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Old 11-15-08, 01:59 PM   #1
Sailor Steve
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Quote:
Originally Posted by Myxale
Oh, I don't know.
To me GWX is most authentic!
I wasn't saying it's not. I agree with you. I was just saying that it still gives more contacts than real life, and I don't think that can be fixed.
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Old 11-15-08, 02:03 PM   #2
bigboywooly
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You could probably reduce them but tis a trade of with gameplay and realism
Nobody would want to go out patrol after patrol and sink one or two ships
Or
None at all
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Old 11-15-08, 02:17 PM   #3
meduza
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In one of the first patrols of my curent career, still on Type II, I hit 2000t Small Merchant with one torpedo. She stoped, listed to port but didn't sink. I fired a coup de grace, but she was still afloat.
Reluctant to fire my last torpedo, I surfaced and used my flak gun . I spent all the ammo (some 800 rounds), but didn't sink her.
Finaly I fired my last torpedo, sank her and return home with some 5000 t.
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Old 11-15-08, 02:30 PM   #4
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Quote:
Originally Posted by bigboywooly
You could probably reduce them but tis a trade of with gameplay and realism
Nobody would want to go out patrol after patrol and sink one or two ships
Or
None at all
I agree. I do wonder though if it would just be a matter of adding 'Realistic' contacts to the options menu???

I find that I always seem to find a ship or convoy when it is most inconvient(real world issue)! Hours of drifting around and then just as the wife calls out, "We need to go to the store!" I get the SHIP SIGHTED! message...!
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Old 11-15-08, 02:57 PM   #5
bigboywooly
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If anything its singles
No real data on those especially from neutral countries whom we know sailed as needed goods etc
Convoys are pretty well documented but can only be used in the Rnd as a repeating instance of the same convoy with timed spacings that can get as close as RL
Of course singles handled the same way

I think from SH3s POV its that sensors will always be better than they were and of course positioning is always spot on

Even with reduced map contacts the ones that are left are always accurately plotted whereas radio position reports from other uboats would have only been as good as their actual plotting and positioning was to start with
Then factor in your own position keeping to get to that position was no wonder many boats never found contacts they had info on

Thats where SH3 has the edge over RL
You always know where in the sea you and the contact is
Your sensors always work as were intended
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Old 11-15-08, 03:12 PM   #6
Graf Paper
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I try not to let these issues worry me. I enjoy SH3 immensely, regardless of the accuracy of history.

If you follow SOP, as laid down in the U-Boat Commander's Handbook, the target in your sights is worth more than the huge merchant you have yet to find. Kaleuns that held off from engaging a target because it was too small to be considered a worthy addition to their tonnage score usually would find themselves in a world of trouble from BdU.

Donitz wanted his commanders to be like aggressive attack dogs.

Sink 'em all!
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Old 11-16-08, 01:07 AM   #7
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I just want to say i discovered a new function to sh3contacts program, if you set x% of the single ships or convoy, to an spawn probality of -100 (the program will substract 100% to the prob. of that ship / convoy to appear. the problem is that gwx adds to the scripted campaign a lot of single ships (the tool only modifies the random campaign) but anyways it should empty the sea a lot.
if you want to try:
Single ships: 90%
% more spawn probability: -100
probability of report: must write somethig
minutes: must type something.
Check 'Write new values' single ships: YES checked.
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Old 11-16-08, 03:08 AM   #8
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I just started to play without the w/o... Well im still using him to identify stuff actually, but I'm working out the solutions myself. There are lots of wasted torpedoes in U-69 these days. I disabled duds to somewhat compensate.

Speaking sailboats...
I was in the big bay near Reykjavik, escaping after a successful raid. Still at 100%hull and with two torps left for the rear tube. Killed a light cruiser and an auxiliary cruiser. So on my way out I get the ''Ship Spotted - Short Range'' message from the tower. Weather was bad but seas were good enough to use the deck gun. Jump up there and I see some little puny sailboats coming at me. Man the deck gun ! Start shooting, and the sailboats started shooting back! I don't know what weapon they had but it took my hull effiency down to 39% in only a few blows and I was taking in lots of water. ... I carshed dive and I was pissed. Outgunned by a tourist in his sail boat!

Is it some sort of joke by the GWX team to have a trio of pirates with big guns that'll sink ships and roam the Atlantic? Yarr.
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Old 11-16-08, 06:55 AM   #9
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Quote:
Originally Posted by Mikhayl
Hmm very good point, I didn't think of that. It's true that 90% of the single merchants that you catch in game thanks to the "radar-like RDF" reports would have passed unnoticed in real life, plus the fuzziness of distant convoy reports that we don't have in SH. I guess the only workaround would be playing realnav, ah well
wouldnt this inspirate the gwx team to integrate the real nav mod to gwx? this would give this beautiful mod public relations (more people would try to make it better, develop new methods etc). atm, it is a little bit inaccurate, but there is potential, i think. real nav would give sh3 a big step in realism and immersion i think.

greetz, Jaeger
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Old 11-16-08, 06:13 PM   #10
Brag
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Considering all facts and playability, incorporating navigation inaccuracy/doubt during periods when star or sun fixes are impossible would add to both playability and realism.
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Old 11-17-08, 09:02 AM   #11
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a ship to sink whatever small it is can be a good way to raise the crew's morale up during a long patrol .
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Old 11-16-08, 08:41 AM   #12
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Quote:
Originally Posted by Mikhayl

Anyway, something you can do is to delete the convoy and ship contact icons (make them transparent) so that all you will have is the grid and long/lat, that would be a bit more realistic.
Actaully thats not a bad idea at all Mikhayl
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