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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Sea Lord
![]() Join Date: Apr 2007
Posts: 1,639
Downloads: 75
Uploads: 0
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So, last year I finally, after many years of playing, finished a campaign and survived the war at 100% realism including no map contacts. After that I vowed next time I tried I would use h.sie's executable patch.
Some of the things it does I already did most of the time, like only loading external torpedoes in good weather and at slow speed. (well, sometimes I just could not resist a high-speed convoy end-around chase while reloading. ![]() But this h.sie patch sure makes you play by the book. Holy cow. No external reloading except in good weather and slow speed. Can't even reload your internals in rough weather unless you dive to 16m or below. Now your oxygen works in two parts - what you have in the air and your compressed reserve. Start using your compressed reserve and you have to go back to base to recharge that stuff. And the darn periscope! Only good below 4 knots now. How will I ever pull off my famed down-the-throat shots on pursuing escorts anymore? ![]() ![]() It's so nice for the lazy WO to go up on the bridge now like he is supposed to. It's also very nice to get a message when you sail into or out of fog/rain. I'm scared to use my engines at flank speed now. The only thing I did not turn on was his dud torpedo stuff. The game has so much stormy weather you'd never get a shot off with that turned on. So, this adds another new dimension to the old SH3 classic. Can't wait to see if the wolfpack stuff works. Steve |
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#2 |
Seaman
![]() Join Date: Aug 2011
Location: New York
Posts: 39
Downloads: 297
Uploads: 0
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I finally bit the bullet and installed h.sie's patch as well. I don't know how I ever played without it.
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In the town where I was born Lived a man who sailed to sea And he told us of his life In the land of submarines ![]() |
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#3 | |
Sea Lord
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BTW, I also use a small mod suggested by LGN1 which uses SH3C to randomly cause the torpedoes to run deeper than set, by 0 to 3 m (average about 2 m). This reflects the historical depth error problem. Used with h.sie's Torpedo Failure Fix, it creates some very interesting tradeoffs. ![]() |
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#4 | |||||
Samurai Navy
![]() Join Date: Feb 2014
Location: Italy
Posts: 554
Downloads: 82
Uploads: 2
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I can't use the patch (and I'm sad of that), because I bought my SH3 on Steam.
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In my vision I can never ever raise the periscope if my speed is higher than 3 kts. I almost always use it running at 2 kt, for conveniance, sometimes at 1 kt in situations I think keeping the speed low will help produce less commotion in the water in order to avoid been detected (I do not know if this modeled in the game). Me too, but I use the "malfuction" option of SH3Commander. IIRC this option model engine malfuction caused by agonizing the diesels, but I do not know how differently this aspect is model with the h.sie patch. Quote:
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It would rocks if I could use h.sie patch with my Steam copy of the game, but I know I can't patch the .exe. Happy Hunting! ![]() |
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#5 | |
Sea Lord
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2) AFAIK, a copy purchased from Amazon, Gamersgate, or any other reputable on-line vendor will patch and mod just fine, with no special handling. And it will cost about about as much as 2 vente Still Whites. |
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#6 | |
Hauptman
Join Date: Mar 2013
Location: FL410
Posts: 174
Downloads: 75
Uploads: 0
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The last was on my now deceased career. It was June 1940. One escort was damaged, and one sunk. The others were off chasing my comrades after they sunk 2 merchants and damaged 2 tankers. With the whole convoy zigzagging, I had to close to 500m just to ensure hits with my own torpedoes. I was sailing through the columns picking out the best targets. Amazingly fun. A year later, though, and all those merchants would probably be armed and taking shots at me. Still, sunk 2 freighters and damaged a large tanker before the corvettes showed back up and drove me off. T |
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#7 |
Eternal Patrol
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Commander's 'Malfunction' function has breakdowns as a random event. it may happen or it may not. H.sie's breakdowns only occur if you overstress the engines. Full Speed will give you the maximum listed speed for that U-boat, and Flank is for emergencies only, giving you a little extra along with a risk of overdoing it.
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“Never do anything you can't take back.” —Rocky Russo |
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#8 |
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'm happy to confirm the wolfpack thing. I waited a zillion years for the first one, and then I got two in a row
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[SIGPIC][/SIGPIC] NYGM+H.sie v16+Stiebler 4C+MaGui WS |
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#9 | |
Sea Lord
![]() Join Date: Apr 2007
Posts: 1,639
Downloads: 75
Uploads: 0
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Do the wolfpack AI subs attack submerged or on the surface? With guns or torpedoes?
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I also bought SH5 twice to get a non-steam version for modding. Steve |
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#10 |
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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They attack at night, so I've only seen fires lit up at night, and the aftermath. Judging from hydrophone sounds and the way the merchants look shot up (front and rear masts gone, fires here and there), I'd say the wolfpack uses guns.
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[SIGPIC][/SIGPIC] NYGM+H.sie v16+Stiebler 4C+MaGui WS |
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#11 | |
Sea Lord
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As Sailor Steve said, SH3C engine malfunctions and h.sie's Diesel Damage Fix are completely different. They are not "either-or" alternatives, and in fact could stack very well on top of each other. SH3C engine malfunctions could represent a whole range of serious engine problems. The in-game consequences are decreased maximum speed and/or increased fuel consumption (=decreased range). These - and ALL SH3C malfunctions and sabotage - are NOT repairable at sea. They remain in effect for the duration of the patrol, until (AFAIK) the sub returns to its home port. They can not (again AFAIK) be repaired in a replenishment port. In the case of engine malfunction, they might represent some serious power-reducing problem, like cracked cylinders, a cracked main bearing block, or whatever you might think of. h.sie's Diesel Damage Fix represents the risk of failure when an IC engine is operated above its maximum rated power. That BTW is exactly what you do when you operate the engines of any vessel above full speed. This does not result (necessarily, ![]() So the 2 certainly can, and should be used together. You don't have to choose one or the other. |
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#12 | |
Samurai Navy
![]() Join Date: Feb 2014
Location: Italy
Posts: 554
Downloads: 82
Uploads: 2
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![]() I will take a look at that DirectToDrive thing ![]() And I finally found the Desertstrike tutorials on YouTube, amazing! I will defiantly measure my Kaleun-ness with the prized h.sie call-it-a-patch-but-it-is-truly-a-new-game thingy, arrr!! EDIT: after a quick survey on Direct2Drive I found they only offer SH5, no SH3... Last edited by banryu79; 03-31-15 at 04:16 AM. |
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#13 |
Eternal Patrol
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__________________
“Never do anything you can't take back.” —Rocky Russo |
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#14 |
Sea Lord
![]() Join Date: Apr 2007
Posts: 1,639
Downloads: 75
Uploads: 0
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Did the Type XXI boats have the same periscope speed limitations? It would seem a shame to have a uboat that can go 17 knots underwater and a periscope that only works under 4.
Does the h.sie mod work the same for all boats? Steve |
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#15 | |
Hauptman
Join Date: Mar 2013
Location: FL410
Posts: 174
Downloads: 75
Uploads: 0
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If you open & edit the hsie.ini file (in the /SilentHunterIII folder) you can change the periscope limitation speeds. While this will affect all boats (and the external camera if you're submerged and exceeding said speeds) you can easily change each parameter depending on what boat you have. I do recall reading something about the XXI periscopes being reinforced to handle higher submerged speeds. If it was something official or just something I'm remembering from these forums, I can't remember. T |
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