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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#16 |
Soundman
![]() Join Date: Sep 2007
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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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#17 | |
Helmsman
![]() Join Date: May 2011
Location: Slovenia
Posts: 101
Downloads: 139
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#18 | |
Prince of
the Sea
Join Date: Jul 2009
Location: Watching over U-253
Posts: 3,527
Downloads: 98
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"The whole problem with the world is that fools and fanatics are always so certain of themselves, and wiser people are so full of doubts." - Bertrand Russell. ![]() ![]() ![]() |
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#19 | |
Chief of the Boat
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#20 |
Helmsman
![]() Join Date: May 2011
Location: Slovenia
Posts: 101
Downloads: 139
Uploads: 1
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#21 |
Fuel Supplier
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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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NYGM Tonnage War Mod - More than a mod: it's an experience! |
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#22 |
Chief of the Boat
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That is from a late war campaign layer...the earlier you are the less there are.
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#23 |
Prince of
the Sea
Join Date: Jul 2009
Location: Watching over U-253
Posts: 3,527
Downloads: 98
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It looks impressive, but they don't seem to go boom. Unless of course we've got the magic touch!
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"The whole problem with the world is that fools and fanatics are always so certain of themselves, and wiser people are so full of doubts." - Bertrand Russell. ![]() ![]() ![]() |
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#24 | |
Chief of the Boat
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#25 |
Prince of
the Sea
Join Date: Jul 2009
Location: Watching over U-253
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Downloads: 98
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I've been trying, but for some reason they just don't like me.
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"The whole problem with the world is that fools and fanatics are always so certain of themselves, and wiser people are so full of doubts." - Bertrand Russell. ![]() ![]() ![]() |
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#26 |
Chief of the Boat
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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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#27 | |
Helmsman
![]() Join Date: May 2011
Location: Slovenia
Posts: 101
Downloads: 139
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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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#28 |
Grey Wolf
![]() Join Date: Oct 2011
Location: Washington State
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It would be easy to avoid it, just shut off your engines.
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#29 |
Silent Hunter
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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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#30 | |
Helmsman
![]() Join Date: May 2011
Location: Slovenia
Posts: 101
Downloads: 139
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Last edited by igorlikespike; 11-21-11 at 09:58 AM. |
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