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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#61 |
Ace of the Deep
![]() Join Date: May 2005
Location: Florida
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The Clemson bug is addressed by Jason's improved convoys.
Rule number one. Do not install a mod when you are at sea. Be in port. Abiding by this will save time aggravation and increase enjoyment. B, I have gotten CTD at various times, see above regarding trying to run a Bergen career. I believe you are correct regarding conflicting mods but which ??????????? I did a fresh install on my smaller PC. I ran it at stock 1.42 (That was torture!!!) After that ran fine I added the min amount of mods to not have to deal with the worst of stock. From RUB, the DG slow down, sound files but not boat or cfg files or new flotilla any graphic stuff. I put my RND in which is a very a heavily modded Improved convoys . I wanted to see if that could be a problem but not a hint after 3 patrols. All runs great On the bigger normal game PC I have gotten CTD in front of a convoy between the lead DD and the merchants. I have also gotten it as I get near a convoy. I have gotten it in various places To be safe on this new fresh install, I modded the RND again removing the extra new ships (Norway and Netherland) and only added the C3 Brit and Black Swan, CClass DC and Trawler DC mods and my Hurricane and Stuka corrections (Ican not believe RUB has not corrected these). So far so good. I will simply run this and continue to add a series of more mods and try and CTD. It may sound far fetched but is it possible my VC is causing a CTD???? The problem is on my better machine with a X800SE 256MB with2 GB DDR400 RAM. The older PC I am testing fine now on has 1,5GB DDR400 RAM and a 9800SE 128MB. I am not saying it is the VC as no other game has had a CTD problem, but start to become paranoid of any possibility. If it is something in RUB it is likely conflicting with something else I added. That is the big puzzle, IMO. A smooth running mediocre SH3 is more fun than a tweaked out version that has you CTD nervous!!! As far as lame AI escorts, there were times they were confused in real life so a little would be real. I have upped all my escorts from day one to mostly 3s about 85% with maybe 10% 2 and 5% 4. While the escorts usually will be on me, if I can sneak past I will surely take down a couple fat ones before I must depart. But, I just ripped a convoy a new one with a Hunt class looking for me and a Black Swan remaining outside with a trawler following me later. I got away for the best 100% patrol I have ever had (helped by stumbling on a PPL on the way out) 63K August 1940. My point is while I have likely the strongest escort setting being used I can still remain undetected by staying far enough away while I am attacking and keeping my peri low so the merchants do not alert the escorts to my position. This is not the norm, however, with these higher escort setting but because they are less likely, Lord knows I am delighted when they occur. Wulfmann
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"The right to keep and bear arms should not be infringed upon, if only to prevent tyranny in government" Thomas Jefferson,; Constitutional debates |
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#62 |
Samurai Navy
![]() Join Date: Mar 2002
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IN THIS RELEASE: The tuning continues. Changed values: * Added OG to ImprovedConvoys * Changed Med single ship values to 20/40 from 40/40 * Changed some convoy SpawnProbability entries * Changed ON speed to 9 kts, ON is actually ONF * Changed SL speed to 7 kts from 6 kts * Changed OS speed to more historic 8 kts * Fixed Netherland in roster to be non ISO correct NE instead of correct NL * Fixed lead ship being a neutral which is bad when leader is Swedish * Fixed OB spawning way too frequently in '39 ![]()
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X1 = Thieves Starforce officially promotes piracy of unprotected game, Galactic Civilizations II! eh? Improved Convoys mod! |
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#63 |
Nub
![]() Join Date: Jul 2005
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Hi guys. The rub's mod is great but I would like to know how to get back the crosshair in the binoculars. Patrol aircrafts are way too accurate for my dumb AA gunners. They won't fire at the approaching planes until it is too late. Help pls.
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#64 | |
Admiral
![]() Join Date: Nov 2004
Location: Silver Spring, MD, USA (but still a Yorkshireman at heart - tha can allus tell a Yorkshireman...)
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"More mysterious. Yeah. I'll just try to think, 'Where the hell's the whiskey?'" - Bob Harris, Lost in Translation. "Anyrooad up, ah'll si thi" - Missen. |
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#65 |
Navy Seal
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Plus consider effective gun range, too, which SHIII doesn't model to any real extent. In reality, fire at over RUb's/AirPower's limit would be quite reduced in effectiveness, anyway - enough to make you not want to waste ammo unless you want to spook the enemy (which you can't do to these game planes, anyway...)
If you really want to though, the distances for Short, Medium and Long AA range are in Silent Hunter III/data/cfg/CrewAI.cfg ![]() By the way, I suggest manuevering your sub. It's actually quite easy to spoof a plane's aim, provided you take the right action immideately. |
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#66 |
Nub
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Yes, i'll do that. THanks guys.
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#67 | |
Mate
![]() Join Date: May 2005
Location: Spain
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From 1942, Walker changed the way ASW ops were contemplated. After the initial attack, he favoured an aggressive hunt of any positive contact until it was destroyed, even if that means leaving the convoy defenseless or with just a single escort. These risky tactics found strong opposition in his own ranks, but in the end he proved to be right, and the escort groups under his command destroyed a whole lot of U-boats. It was not unusual for his vessels to keep a submarine contact under continuous attack for up to 16 hours, until evidence of destruction was obtained. So, don't complain if in SH3 you get attacked for just four or five hours! ![]() |
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#68 | |
Silent Hunter
![]() Join Date: Apr 2005
Location: Riverside, California
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#69 | ||
Admiral
![]() Join Date: Nov 2004
Location: Silver Spring, MD, USA (but still a Yorkshireman at heart - tha can allus tell a Yorkshireman...)
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__________________
"More mysterious. Yeah. I'll just try to think, 'Where the hell's the whiskey?'" - Bob Harris, Lost in Translation. "Anyrooad up, ah'll si thi" - Missen. |
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#70 | |
Commodore
![]() Join Date: Apr 2005
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Most of the references I have seen give an effective (not a maximum) range of 900m to 1000m for 20mm naval anti-aircraft ordnance, such as the FlaK 30 and FlaK 38 (used by the Germans) and the Oerlikon used by the Royal Navy and U.S. Navy. I would be happy to dig up the references if this is in contention. Out of curiosity, have you set the range to 300m for 37mm FlaK as well? Pablo |
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#71 | |
Samurai Navy
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__________________
X1 = Thieves Starforce officially promotes piracy of unprotected game, Galactic Civilizations II! eh? Improved Convoys mod! |
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#72 |
Admiral
![]() Join Date: Nov 2004
Location: Silver Spring, MD, USA (but still a Yorkshireman at heart - tha can allus tell a Yorkshireman...)
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There are no variables for different flak guns.
As for the range restriction, it conforms to the reading I've done on actual in-combat effective range, which is much different from effective range measurements taken while testing guns. The hard fact is that a human being manning a U-boat anti-aircraft gun could not hit an aircraft further out than 300m. Anyway, if the range for AI gunnery is set further out, aircraft drop like flies. It's not only a case of realism, it's a case of play balance too. Returning to base with three or more enemy aircraft shot down (which is more than possible in the game) is embarrassing - it never happened in reality, and it shouldn't happen in a game that is supposed to simulate the reality. The fact that it does happen means that the AI gunnery is too effective.
__________________
"More mysterious. Yeah. I'll just try to think, 'Where the hell's the whiskey?'" - Bob Harris, Lost in Translation. "Anyrooad up, ah'll si thi" - Missen. |
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#73 |
Ace of the Deep
![]() Join Date: May 2005
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I cannot open this7z like I can the other DLs. Not on either PC.
Wulfmann
__________________
"The right to keep and bear arms should not be infringed upon, if only to prevent tyranny in government" Thomas Jefferson,; Constitutional debates |
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#74 | |
Admiral
![]() Join Date: Nov 2004
Location: Silver Spring, MD, USA (but still a Yorkshireman at heart - tha can allus tell a Yorkshireman...)
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__________________
"More mysterious. Yeah. I'll just try to think, 'Where the hell's the whiskey?'" - Bob Harris, Lost in Translation. "Anyrooad up, ah'll si thi" - Missen. |
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#75 | ||
Samurai Navy
![]() Join Date: Mar 2002
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Strangely I just downloaded the latest IC from my URL in the OP last night and uncompressed it and played SH3 with it and had no problems. I dunno.
__________________
X1 = Thieves Starforce officially promotes piracy of unprotected game, Galactic Civilizations II! eh? Improved Convoys mod! |
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