SUBSIM Radio Room Forums



SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997

Go Back   SUBSIM Radio Room Forums > Silent Hunter 3 - 4 - 5 > Silent Hunter III
Forget password? Reset here

Reply
 
Thread Tools Display Modes
Old 03-05-08, 03:37 PM   #16
Kipparikalle
Samurai Navy
 
Join Date: Aug 2007
Location: Finland
Posts: 580
Downloads: 2
Uploads: 0
Default

Keep the deck gun, it can save you on the worst-case situations sometimes.


This is an example which happened to me 2 days ago: You have attacked a convoy, but now you have a DD chasing you. It keeps pinging you, even after it has run out of DC's long time ago, you can't get it off from you, it runs you mad, and you must do something. Fast.

Here's what I did:
-I set my brains run on rage - mode
-Surfaced my boat
-Turned on the surprised DD, and blowed the **** out of it.

But note that you must aim on the waterline, and on the ship's main cannons. Some DD's can be sunk by deck gun real easily, even on GWX! If you just know where to shoot.


So yes, keep the deck gun. You never know when you need it.

Kipparikalle is offline   Reply With Quote
Old 03-05-08, 04:05 PM   #17
nikbear
Sea Lord
 
Join Date: Feb 2007
Location: Northampton,UK
Posts: 1,859
Downloads: 86
Uploads: 0
Default

I guarantee the minute you remove the deck gun you will get into a situation when you could use it and for no increase in underwater speed,why bother:hmm:
__________________
'It is not surely known when the grey wolf shall come upon the seat of the gods'
Ericksmal.
nikbear is offline   Reply With Quote
Old 03-05-08, 04:09 PM   #18
danurve
The Old Man
 
Join Date: Nov 2002
Location: Syracuse, NY
Posts: 1,481
Downloads: 22
Uploads: 3
fat jez; Sure there's lots of things you can tweek in the game. All Im saying is if you remove the deck-gun when you have Commander open, the game (engine) makes no other changes, to my knowledge.
I tweek the salvo to something that makes more sence & ahead-slow to 50 rpms for silent running. I would consider a slight % tweek for removing the deck gun if I knew what file to edit. But then again I like the old 88 and if you go faster underwater you might as well leave a trail of pop-corn.
__________________
danurve is offline   Reply With Quote
Old 03-05-08, 04:13 PM   #19
Jimbuna
Chief of the Boat
 
Jimbuna's Avatar
 
Join Date: Feb 2006
Location: 250 metres below the surface
Posts: 190,552
Downloads: 63
Uploads: 13


Default

Quote:
Originally Posted by Keelbuster
Keep the deck gun. It's invaluable. The most distressing part of the XXI (aside from the broken features) is the lack of a deck gun.
What broken features/version of the game ?
__________________
Wise men speak because they have something to say; Fools because they have to say something.
Oh my God, not again!!

Jimbuna is offline   Reply With Quote
Old 03-05-08, 04:21 PM   #20
fat jez
Sailor man
 
Join Date: Jul 2007
Location: Bristol, UK
Posts: 47
Downloads: 0
Uploads: 0
Default

Quote:
Originally Posted by danurve
But then again I like the old 88 and if you go faster underwater you might as well leave a trail of pop-corn.
Indeed, but there are times if you are maneuvering against a target underwater where the extra speed would be nice. i.e. if you've winged a merchant and he's running away and you really don't want shelled by him on the surface.

Cheers,
Stephen
fat jez is offline   Reply With Quote
Old 03-05-08, 06:15 PM   #21
Tessa
Grey Wolf
 
Join Date: Feb 2007
Location: CG 96
Posts: 861
Downloads: 22
Uploads: 0
Default

Quote:
Originally Posted by fat jez
Quote:
Originally Posted by danurve
Quote:
Originally Posted by gross14
ok thanks for the answers. But if i remove my gun will the sub travel faster submerged?
No.

From what I understand posted by experienced modders and players alike, that is not something the game engine can do.
Aren't the U-boat speeds governable by a config file somewhere? Obviously this couldn't be an "on the fly" change in game, but isn't it an option in SH Commander to remove the deck gun? Would it be possible for the max submerged speed to be tweaked by a knot or two when removing the deck gun?

Apologies if I'm talking rubbish.

Cheers,
Stephen
At the speeds that the boats travel removing the deck gun wouldn't have a noticealbe effect until you reach extremely high speeds. Underwater between the deck gun and the tower the gun will create a ripple that would cause enough drag to slow the boat down; though it would need to be at speeds faster than a u-boat can travel, at least 200-300 mph for the force between the two to cause enough of a force to drag caused by the ripple to slow the boat down. It isn't tell you get to the type XVII's that the boats become streamlines for underwater speed. Prior to that you could compare the common type VII's to a regular Dogfighter (like a P-51 or Spitfire) to a swept wing (like the Mess. 262) that were aerodynamic and designed to fly at (relatively) very high speeds.
Tessa is offline   Reply With Quote
Old 03-05-08, 07:03 PM   #22
STEED
Lucky Jack
 
Join Date: Jan 2006
Location: Down Town UK
Posts: 27,695
Downloads: 89
Uploads: 48


Default

Get rid of out right less detection and more room in your U-Boat to build another toilet.
__________________
Dr Who rest in peace 1963-2017.

To borrow Davros saying...I NAME YOU CHIBNALL THE DESTROYER OF DR WHO YOU KILLED IT!
STEED is offline   Reply With Quote
Old 03-06-08, 08:35 AM   #23
Kipparikalle
Samurai Navy
 
Join Date: Aug 2007
Location: Finland
Posts: 580
Downloads: 2
Uploads: 0
Default

Quote:
Originally Posted by STEED
Get rid of out right less detection and more room in your U-Boat to build another toilet.
And you better build a toilet that can be used while being on deep, and during DC bombings
Kipparikalle is offline   Reply With Quote
Old 03-06-08, 02:05 PM   #24
gross14
Swabbie
 
Join Date: Feb 2008
Posts: 12
Downloads: 10
Uploads: 0
Default

ok thanks everybody i think i'll keep my beloved '88 and keep sinking merchants until to the end:rotfl:
gross14 is offline   Reply With Quote
Old 03-06-08, 03:20 PM   #25
danurve
The Old Man
 
Join Date: Nov 2002
Location: Syracuse, NY
Posts: 1,481
Downloads: 22
Uploads: 3
Interesting thing about the deck gun from a patrol I just finished.

GWX 1.03 early Nov. `41 S/E BE I'm lined up to slam a large merchant & a liberty. A bloody pass/cargo cuts the path and two fish hit her, she stops but remains afloat. Two other shots for the liberty score. I got a swan looking for me, she's burning. I zoom in on her and she's showing deck gun hits. After a bit the liberty goes down and the swan putters away, U-47 is out of eels. Without the 88 I think to have waisted time with the flak guns. Finished her with 10 or so shots. Also the h-phone has a still contact about 1200m to the North. The map shows a grey sunk ship a bit closer. Being curious I made my way to discover a sitting duck whale-factory.
Free tonnage
She also showed deck gun hits. Oviously the convoy had a run in with a a/i u-boat.
My point is without the 88 I would have been short what 12-13k off a 56k total patrol.
__________________
danurve is offline   Reply With Quote
Old 03-07-08, 05:33 AM   #26
Jimbuna
Chief of the Boat
 
Jimbuna's Avatar
 
Join Date: Feb 2006
Location: 250 metres below the surface
Posts: 190,552
Downloads: 63
Uploads: 13


Default

If a ship is stopped dead in the water and is armed with one deck gun fore or aft.....approach from the opposite end and finish her off.
__________________
Wise men speak because they have something to say; Fools because they have to say something.
Oh my God, not again!!

Jimbuna is offline   Reply With Quote
Old 03-07-08, 07:26 AM   #27
Kipparikalle
Samurai Navy
 
Join Date: Aug 2007
Location: Finland
Posts: 580
Downloads: 2
Uploads: 0
Default

Quote:
Originally Posted by jimbuna
If a ship is stopped dead in the water and is armed with one deck gun fore or aft.....approach from the opposite end and finish her off.
Indeed.


And if your out of deck gun ammo, use the AA machinegun's.
Works usually, due to limits of SH3 the ships still have the hitpoint system.
Kipparikalle is offline   Reply With Quote
Old 03-07-08, 09:39 AM   #28
predavolk
Weps
 
Join Date: Feb 2008
Posts: 369
Downloads: 0
Uploads: 0
Default

Quote:
Originally Posted by Kipparikalle
Quote:
Originally Posted by jimbuna
If a ship is stopped dead in the water and is armed with one deck gun fore or aft.....approach from the opposite end and finish her off.
Indeed.


And if your out of deck gun ammo, use the AA machinegun's.
Works usually, due to limits of SH3 the ships still have the hitpoint system.
Theoretically, you could sink even a passage liner with 20mm if you pumped enough of it into it! A battleship or armored ships, perhaps not, but punching 100-200 1" holes into the side of a ship will not help it float!
predavolk is offline   Reply With Quote
Reply


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT -5. The time now is 10:02 AM.


Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright © 1995- 2025 Subsim®
"Subsim" is a registered trademark, all rights reserved.