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Old 01-03-07, 02:21 PM   #16
Lanzfeld
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I, too, wish that the boat would continue to rise or sink without "limits" when slow as in NYGM. Can we fix this?
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Old 01-03-07, 02:35 PM   #17
Paajtor
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Amazing...gonna try it this evening!

Maybe I can make our boat ride the waves a bit more like I want it to.
I have an almost full torp-compartment in bow (playing on no-fatigue) all the time, and from my 1st GWX-patrol, I thought she was behaving a little strange on high seas.
I mean, with full throttle, her propulsion should be "pulling" her stern a little downwards, and push the bow upwards...this should make her ride big waves much better, with the conning-tower disappearing less often beneath the surface.
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Old 01-03-07, 04:40 PM   #18
Sailor Steve
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Quote:
Originally Posted by Albrecht Von Hesse
I 'solved' the problem by simply setting periscope depth when I'm running slow for 14 - 15 meters, and loading up the bow quarters and forward torpedo room with crew. Doing that I maintain roughly 12- 13 meters or so which keeps the watch tower down.

During rough seas I might have to add a meter or two more depth to assure I don't accidentally breach, but I haven't really encountered any real problems with the slight positive bouyancy of the mod.
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Originally Posted by dean_acheson
Just set your depth at 15 meters and let it go at 1-2 knots, it will be fine.
This is a classic example of the occassional futility of "realism" mods. The idea is to recreate the problems involved with u-boat attack, such as not being able to run at very slow speeds near the surface, and some creative gamers will immediately find a way to turn it back into "just a game".:rotfl:

I'd love to see how they would counter it if it just kept surfacing.
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Old 01-03-07, 05:37 PM   #19
Albrecht Von Hesse
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Quote:
Originally Posted by Sailor Steve
Quote:
Originally Posted by Albrecht Von Hesse
I 'solved' the problem by simply setting periscope depth when I'm running slow for 14 - 15 meters, and loading up the bow quarters and forward torpedo room with crew. Doing that I maintain roughly 12- 13 meters or so which keeps the watch tower down.

During rough seas I might have to add a meter or two more depth to assure I don't accidentally breach, but I haven't really encountered any real problems with the slight positive bouyancy of the mod.
Quote:
Originally Posted by dean_acheson
Just set your depth at 15 meters and let it go at 1-2 knots, it will be fine.
This is a classic example of the occassional futility of "realism" mods. The idea is to recreate the problems involved with u-boat attack, such as not being able to run at very slow speeds near the surface, and some creative gamers will immediately find a way to turn it back into "just a game".:rotfl:

I'd love to see how they would counter it if it just kept surfacing.
Simple . . . I'd carefully flood the trim tanks to set trim at slight negative, and have the planes set to a slight rise, and tweak the speed back and forth between 1 -2 knots lift me up a bit when I start to slide down.

Oh, wait . . .

I don't have realistic trim tank adjustments . . .

Individual plane adjustments either . . .

Hmmmm . . .

You can only get as 'real' as the game mechanics permit. I happen to view setting my depth 1 - 2 meters deeper than my desired depth as a simulated means of adjusting my trim and bouyancy, and not as a cheat to get around the attempt of GWX to simulate the problems real U-boat commanders had.
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Old 01-03-07, 05:58 PM   #20
Lanzfeld
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Cant we just make it so the sub continues to rise without hitting the upper limit if the boat is less then 1 to 2 knots?
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Old 01-03-07, 06:14 PM   #21
Paajtor
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Quote:
Originally Posted by Paajtor
Amazing...gonna try it this evening!
Hmmm...well, to bad the weather was great. Didn't have any rough seas at my current patrol (escaping from Scapa lol), so I couldn't test the crew-shifting thing properly.
But I tried a little, and couldn't tell any difference, "boat-behaviour wise".

You're sure it ain't a hoax?
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Old 01-03-07, 06:22 PM   #22
johan_d
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Results Kaleun? I dont see much happen here.
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Old 01-03-07, 06:33 PM   #23
Albrecht Von Hesse
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Quote:
Originally Posted by Paajtor
Quote:
Originally Posted by Paajtor
Amazing...gonna try it this evening!
Hmmm...well, to bad the weather was great. Didn't have any rough seas at my current patrol (escaping from Scapa lol), so I couldn't test the crew-shifting thing properly.
But I tried a little, and couldn't tell any difference, "boat-behaviour wise".

You're sure it ain't a hoax?
Here's my thread from way back: http://www.subsim.com/radioroom/show...115#post327115

It's where I'd been doing a surface run and couldn't get rid of the bow spray until I manned the forward compartments. As you can see in the screenshots I was running at ahead flank with decks awash (approx. 7.5 meters) with no bow spray. Up until I'd manned the bow torpedo and bow quarter rooms nothing I did would get rid of the spray unless I drastically slowed up, and going any deeper put me submerged. All I can assume is that, somehow, manning the two forward rooms had the effect of tipping my bow down.
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Old 01-03-07, 07:24 PM   #24
Paajtor
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I read that topic, but it's not GWX...still I hope it's true, would be a neat option.


But I wonder if SH3/GWX's AI really can make out a bow-spray from far away?
Is it actually featured, or in reality just a calculation based on % of hull that is being exposed to the air?

I mean, if you zoom-out on external cam, and look far ahead...then the random-looking waves suddenly appear in a pattern, towards the horizon (depending on your anisotropic filtering).
Now suppose an enemy is somewhere in that pattern, far away - let's say at 10k.
From his POV, your boat is in a similar pattern.
So the AI can calculate, how the waves look at your position.
Does it use this info, to determine the amount of spray your boat is creating?
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Old 01-03-07, 08:15 PM   #25
Hartmann
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Perhaps the best way to test the crew weight is in calm waters and no wind to see if the bow and stern raise or sink
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Old 01-03-07, 08:25 PM   #26
johan_d
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and, does the bow spray actually mean anything to AI?
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Old 01-03-07, 10:23 PM   #27
nightdagger
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I know in stock the AI is stupid enough not to notice your conning tower out of the water at periscope depth sometimes.
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Old 01-04-07, 06:18 AM   #28
Jimbuna
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Quote:
Originally Posted by johan_d
and, does the bow spray actually mean anything to AI?
It is highly likely a bow wave would give your presence away to an escort...well, in GWX anyways
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