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Old 06-25-06, 01:54 PM   #16
CB..
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Quote:
Originally Posted by Immacolata
Well hack it is, because if I set the lost time contact to 1 minute, Ill never again have to worry about being dc'ed for 1 hour after an attack run. 1 minute lost time means that all I have to do to get off the hook is to keep the stealth-o-meter green for 60 seconds. Thats way gamey.
well dont look at me---of course there is no law that says you have to set it at one minute:rotfl: give me a break!!!
you wanted a quick easy answer to losing this corvette i gave it to you--what you do now is entirely your own misdemeanour

there are numbers between one and 45 you know...gawd people---use your brain

next time i'll leave you whinging:rotfl:
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Last edited by CB..; 06-25-06 at 02:21 PM.
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Old 06-25-06, 06:18 PM   #17
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Quote:
Originally Posted by CB..
Quote:
Originally Posted by Immacolata
Well hack it is, because if I set the lost time contact to 1 minute, Ill never again have to worry about being dc'ed for 1 hour after an attack run. 1 minute lost time means that all I have to do to get off the hook is to keep the stealth-o-meter green for 60 seconds. Thats way gamey.
well dont look at me---of course there is no law that says you have to set it at one minute:rotfl: give me a break!!!
you wanted a quick easy answer to losing this corvette i gave it to you--what you do now is entirely your own misdemeanour

there are numbers between one and 45 you know...gawd people---use your brain

next time i'll leave you whinging:rotfl:
But whingeing is essential to any good gaming experience! Thanks, really, because I modded the guy to leave me alone, then changed the value back later. I took him out with my deck gun as he scooted off, haha. In yer face!

Anyways, I was moaning at the superiority of the flower corvette in general. I just ran into another. So far we've played cat and mouse about 25 minutes, he is not quite as nasty as the first one, but he isn't out of cans yet. If he turns into the same mean Corvette of Doom like the last one, Ill mod him down to 1 minute as well. This time Im dived down to 120m, not sure if that affects it. I also modded the times
you mentioned, perhaps that kicked in finally.
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Old 06-25-06, 06:34 PM   #18
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Immacolata,
The escorts are not impossible but require a more historical approach.

The 'Silent Running' no longer enables the Klingon invisibility cloak and requires a more historical approach when silent running. That is, you will need to travel at 1 and at most 2 knots.

Also note that shallow water is VERY dangerous and that excessive speed such as 3 knots when shallow may give away your position.

I hope that these threads assist you to better the improved but far from impossible escorts.

How to escape the Über-AI (NYGM2.0)
http://www.subsim.com/radioroom/showthread.php?t=94201

In the immortal words of Ali G ‘Respect’, a new way of playing…
http://www.subsim.com/radioroom/showthread.php?t=93981

Crash Dive Blues!
http://www.subsim.com/radioroom/showthread.php?t=92883

NYGM ruined my weekend
http://www.subsim.com/radioroom/showthread.php?t=94720
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Old 06-25-06, 07:55 PM   #19
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providing your still got plenty of battery power left, go at Flank speed, zigzag, yep of course he will ping you at flank speed, flank speed, slow down then flank speed & slow down repeat. - only slow down when he turns away from you not when hes on top of you. I know this is madness, but the AI either give up for reasons that this kapitan is crazy lets get the hell out of here! Or the AI time is up and they return. but this works for me. *most times* :p
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Old 06-25-06, 10:01 PM   #20
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Its a ballsy move, but you could try running at P depth as somoene mentioned earlier. The ASDIC has a certain angle it and activly search for which limits it when you are closer to the surface. Its really hard to explain, and its not a textbook manuver either. I recommend keeping the P down and just listening via sonar and keep track with the little buggar till its away, from what you said its the active sonar thats biting you, so maybe you can sneak away with the passive?

Could try that next time, you might get away, you might bit the dust?
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Old 06-26-06, 02:20 AM   #21
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Well I broke and gunned the bastard out of the atlantic first time.

Thanks for the links Teddy, perhaps that should be made into the nygm manual, a sort of player's guide to the harsh reality of Un-Grandmotherly Warfare.

I think perhaps I might have begun to understand a bit of the tactics you describe, TeddyBär. Yes, the pinging drives me up the wall. I actually yelled out at my monitor "How the hell did he find me!!" after I had gone undetected for several minutes. I know I must have yelled because my dog went completely nuts jumping up and trying to appease his old man.

I have become much better at using my hydrophones to listen after his movements and try to counter them with my own. So I keep undetected for longer now, and even if I experience heavy moments of 'ishness I do feel very sly and super proud even i I just sank one ship and had to take 3 hours of pounding for it.

And we're talking a 1940 flower corvette here I mean, how am I possibly going to LIVE through anything beyond 1942?

Oh and another thing. Will North Sea patrols be possible, even? If you need at least 100 meters of water below your keel to survive, many places in the north sea won't be proper.

Last edited by Immacolata; 06-26-06 at 03:06 AM.
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Old 06-26-06, 05:11 AM   #22
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If I am in middle of north sea with no lands nearby as doesnt have the depth I like to go, I avoid DDs as much as possible or fire a TIII G7e if its a lone DD heading just straight with unaware that Im nearby, then leave the area after just in case more DDs show up, but still submerge cuz of planes.

I havent tried NYGM before, but I am using GW. I like to use land or islands as tactics against DDs if I am nearby. 1. before I enter the area or plan to sink stationary ships at ports, I attempted at getting DDs attenions that are patroling the area by being other side of the land or island as firing deck gun or have other ship or plane to spot me, they rushed straight to me and got themselves stucked ashore on land. 2. if I am being detected, I get to be very close to the land as possible, most times DDs get stuck when they run to DCs on me. 3. I like to camp very close to land where bottlenecks are for ships or conveys passing by also DDs usually passing by, but they cant detect me better than me being away from land due to waves crashing sounds. Land is your friend.

Last edited by harzfeld; 06-26-06 at 05:16 AM.
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Old 06-27-06, 02:14 AM   #23
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I'm just curious, why didn't you just put a torpedo down his throat? Or aft ninety him? Granted he's only 950 tons but deep-sixing him would take care of the problem and make it a bit easier to continue biting off merchants.
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Old 06-27-06, 11:18 AM   #24
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Make sure your gramophone is off!:rotfl:
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Old 06-28-06, 11:55 AM   #25
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I will give you a very good piece of advice even if it doesn't answer your question. What ever you do, do not save and reload while being DCed. I had a VW class DC me for 4 hours to the point he ran out. I had to leave the house so I saved and quit. Came back loaded the game he had a fresh set of Wasserbombs to blast me with another 4 hours under and I am starting to run out of O2. So I had to waste a torp to take him down.
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Old 06-28-06, 06:54 PM   #26
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Wow!




I should visit general forum more often...

@Immacolata:
Here are my current sound settings for sim.cfg, used together with a stock AIsensors.dat file...

Quote:
[Hydrophone]
Detection time=0.75 ;[s]
Sensitivity=0.03 ;(0..1)
Height factor=0 ;[m]
Waves factor=1.0 ;[>=0]
Speed factor=18 ;[kt]
Noise factor=0.85 ;[>=0]

[Sonar]
Detection time=20 ;[s]
Sensitivity=0.03 ;(0..1)
Waves factor=0.5 ;[>=0]
Speed factor=20 ;[kt]
Enemy surface factor=200 ;[m2]
Lose time=20 ;[s]
I´m using CB´s modified DD´s (AiFight2 Mod, only sim and sns files) as well and have very funny results with that setup... Silent running is essential here!!

Haven´t changed speed factor so far, cause of not knowing it´s use untill now; lol

Things i´ll try next:

- Lowering the speedfactor for hydrophones
- decreasing the Lose time for Sonar

Game is still to hard for me, guess i suck as as a sub skipper...


edit: the upper part of my sim file:

Quote:
[Mech]
Waves amplitude=0.5 ;[0,1]
Waves attenuation=0.03 ;>=0

[AI Cannons]
Max error angle=3 ;[deg]
Max fire range=25000 ;[m]
Max fire wait=12 ;[s]

[AI AA guns]
Max error angle=5 ;[deg]
Max fire range=4000 ;[m]
Max fire wait=7 ;[s]

[AI detection]
Lost contact time=30 ;[min]

[Visual]
Detection time=0.5 ;[s] min detection time.
Sensitivity=0.01 ;(0..1) at (sensitivity * max range) we have a double detection time.
Fog factor=0.3 ;[>=0]
Light factor=1.0 ;[>=0]
Waves factor=1.0 ;[>=0]
Enemy surface factor=400 ;[m2]
Enemy speed factor=15 ;[kt]
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Last edited by Gammel; 06-28-06 at 06:58 PM.
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Old 06-28-06, 07:39 PM   #27
Gammel
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works very well.
The constant red stealth meter is gone when a DD is using active sonar...

Quote:
[Hydrophone]
Detection time=0.75 ;[s]
Sensitivity=0.03 ;(0..1)
Height factor=0 ;[m]
Waves factor=1.0 ;[>=0]
Speed factor=13 ;[kt]
Noise factor=0.85 ;[>=0]

[Sonar]
Detection time=20 ;[s]
Sensitivity=0.03 ;(0..1)
Waves factor=0.5 ;[>=0]
Speed factor=20 ;[kt]
Enemy surface factor=200 ;[m2]
Lose time=2 ;[s]
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Old 06-28-06, 08:57 PM   #28
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Quote:
Originally Posted by Gammel
works very well.
The constant red stealth meter is gone when a DD is using active sonar...

Quote:
[Hydrophone]
Detection time=0.75 ;[s]
Sensitivity=0.03 ;(0..1)
Height factor=0 ;[m]
Waves factor=1.0 ;[>=0]
Speed factor=13 ;[kt]
Noise factor=0.85 ;[>=0]

[Sonar]
Detection time=20 ;[s]
Sensitivity=0.03 ;(0..1)
Waves factor=0.5 ;[>=0]
Speed factor=20 ;[kt]
Enemy surface factor=200 ;[m2]
Lose time=2 ;[s]
I have been tweaking these tying to tone down the sensors in NYGM 2. I find some of the threads about tactics somewhat unbelievable, and my experiences totally different in some cases. Maybe I simply suck too.

They can hear you within 1km if you are going 2kt and they are not showing you their 5-6-7. Period. At 1kt you can not cover enough ground or turn fast enough to keep either end pointed at them. nor can you get far enough away to break contact. From where I sit, you have to A. Sink them or B. Something else. I have yet to figure out what B is.

You can turn 360 in about 20 minutes, and cover 1k in about 40 minutes, while they can do both in about 40 seconds. You can not succeed at your immediate task of keeping two opposed 20 degree arcs pointed at them and you can not prevent them from succeeding at pointing their contigious 220 degree arc at you. This is in a game where you are trying to create and maintain distance. They have time, you have a timer. And you are outgunned about 100 to 1. LOL.

Seriously, unless the AI crew is set to 0 skill and a storm comes up, 1 DD and anything else is tough to get away from, in any depth. I am tinkering away at it simply because I am tired of resorting to sinking them. I used to play with lost contact time at 40 all the time, now I feel lucky if I can get 5 minutes without flashing red, playing at 15 min.

Unfortunately, I am finding the hydrophone speed factor to be somewhat of a light switch - they either have fully capable bat ears or are stone deaf depending on their speed. Currently using mostly detection time...

[Hydrophone]
Detection time=5 ;[s] was 0.75 in nygm2
Sensitivity=0.04 ;(0..1)
Height factor=0 ;[m]
Waves factor=1.0 ;[>=0]
Speed factor=16 ;[kt] was 18
Noise factor=0.25 ;[>=0]

This seems to create a bit of uncertainty on their part after contact, but is a litte too far in the subs favor IMO - they miss initial contact too often. I guess I will have to muddle about with some of the other factors.

Last edited by U-Bones; 06-28-06 at 09:06 PM.
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Old 06-28-06, 09:19 PM   #29
Gammel
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Greetings U-Bones!

For me the "i´ll be death soon situation" always happens when they´re going active.
2 of those pingers and i´m doomed for sure.

With losetime set to 2 sec i´m much more happy.

You´re right with the speed factor, guess i´ll go back to 15 or 16 like you.
But somewhere i´ve read passive sonar in ww2 was useless when moving more than 12 kts, so maybe it´s just what is was like...

I´ll do further tweaking ´till i found a setup that fits my personal needs and just for the fun of doing it...



Don´t know it was noticable that hard in vanilla game, but i have now a huge difference in running 3 knots with and without silent running.
I like that, and i really hate to clicking the boat to 1 knot.
The worst thing here is the chief telling me (in german) "Actual speed=0 knots)
Not an option for me, pressing z is much more satisfying.
Chief:"Aye sir, silent running"
much much better
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Old 06-28-06, 10:01 PM   #30
U-Bones
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Quote:
Originally Posted by Gammel
Greetings U-Bones!

For me the "i´ll be death soon situation" always happens when they´re going active.
2 of those pingers and i´m doomed for sure.

With losetime set to 2 sec i´m much more happy.

You´re right with the speed factor, guess i´ll go back to 15 or 16 like you.
But somewhere i´ve read passive sonar in ww2 was useless when moving more than 12 kts, so maybe it´s just what is was like...

I´ll do further tweaking ´till i found a setup that fits my personal needs and just for the fun of doing it...



Don´t know it was noticable that hard in vanilla game, but i have now a huge difference in running 3 knots with and without silent running.
I like that, and i really hate to clicking the boat to 1 knot.
The worst thing here is the chief telling me (in german) "Actual speed=0 knots)
Not an option for me, pressing z is much more satisfying.
Chief:"Aye sir, silent running"
much much better
Aye I have ahead slow set to .15 about 1.5 kt submerged - mucho better

Agree 12kt should be too noisy for them to easily hear us, but at speed factor +1 they just start chuggin on by and never wanna play It sucks to have to wave your periscope at them in 505

I havn't really started playing with sonar - passive is killing me well enough lol.
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