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 03-17-08, 11:23 PM   #1
Antiacus
Medic
 
Join Date: Jan 2008
Location: Springfield, Oregon
Posts: 161
Downloads: 9
Uploads: 0
Default

My concern is that it will only worsen the phenomenon of being spotted at incredibly long distances by ai when in heavy weather & fog.
Antiacus is offline   Reply With Quote
Old 03-18-08, 09:21 AM   #2
danurve
The Old Man
 
Join Date: Nov 2002
Location: Syracuse, NY
Posts: 1,481
Downloads: 22
Uploads: 3
Default

Kpt, Otto; there's very few things I would enable mid-patrol. Especialy something like 16k.

My current rig is a single core 3200 2ghz 939 with 2 gigs ddr & a 256 AGP and it handles 1.03 & 16k ok. With only minor chops in port. About the only other chop is when I'm zoomed in on a burning ship or the blurr in the scope. Your rig sounds like it would have n/p.

TMO SHIII does not take advantage of a dual core.
Not to hijack the thread but if I get a chance to upgrade to dual cores & dual monitors I was thinking it would be cool to have the game on my trusty CRT and a rotated flat screen with operation spinetz rolling or some jazz.
__________________
danurve is offline   Reply With Quote
Old 03-18-08, 11:18 AM   #3
Konovalov
Ocean Warrior
 
Join Date: Sep 2002
Location: High Wycombe, Bucks, UK
Posts: 2,811
Downloads: 9
Uploads: 0
Default

I have been using the 16 clicks mod for a long time now and would never consider going back to 8. Your system specs look more than adequate to run the 16km mod. Go for it.
__________________
"In a Christian context, sexuality is traditionally seen as a consequence of the Fall, but for Muslims, it is an anticipation of paradise. So I can say, I think, that I was validly converted to Islam by a teenage French Jewish nudist." Sheikh Abdul-Hakim Murad (Timothy Winter)
Konovalov is offline   Reply With Quote
Old 03-18-08, 11:46 AM   #4
Antiacus
Medic
 
Join Date: Jan 2008
Location: Springfield, Oregon
Posts: 161
Downloads: 9
Uploads: 0
Default

Oh wait. I guess a already am using the 16k. People have me paranoid with reports of being spotted at long long range when their vis is less than 3km.
Antiacus is offline   Reply With Quote
Old 03-18-08, 11:57 AM   #5
Sailor Steve
Eternal Patrol
 
Sailor Steve's Avatar
 
Join Date: Nov 2002
Location: High in the mountains of Utah
Posts: 50,369
Downloads: 745
Uploads: 249


Default

I forgot to mention that I used the original 16km mod 2+ years ago, and I've never had a complaint.
__________________
“Never do anything you can't take back.”
—Rocky Russo
Sailor Steve is offline   Reply With Quote
Old 03-18-08, 12:47 PM   #6
Jimbuna
Chief of the Boat
 
Jimbuna's Avatar
 
Join Date: Feb 2006
Location: 250 metres below the surface
Posts: 190,712
Downloads: 63
Uploads: 13


Default

You might if you use it in some of the future mod releases
__________________
Wise men speak because they have something to say; Fools because they have to say something.
Oh my God, not again!!

Jimbuna is online   Reply With Quote
Old 03-18-08, 11:13 PM   #7
Tessa
Grey Wolf
 
Join Date: Feb 2007
Location: CG 96
Posts: 861
Downloads: 22
Uploads: 0
Default

Quote:
Originally Posted by Antiacus
Oh wait. I guess a already am using the 16k. People have me paranoid with reports of being spotted at long long range when their vis is less than 3km.
Just got into port so am in the position to enable a few mods. The 16k still begs the question is this a double edged mod? Though my crew can spot targets are very long ranges can the escorts or lone merchant ships do the same?

Frequently when submerged will have the SO find a merchant at heading xxx, when I pop up the scope there's nothing there; have to stat mashing the L button at +/- 5 degrees of his estimate until it locks on. Then finally hit the target and its 20km+ away or more. I know that you can hear better underwater, but something so far away isn't very useful most of the time when you factor in the amount of fuel you have to burn to get there (assuming its not on your course).
Tessa is offline   Reply With Quote
Old 03-18-08, 11:25 PM   #8
jmr
Commander
 
Join Date: Sep 2004
Posts: 462
Downloads: 62
Uploads: 0
Default

Is there anyway to squelch your deck crew after they spot a ship? It's pretty annoying when they belt out "ship spotted!" over and over again as I'm working myself into attack position.
jmr is offline   Reply With Quote
Old 03-21-08, 08:43 AM   #9
Kpt, Otto
Planesman
 
Join Date: Jan 2007
Location: London
Posts: 195
Downloads: 0
Uploads: 0
Default WO

Quote:
Originally Posted by jmr
Is there anyway to squelch your deck crew after they spot a ship? It's pretty annoying when they belt out "ship spotted!" over and over again as I'm working myself into attack position.
Yes, the best way I have found is to remove the watch officer from the bridge/conning tower. The only adverse affect is that if any other ships appear over the horizon then there is a chance you wont be notified of them. However this does not happen often in SH3 and besides it just means you have to be more aware of whats going on around you.
__________________
Kpt, Otto.



My War Diary and Website. . . Here. . .!
Kpt, Otto is offline   Reply With Quote
Old 03-19-08, 02:00 PM   #10
Kpt, Otto
Planesman
 
Join Date: Jan 2007
Location: London
Posts: 195
Downloads: 0
Uploads: 0
Default Mmmm...

Quote:
Originally Posted by Tessa
Quote:
Originally Posted by Antiacus
Oh wait. I guess a already am using the 16k. People have me paranoid with reports of being spotted at long long range when their vis is less than 3km.
Just got into port so am in the position to enable a few mods. The 16k still begs the question is this a double edged mod? Though my crew can spot targets are very long ranges can the escorts or lone merchant ships do the same?

Frequently when submerged will have the SO find a merchant at heading xxx, when I pop up the scope there's nothing there; have to stat mashing the L button at +/- 5 degrees of his estimate until it locks on. Then finally hit the target and its 20km+ away or more. I know that you can hear better underwater, but something so far away isn't very useful most of the time when you factor in the amount of fuel you have to burn to get there (assuming its not on your course).
Most of the ships I sink I find using the hydrophones. I will often have the boat submerged and then I will man the hydrophones station myself and listen. I do this when I have reached a common trade route or are near the coast. If I leave it to the SO then often he we only pick up contacts within about 15km when infact in game you can hear upto 25-30km.

When I find a contact at bearing xxx I then listen to hear how close they sound and track them to get a best guess at their course. Then I go to the Nav map and use the compass to place a marker on that bearing.

I then draw a compass circle around my boat out to a range of 30km and do the same for them. This enables me to see the best search pattern to use and plot an intercept point. Then I draw a compass circle of 5km near the intercept area which gives me a point to aim for for when I should make contact.

When I reach that point if I do not make contact I submerge the boat again and listen again for their latest position, and then plot as needed.

So far 8 times out of 10 I get it right. So using the 16km mod should improve things alot as at the moment when a sighting is made using the standard 8km atmosphere they are at 4500m even on a clear day. In such conditions you should see their smoke on the horizon first and act accordingly to get your boat in the best firing position. That is difficult to do using the standard 8km atmosphere.

In convoy actions this is even more important.


16km mod here I come!! I will enable it when I reach port. As for the merchants im sure they will also be able to see further. But I am confident that being able to set up an attack using shaddowing or over hauling the convoy will be much more posible with the 16km mod enabled.
__________________
Kpt, Otto.



My War Diary and Website. . . Here. . .!
Kpt, Otto is offline   Reply With Quote
Old 03-20-08, 07:51 PM   #11
Danelov
Gunner
 
Join Date: Aug 2006
Posts: 94
Downloads: 27
Uploads: 0
Default

Difficult to say.Certainly the things are more easy with the 16 km, but also the visibility play his role for the other side and is relative easy to be spotted at long range.Sometimes the thing is not so realistic, I have detected with the UZO targets at 21 km in a very dark night, long before the watchman.Yes, that was maybe a little second but that give me a idea of the heading and distance of the target.
Danelov 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 01:00 PM.


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.