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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#121 |
Commander
![]() Join Date: Apr 2013
Location: Buenos Aires
Posts: 456
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what means "darkened ship" exactly?
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Having a HARD TIME with CONSOLIDATE GRANMA MOD... |
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#122 | |
Sonar Guy
![]() Join Date: Apr 2005
Location: Middlebury, VT, USA
Posts: 378
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Ships running under a neutral banner from one neutral country to another generally traveled well lit. Ships running somewhere that would be deemed sinkable by u-boats ran without any lights, in the hope that they wouldn't be seen. So Germany just assumed they were sinkable when they ran without lights. Ultimately, depending on which mods you run, you have to be somewhat careful in your target choices, especially in the beginning of the war. Good luck! ![]() |
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#123 | ||
Commander
![]() Join Date: Apr 2013
Location: Buenos Aires
Posts: 456
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i was looking and traslating, and i have some cuestion about torpedo setting: 1) whats exactly the port set from aug 39, isnt in text, 2) as you said if you change pistol type is not as tdc data, instantly. How much time could take it (playing as own players rules to simulate extract and reinsetion into the tube). 3)about the warming electric torpedos, in real operation, how time it would take? to emulate in game. thanks i found this Quote:
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Having a HARD TIME with CONSOLIDATE GRANMA MOD... Last edited by Aquelarrefox; 05-04-16 at 11:51 AM. |
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#124 | ||||
Sonar Guy
![]() Join Date: Apr 2005
Location: Middlebury, VT, USA
Posts: 378
Downloads: 165
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When the war started, the Germans did not have a pistol that was switchable between impact and magnetic. They were fitted at the base and could not be changed. A month later, they came out with a pistol that could be switched, but, as Dönitz stated, "The change-over of the pistols was always a task accompanied by much wearisome and often quite impracticable re-loading of torpedoes." Now to cover the other possibility that I see in your question, you may be asking me what the loadout ratio actually was. I never actually came across the ratio of magnetic to impact torpedoes in my research, but I got the impression that they had more magnetic torpedoes than impact as it was newer technology, and they really wanted that to work. So I am guessing it was somewhere around 60/40 to 75/25 magnetic to impact. I hope this answers your questions. Quote:
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Your quote gives me the impression that the temperature of the torpedoes could be maintained. However, I do know that the electric torpedoes had lots of regular maintenance that had to be performed on a daily basis, so I suspect the temperature couldn't be maintained while the torpedoes were being serviced. However, I do suspect that when they went into a combat situation, all servicing would be reduced and/or halted. And since temps could be maintained (at least from what I have gathered in your quote) my best guess is that there would be no need to actually simulate it in the game since the times don't really seem to be incompatible with the amount of time I usually use to position before attack. Hope this helps! ![]() |
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#125 | |
Commander
![]() Join Date: Apr 2013
Location: Buenos Aires
Posts: 456
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About electric torpedo, well, there's an article about launch tubes quick spoke about that, later I will try to find it. I think, the recommendation would be set no less than 2 sailors in tubes room every time if you have electric torpedoes, else one sailor. If you don't have an anyone for a time, wait almost 1 hour to shoot when you put they into the room again. Maybe a rule fit having almost 4 sailors into room to shoot. I think less than 4 couldn't be possible shoot it. I fiend little references about time.yt? It Said, a torpedo with maintenance, would need from 10 to 15 minutes. So a pistol change could take about 25 to 35 minutes, I think because it shouldn't be much complex than extract, change and pull into again. What you think?
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Having a HARD TIME with CONSOLIDATE GRANMA MOD... Last edited by Aquelarrefox; 05-05-16 at 04:58 AM. |
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#126 |
Engineer
![]() Join Date: Mar 2012
Location: Kalifornia
Posts: 211
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I will add that from u-boat KTBs during the first 10 days of transit the U-boat would during a dive to A -30 ( 30 meters ) withdraw and "Level" torpedos ( for accurate Depth keeping of torpedos ) charge the batteries, degaussing with vasaline and Self-ventilate after charging for 15 minutes. This ventilation occurred in the tubes only. Also leaving for patrol Tube 1 was empty, tubes 2-4 were stored torpedos "not ready. 3 were stored Port. 3 starboard. 2 under the floor. And one air torpedo to be "quick readied" for opportunities for tube 1. Later I will post a link to some documents. For certain procedures. But like I said reading KTBs is very helpful as Kaluens wrote usually dived to A-30, Torpedo Maintenance. Das Boot accurately showed part of this procedure. At least tube 3 in this scene was a TI as they inserted Boat Air Supply.
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#127 | ||
Sonar Guy
![]() Join Date: Apr 2005
Location: Middlebury, VT, USA
Posts: 378
Downloads: 165
Uploads: 2
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In addition to what you mention there were a host of other maintenance tasks to be performed for the boats, e.g. they had to dive every 24 hours and "trim" (level) the boat by transferring fluids fore and aft. The vast majority of this stuff is beyond the scope of this mod. I tried to put as much info into the players hands as possible such that they can make their own decisions on what to impose on themselves. Every person plays their own way, and I tried to give players as much freedom to implement stuff from the mod as they wish.So, when I made the mod, if I could find a way to effect the game, then I put it in the mod. If I couldn't, I gave the player the tools and info to make their own semi-informed decision. For me personally, I can't see myself implementing anything from this dive info into my gameplay as it would require me to dive for a period of time that ultimately would be a guess and...that's it. Considering we can compress time and distance is a mess because we use a cartesian map instead of a globe, I feel ok with not diving for a period of time every 24 hours without sacrificing any "realism" and/or opening a wormhole in the space-time continuum. ![]() |
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#128 |
Engineer
![]() Join Date: Mar 2012
Location: Kalifornia
Posts: 211
Downloads: 162
Uploads: 0
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Here are some Essential Links to anyone interested.
No.1: The Diving Regulations: ( Translated Into English ) Including Dockside Tests, Trimming and Regulating The Boat, Proper Commands, Etc. http://www.uboatarchive.net/Diving/D...egulations.htm in German:http://www.uboatarchive.net/Diving/D...ionsGerman.htm No.2: U Bootskunde für U Boote Bauart VII C, Stand vom 15.07.40, M.Dv. 371, 181 ( U-boat Information for U-boat Type VII C, Effective 15.07.40, Navy Off. Inst. 371, 181 ) All Essential Information on the Type VIIC not available in Wikipedia, or many places elsewhere other than U-boat Archive. http://www.uboatarchive.net/Manual/Manual.htm |
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#129 |
Commander
![]() Join Date: Apr 2013
Location: Buenos Aires
Posts: 456
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the link
http://www.ubootwaffe.pl/en/u-boats/...german-u-boats i think the pistol were removed by other as i read the mecanism is totaly diferent, i didnt read explicit, but i undestand the pistol are phisicaly diferent and a change means remove and insert. if you have new version of text please send me it, you can send a mp, thanks for great work. i was traying to use the "change pistol rule" (to change pistol, 15 min, no silent run, once a time) (in type ii configuered with 2 impact one magnetic) and the game changes so you are more conditionated, for exampe (using hsie fixes) is close to imposible break a destroyer as a hunter or letter type with impact, then you hav only one shoot. this really get the game more interesant, and using 2 men fix in torpedo with fatigue gets them down drasticaly, more rotation. Incredible, i love this ****-metal-can, ![]() addition, once open the tube i think its imposible to change the pistol. What happens with the water into tubes once the fish was launched. There was a extraction system? curiosity. RUDE: how you get and empty torpedo slot (as you said in your mod for vii) when you are sailing from bases? There was ealy recomended torpedo configurations for torpedos and tubes? like you added at middle 43, would be a good adittion for next version.
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Having a HARD TIME with CONSOLIDATE GRANMA MOD... Last edited by Aquelarrefox; 05-09-16 at 11:25 AM. |
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#130 |
Commander
![]() Join Date: Apr 2013
Location: Buenos Aires
Posts: 456
Downloads: 159
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a change of plans, i have changed from gwx to nygm for several reasons. aniway i use magui and caws.
Theres no traduction to nygm, so i will merge JFO to my version of casw in english. later mybe i can use the text i traslated in a spanish version. Any way mybe if you are thinking in a newer version you can think about this way to build images. I will aplly a 4 fold pages joined tga, and i will apply an pop on screen as i made with speeds tables in my version of caws. posible i will rebuild the manu file becose i have an error mesage on loading but it works. when i have an example i will show you. all info will be showed in single tga, lees files, better to use sh3 commander.
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Having a HARD TIME with CONSOLIDATE GRANMA MOD... |
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#131 |
Sonar Guy
![]() Join Date: Apr 2005
Location: Middlebury, VT, USA
Posts: 378
Downloads: 165
Uploads: 2
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Hi Everyone,
I have released a new version of the mod, v2.1. ![]() With that, I believe the mod is finished. Regretfully, I may be finished with SH3 as well. I have a new computer and it seem to be almost too good to run SH3. I use Steam, and I can get it to run with my mod soup, but it crashes almost immediately. In addition, I can't seem to get the Steam version to run with SH3 Commander. I have a new child, and he is taking up most of my time. Trying to get SH3 to run on my computer seems like it would be a project in itself that I just don't have time for. So I will probably be playing games that I enjoy that are much easier to maintain, because of the time constraints involved. Finally, if one of the powers that be could update the title of the thread to say v2.1, that would be great! Good luck to you all! P.S. I will check back here and there to make sure there are no issues with the mod, and also if someone has implemented a simple Steam solution that works for me, I will hang around. If that all works and I can keep the game from crashing, we'll see how it goes. Peace. ![]() |
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#132 | |
Stowaway
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#133 | |
Silent Hunter
![]() Join Date: Nov 2002
Location: London. UK
Posts: 4,175
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Perhaps checkout Blitkriegs thread regarding steam installs here; http://www.subsim.com/radioroom/showthread.php?t=218598 Really hope this helps, we all owe you much. Hope all goes well, if not, thankyou for your contributions ![]() Best regards. Fubar2Niner Congrats on the birth of the youngun ![]() |
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#134 | |
Sonar Guy
![]() Join Date: Apr 2005
Location: Middlebury, VT, USA
Posts: 378
Downloads: 165
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Actually BK and I have been in semi-direct contact lately. I will probably look at this sometime, but our baby (We call him The Overlord) is a bit time consuming lately. |
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