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Old 01-21-08, 01:27 PM   #16
Hilis Hatki
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This thread made me watch the watchers

on a VIIc

..| ....|
-W- ..c-
..|

..|
.-c

-c ...c-
.|.....|


The watch officer looks 360.
All others have a 90 fov.

There seems to be a small dead zone on 90 starboard.
The 360 viewer should switch place with the middle watch?
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Old 01-21-08, 02:00 PM   #17
bigboywooly
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Am not sure the AI " sees " smoke
Maybe its wakes
Maybe its sound

Try running with the noise meter on
Not exactly a reliable tool but

If you run surfaced parallel to a convoy at a distance of your choice - around 3\4 or 5km
Now run flank and the meter turns red indicating you have a high CHANCE of being detected
Drop speed to slow and the meter will turn green indicating little or no chance of being detected
Now the visual distance hasnt changed so why less chance of the AI spotting you ?
Either the wakes OR the sound get factored into the game or both

Your results are interesting
Carry on
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Old 01-23-08, 02:14 PM   #18
Hilis Hatki
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Hey MarkShot,

Any new results?

It would be interesting to know if the code takes into account which crew member is standing where on the deck or if the deckwatch is taken into account as a "whole" when it come to spotting contacts.


today;
Weather clear, wind 7m/s ,sunset

I spotted smoke at 10 degrees.

w/o "no visual contact"

I locked on target with UZO.

w/o "visual at 8700 m".

I changed stations.

w/o "no visual contact"
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Old 01-23-08, 04:29 PM   #19
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Sorry, nothing new to report. Switched games at the moment. My U-Boat is once again hard to spot in heavy seas in the darkness of night:



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Old 01-23-08, 04:33 PM   #20
MarkShot
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Oh, this was interesting, but not viz; sonar.

Your SO, seems to lose tracking capability if you switch out of 1:1 TC. Also, he loses a contact as it heads into your baffles, but you can easily follow it yourself.

Additionally, you may be aware of a contact in the rear quarter that the SO cannot pick up. However, if you put the sonar head on it and request the SO to follow, he will then acquire the contact.
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Old 01-23-08, 04:41 PM   #21
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Look at this! Not one, but two convoys! I wonder if I can assemble two wolf packs to close in on both of these? I've never tried that before.

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Old 01-23-08, 05:47 PM   #22
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There we go. We are inside the screen and will be coming to PD to shoot !

Real technique, but you cannot do this in SH3/GWX, since at 1-2kts it takes way too long to dive and come back up again.

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Old 01-24-08, 07:54 AM   #23
VipertheSniper
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Quote:
Originally Posted by MarkShot
There we go. We are inside the screen and will be coming to PD to shoot !

Real technique, but you cannot do this in SH3/GWX, since at 1-2kts it takes way too long to dive and come back up again.

In the late years I always dive very deep, and once inside the screen blow ballast, of course when you're reaching 25m you have to order PD. But the method works pretty well
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Old 01-24-08, 10:35 AM   #24
MarkShot
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Yes, it was recently discussed that blowing ballast doesn't seem to draw attention in SH3.

Maybe I will give that a try. Thanks.

In other sims if you need to get to PD quickly from being on the surface, you might order a crash dive followed by a PD, but that doesn't seem to work in SH3. You keep going down. So, I was worried that blowing ballasts and trying to level off would result in broaching.

Now, I have already completed my patrol in AOD and am in SHCE. Will be back to SH3/GWX soon. I like playing all three of these games, since each offers differents options and experiences.

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Old 01-24-08, 01:02 PM   #25
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Hmm, did you just hijack your own thread to two other games? Which one is it about?
Sh3/GWX, Sh1 or AOD or whatever. I'm not downing those older games. I just lost visual contact on the subject here, if you catch my drift.
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Old 01-24-08, 02:36 PM   #26
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Okay, now I will tie it back to the original subject in deft manner.

SH3 was the very first subsim to give the player two means to perceive and respond to the world. In SH3, you may respond either via the crews (AI) perceptions of the world and how they plot it on the map, or you may respond to what you see with your own two eyes in the 3D and hear at the hydrophone station. Granted that these two earlier classics presented bridge, UZO/TBT, and scope views, but what you and crew saw were functionally equivalent. In terms of sound, there was no listening to the hydrophones and surface swishing noises.

Now, SH3 is not first game to offer a 3D world. SH2 did, but what you and the AI saw was very similar to the close match seen in AOD/SHCE. SC/DW also offer a 3D world. However, with SHOW TRUTH off, you only see what you think you will see anyway. However, SC/DW did introduce (or reinforce) the concept of the player being able to perceive the world by virtue of working the stations.

So, in this regard, SH3 is quite unique. Psychologically when I started writing this thread, I realize I really wasn't prepared for this dualistic nature of the world that distinguishes between your own perceptions and that of the crew. AOD and SHCE are much simpler in that regard. I am still trying to figure out what this new behavior means to me as an SH3 player. When I should be depending on my crew and when my crew should be depending on me?

Well, are we now back on topic?
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