy aim so as to hit in just the right spot.
Please note, no, on all occasions where the warships were involved, the weather was extremely bad, causing me to play catch up more than once in order to correctly aim
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Old 10-02-06, 05:38 PM   #19
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Default Please Check Your Math, VON CAPO

VON CAPO, with all due respect, you need to check your math, and refer to the torps required estimates as listed above by CWorth, which agree with my own experience. Using an average of 2 torps per merchant ship (finishing each off with 15-30 DG HE shells, spaced along the waterline, after the escorts leave the area) you will find that the following are typical 1940-42 good patrol results using standard GW1.1a:

Type VII: 14torps/2torps per ship = 7 merchants (your info lists 8 as record)
Type IX: 23torps/2torps per ship = 11.5 merchants (your info lists 14 as record)

These results fit nicely with the historical records you reference and reflect my own patrol experiences. When executed properly, you should be able to pull down 2 (VII) or 3 (IX) merchant ships on every convoy attack set-up run, finishing them as stated above. With skill and some luck, you can often whack the same convoy 2-3 times over a 24-48 hour period, expending all torpedoes! Using this method, I once killed 13 merchants on a single IX blue water patrol with GW1.1a, although 9-11 is more normal. I believe you could even improve that score by harbour raiding.

If this level of realism does not suit you, then as others have stated, you may be better suited to use the children's arcade version of GW, or just the stock SHIII. Better yet, perhaps you could try shooting fish in a barrel? You might really enjoy that!
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Old 10-02-06, 05:48 PM   #20
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Quote:
Originally Posted by Capt.Crackerjack
If this level of realism does not suit you, then as others have stated, you may be better suited to use the children's arcade version of GW, or just the stock SHIII. Better yet, perhaps you could try shooting fish in a barrel? You might really enjoy that!
That smacks of a personal jab that's uncalled for.
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Old 10-02-06, 06:04 PM   #21
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Personaly i found it easier just to increase the torpedo and shell damage and radius effects untill i was getting results that were in my view more realistic.

Unfortunatly with that damage model, some times it is quite realistic, and sometimes it is utterly absurd, especialy with certain ships.

Also i will add that the reports on how many torpedoes it took to sink a particular ship often varry wildly to the actual truth (based on assessing the damage to the ship by diving it). duds and premature explosions being the 2 big ones that can throw it off, especialy as alot of sub and uboat skippers didnt actualy see the shots hit, only heard explosions.
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Old 10-02-06, 06:12 PM   #22
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Just FYI, if you take the stock damage model, lower the torpedo damage to like 25 to 30, or 30 to 35, then increase the radius to 7 min, 7 max, ive found that two contact hits, 95% of the time will not result in a sinking. Two magnetic hits under the keel resulted in a sinking 98% of the time. Exception being small ships like a tramp steamer. 1 contact hit did nicely.
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Old 10-02-06, 10:11 PM   #23
VON_CAPO
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Quote:
Originally Posted by Ducimus
If you really want to get away from it cleanly, then id go back and use Unified Campaign. That is acutaly what ive been working on/with, and it's what the GW11a Campaign is founded upon, (only with alot of extra's done). Im compiling a "supermod" of my own based on UC, (essentually a collection of mods ive tweaked) that basically just patch's up/enhances the vanilla game tweaked to my taste . It's not a totaly new experience like GW and im not releasing that for at least another week or two. To be honest im hoping GWX releases first.
I am looking forward to it.
Quote:
Originally Posted by Ducimus
Just FYI, if you take the stock damage model, lower the torpedo damage to like 25 to 30, or 30 to 35, then increase the radius to 7 min, 7 max, ive found that two contact hits, 95% of the time will not result in a sinking. Two magnetic hits under the keel resulted in a sinking 98% of the time. Exception being small ships like a tramp steamer. 1 contact hit did nicely.
Very good tip.

Thank you very much, Ducimus.
I appreciate it.

Last edited by VON_CAPO; 10-02-06 at 10:15 PM.
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Old 10-02-06, 10:36 PM   #24
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Ive found GW very interesting as far as weapons are concerned, nothing is a dead sert. My last mission i came across my first convoy, i was so gob smacked and was sight seeing i didn't see the escort untill the shells were explodeing around the conning tower, and like a heat seaking missile the git blew me out of the water.
Apon re-birth (thankfully id saved before he attacked) i knew what to expect, and when he was still some distance away i used the deck gun, firing with more hope of causing damage i fired my first round, and was amazed when the whole boat leaped out of the water and broke in two, Now either this was HMS Hood or one hell of a luky shot, any other time i can lay a torp and 50+ shell into a freighter only to have it sail away into the distance.....it is the uncertanty that makes the game enjoyable and yet sometimes very frustrating.
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