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Old 11-09-11, 06:38 PM   #16
andqui
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If someone implements a working representation of a Fido it would be really cool. Of course it would be optional- if it's no fun being killed by one, then don't use it, or just simply stay away from the mid-Atlantic after 1943. The "what the hell just hit me" factor would be just like if you run into a mine- I've only done that once, but it didn't suddenly make the entire game "no fun" just because I wasn't explicitly told it was a mine. Sh!t happens to uboats. I honestly don't see the difference between getting abruptly sunk by the depth charges you didn't hear, the hedgehog out of nowhere, or the sudden fido while escaping from aircraft, and within the limitations of the game there's no reason not to add a fido if we already have other things that can quickly sink us when we don't expect it. I can't look it up, but there weren't that many Fido attacks in the war- so it would still be a bit of a rarity.
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Old 11-10-11, 01:41 AM   #17
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If someone implements a working representation of a Fido it would be really cool. Of course it would be optional- if it's no fun being killed by one, then don't use it, or just simply stay away from the mid-Atlantic after 1943. The "what the hell just hit me" factor would be just like if you run into a mine- I've only done that once, but it didn't suddenly make the entire game "no fun" just because I wasn't explicitly told it was a mine. Sh!t happens to uboats. I honestly don't see the difference between getting abruptly sunk by the depth charges you didn't hear, the hedgehog out of nowhere, or the sudden fido while escaping from aircraft, and within the limitations of the game there's no reason not to add a fido if we already have other things that can quickly sink us when we don't expect it. I can't look it up, but there weren't that many Fido attacks in the war- so it would still be a bit of a rarity.
Totally agree with you.
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Old 11-10-11, 03:00 AM   #18
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And according to the GWX 3.o manual the minefield barrier on the eastern English coast is simulated, though I never got killed by it, even when travelling at periscpe depth - depth that mines were specificaly set so as to kill u-boats.
Same here. I zig-zag in and out of there on a regular basis and never hit bupkis. Seems much ado about nothing.
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Old 11-10-11, 05:47 AM   #19
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But when you mention mines - in GWX 3.0 they are included and the only advice the mod programers give you to counter them is to stay away from minefilelds. I know that approacning &attacking a port is a very risky business primarily because of mines so I seldom try it. And according to the GWX 3.o manual the minefield barrier on the eastern English coast is simulated, though I never got killed by it, even when travelling at periscpe depth - depth that mines were specificaly set so as to kill u-boats.

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Old 11-10-11, 06:39 AM   #20
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Wow! So many minefields but I never seem to get into one! will have to play more I guess. Thanks for info Jimbuna
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Old 11-10-11, 07:28 AM   #21
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The old 'Aces of the Deep' U-boat simulation had a fairly good model of an aircraft-launched homing torpedo.

When it was dropped, the hydrophone operator would shout to the player a warning to the effect of: 'Sound of torpedo in water!' (something like that).

You could avoid being hit, as in real-life, just by going slow ahead with silent-running. The real Allied (American, to give the credit for the invention) homing torpedo was rather insensitive to noise. However, in order to take the necessary precautions against the torpedo, you first had to know that!

I think the real problem with the aerial homing torpedo, as a mod, is that there seems to be no mechanism in SH3 to operate it. The talented Racerboy (now known as TDW) spent some time on the problem in SH3 a year or two ago, but ultimately without success.

Stiebler.
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Old 11-10-11, 09:38 AM   #22
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Wow! So many minefields but I never seem to get into one! will have to play more I guess. Thanks for info Jimbuna
That is from a late war campaign layer...the earlier you are the less there are.
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Old 11-10-11, 11:10 AM   #23
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Wow! So many minefields but I never seem to get into one!
It looks impressive, but they don't seem to go boom. Unless of course we've got the magic touch!
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Old 11-10-11, 11:35 AM   #24
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It looks impressive, but they don't seem to go boom. Unless of course we've got the magic touch!
It'll be magic sure enough if you touch one
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Old 11-10-11, 01:09 PM   #25
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It'll be magic sure enough if you touch one
I've been trying, but for some reason they just don't like me.
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Old 11-10-11, 01:18 PM   #26
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I've been trying, but for some reason they just don't like me.
If I'm to be totally honest I think I've only hit one once and that was during a storm so it could well have been the pitching motion that took me that few extra metres and into contact.
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Old 11-10-11, 02:01 PM   #27
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The old 'Aces of the Deep' U-boat simulation had a fairly good model of an aircraft-launched homing torpedo.

When it was dropped, the hydrophone operator would shout to the player a warning to the effect of: 'Sound of torpedo in water!' (something like that).

You could avoid being hit, as in real-life, just by going slow ahead with silent-running. The real Allied (American, to give the credit for the invention) homing torpedo was rather insensitive to noise. However, in order to take the necessary precautions against the torpedo, you first had to know that!
Nice. so i guess if the old sims had thefido homing torpedo, why should't the best U boat sim in the world have it?

I think the real problem with the aerial homing torpedo, as a mod, is that there seems to be no mechanism in SH3 to operate it. The talented Racerboy (now known as TDW) spent some time on the problem in SH3 a year or two ago, but ultimately without success.

Stiebler.[/QUOTE]

That is a pity.
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Old 11-19-11, 08:39 PM   #28
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It would be easy to avoid it, just shut off your engines.
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Old 11-19-11, 11:20 PM   #29
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Back to the practicality argument, as opposed to whether it would be fun or not: it is entirely possible to generate the torpedo itself using Silent Hunter III's water interaction controller. You can literally spawn any ingame object from any vehicle if you use S3ditor. Getting the appropriate initial velocity and homing attributes would be the difficult thing. Because of how gravity is modeled in SH3 it's quite likely that the torpedo would sink to the ocean floor after launch.

One possibility might be using the unguided aircraft rockets from GWX and attaching a homing attribute to them. Attaching this attribute to projectiles is quite easy for Silent Hunter 4. Not so sure about SH3.
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Old 11-21-11, 09:02 AM   #30
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Back to the practicality argument, as opposed to whether it would be fun or not: it is entirely possible to generate the torpedo itself using Silent Hunter III's water interaction controller. You can literally spawn any ingame object from any vehicle if you use S3ditor. Getting the appropriate initial velocity and homing attributes would be the difficult thing. Because of how gravity is modeled in SH3 it's quite likely that the torpedo would sink to the ocean floor after launch.

One possibility might be using the unguided aircraft rockets from GWX and attaching a homing attribute to them. Attaching this attribute to projectiles is quite easy for Silent Hunter 4. Not so sure about SH3.
Interesting! I have S3 editor but I do not know yet how to use it. you mention water interaction controller- is that another program like S3editor?. Sorry if my questions may seem to be a bit on the dumb side, but I have never programmed anything. It is unfortunate when one has ideas, but doesnt know how to make them work.

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