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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#16 |
Sea Lord
![]() Join Date: Mar 2011
Location: In the conning tower of my VIIC scanning the sea through the periscope
Posts: 1,698
Downloads: 173
Uploads: 7
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Probably data/menu/sound. You can open ogg.files with a program like Audacity to hear the tune. Hopefully guys behind GWX like Jimbuna can tell you more.
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#17 | |
Watch
![]() Join Date: Aug 2013
Posts: 24
Downloads: 44
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But now I have more to think about, I wonder what is wrong with the files "Merchant Fleet mod 3.2" and "MFM v3 Skin Packs" by IAMBECOMELIFE as it seems i cant download them from anywhere so if anyone knows an alternate place I would be very happy. Trying to download both from that very nice public ftp with tons of SH3 stuff and from gamefrontbut it seems there is something wrong with the files at Maiks ftp and gamfront dont like me no matter what webreader i use :-( |
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#18 |
Silent Hunter
![]() Join Date: Dec 2004
Location: AN9771
Posts: 4,904
Downloads: 304
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fixed wire method: Only if the periscope looks to the side is your speed going to mess up the result. If it is pointed directly to front or to the rear then you can move as fast as you wish. Makes no difference. You just have to turn into position and have a steady course before you do the thing. Drifting off from course is a no-no.
Last edited by Pisces; 09-02-13 at 01:10 PM. |
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#19 | |
Silent Hunter
![]() Join Date: Dec 2004
Location: AN9771
Posts: 4,904
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The notepad thingy needs range, angle on the bow and finally 'bearing drift over time' to calculate speed, .. in that order which it kinda forces you to. The latter value is the most important if you fire on it's broadside. Unfortunately it is dependant on the accuracy of the preceding values range and AOB. So if you have other means of getting speed (i.e. plotting or 'fixed wire' method), then you are better off setting things up yourself. The TDC calculates the angles based on the target speed, and bearing to the target. It also needs a range if you want the torpedoes to turn away from the bow/aft after firing. (which you say you don't!) Al these settings need to be valid for the moment of firing. Except, speed is constant, and AOB wil be updated as you move the periscope across the target in view. Only range needs to be re-measured before firing if it changed (much), if the target is close AND the torpedoes need to turn (gyro angle far away from 0/180). But close targets appear large so you still might get a hit somewhere. Your own speed should not be an issue, if the other settings are right for the moment of firing. But you may have forgotten to open the torpedo tubes. The automatic opening that results from pressing the fire button adds a delay that may cause the torpedoes to be late to the party. So you better do it beforehand. |
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#20 | |
Sea Lord
![]() Join Date: Mar 2011
Location: In the conning tower of my VIIC scanning the sea through the periscope
Posts: 1,698
Downloads: 173
Uploads: 7
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#21 |
Sea Lord
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Yebbut....
First, you would have to be headed exactly 180 relative, because small angles would introduce an error proportional to your range from the target. Any deviation from 0/180 relative would cause 10x greater error at 10 km than at 1 km. Second, the angle subtended by the target at 10 km would be 1/10th that at 1 km, so the transit time would be 1/10th as long. If the target transited the wire in, say, 30 seconds at 1 km, it would transit in 3 seconds at 10 km. A 1-second error in measuring the transit time (not an unlikely amount) would cause a 3% error in the measured speed at 1 km, and a 33% error at 10 km. So, if the target were moving at 10 kts, you might measure the speed as 10.3 kts at 1 km, but as 13 kts at 10 km. Using a normal angle to the track and a 30-kt Typ II electric torpedo, the 3-kt speed error would result in a 6-degree error in the firing angle. (24 degrees of deflection versus 18 degrees for a correct solution. At 1 km, a ship 150 m long subtends an arc of 8 degrees. Aim dead amidship, and your torpedoes would pass well astern. So, yes, you could measure the speed of a merchant from 10 km using the fixed-wire method, but your possible errors at that range would make the resulting measurement untrustworthy for a fire-control solution. On the other hand, if all you were using it for was to plan an end-around, then the estimate would probably suffice. Just allow for that greater error range when trying to reacquire the target at the other end. |
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#22 |
Silent Hunter
![]() Join Date: Dec 2004
Location: AN9771
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If it is at 10 km then it looks quite small. So you may not be able to time the right moment of start and ending of crossing the line. But yeah, your speed won't be the cause of a misjudgement that way. Again, make sure your course does not wobble.
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#23 | |
Silent Hunter
![]() Join Date: Dec 2004
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Think of it this way, from the perspective of the target only: The steady course and periscope lined up with it cause an imaginary line to be drawn over the water. This is a fixed wall from the perspective of the target. You can be anywhere along that line. At some point it hits this line with the bow, and some time later (shiplength in meters divided by speed in m/s) it clears the line with the stern. It takes as much time if this happens at 1km as it does at 10 km. It is just harder to be precise in timing the events when it is far away. |
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#24 |
Sea Lord
![]() Join Date: Mar 2011
Location: In the conning tower of my VIIC scanning the sea through the periscope
Posts: 1,698
Downloads: 173
Uploads: 7
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I see. I need to experiment with this. If timing is the problem with longer ranges I guess I could try to take multiple timings and hope that the average of the timings is close enough. Maybe I could time the appearance and disappearance of the ship's name in the game display to see how that works, but even if that did work it would be abusing the game engine's simplifications.
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#25 |
Sea Lord
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Pisces, you are correct. My mistake. Starting and stopping accurately and ownship's off-axis motion are the only difficulties at long range.
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#26 |
Watch
![]() Join Date: Aug 2013
Posts: 24
Downloads: 44
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Firstly I would like to thank all of you who are really contributing to help noobs like me with the in-game knowledge. This is really contributing to my enjoyment of the game!
Secondly, a few more questions that I find different answers from on the forum(s) I read. 1, I am getting a new radio message that new bases are available. Lorient for example, but when I check for transfer and read on uboat.net about where the flotillas are stationed, it says my flotilla, the 2:nd, is based there, still I am in Wilhemshaven? I play with GWX alternative flotillas mod activated. Is there a list of those flotillas (when and where they are active) somewhere as it seems to be missing in the GWX manual? 2, I have read that sometimes in certain periods and especially close to english bases it is ok to sink neutrals. I even got a radiò message about it, but will it still be a penalty to my renown from sinking a neutral ship loaded with war materiel in game? 3, I wonder if I have offended someone in BDU, I am sent to patrol in the Irish sea, grid AM68. I know I talked a bit freely to my commanders about sending me to patrol CF area when it would have been better to let me assistance in the hunt of convoys withdraving from Norway (to where I went anyway)... But to my question, GWX manual says no renown from patrolling your grid, but GWX in game, when reading Flotilla News II only mention black sea and indian ocean? So if anyone can confirm that in GWX 3.0 Gold, there is no renown from executing your orders about patrolling that specific grid. And surely there is some renown for going back to base, but how close to base do you need to be? Also special thanks to Luftwaffe for comming to my assistance twice during my brave but foolish passing thru the english channel. It seems like soon there is time to find alternative routs... |
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#27 |
Sea Lord
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1) From the GWX3.0 manual:
Alternative Flotillas This mod replaces the 11th U-boat Flotilla based in Norway with the 3rd U-boat Flotilla based in La Rochelle, France from October 1941 until September 1944, when the 3rd Flotilla historically deactivated and its U-boats left La Rochelle for Norway. The 11th Flotilla becomes available in Bergen, Norway upon deactivation of the 3rd U-boat Flotilla. The mod has nothing to do with the 2nd Flotilla. If you are playing 2nd Flotilla, there is no reason to activate this mod. 2) and 3) From the file Data/Cfg/Basic.cfg for GWX3.0 with no additional mods: [RENOWN] RenownReachGridObjCompleted=0 RenownPatrolGridObjCompleted=0 CompletedPatrol=0 NEUTRAL=-1 ALLIED=1 AXIS=-10 If you have any other mods activated, check your Data/Cfg/Basic.cfg to see if these values have been changed. When you click on it, it will open in Notepad. |
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#28 | |
Watch
![]() Join Date: Aug 2013
Posts: 24
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Pretty much clears up the most, about the flotillas, I am not sure if i transfer so I can just keep mod activated, right? I suppose GWX tries to stick with the historically correct bases and time periods of the different flotillas and their locations? About the cfg file, I am used to alter those but not always is it that easy to understand what the valkues really do. For example the neutral gets one negative hit, and allied get a positive hit, so far I am understanding, but what does that really do in game, like 1x normal renown awarded for allied, the same amount in penalty for sinking a neutral and ten times the negative value for sinking an axis ship? |
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#29 |
Watch
![]() Join Date: Aug 2013
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Perhaps I should have started a new thread with this but....
Conflicting mods. How big problems is this, what happens other then the possible CTD? I see other ppl have use for example Waterstream+Exhaust Combi for GWX and GWX - VIIC42 Player Sub. When i try to do that one mod becomes greyed out. Will it still be active but with the lates activated mod writing over some of it or? |
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#30 | |
Old enough to know better
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__________________
“Two possibilities exist: either we are alone in the Universe or we are not. Both are equally terrifying.” ― Arthur C. Clarke ![]() Last edited by u crank; 10-10-13 at 04:18 PM. |
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