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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Rear Admiral
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Running the Improved convoys and hollywood damage mod. Now WWII subs had a need to pump water as i recall. In otherwords extended stays at silent running meant you'd gain negative bounacy, so you had to keep some forward movment over the dive plains to maintain depth. At least thats what i remember reading. I'm not sure if this is modled but damn it sure did feel like it.
Heres the scenario: its aug, 1941, Been chasing this convoy for about a day and finally get into firing position. When it seems like theyre close enough i switch to silent running. So im waiting, and waiting at periscope depth. Its a full moon, the seas are calm as glass. Ssome ships are finnaly on the firing point. Two C3's. Two torpedo spread each, magnetic pistol, depth 10 meters. Closest ship i set the fish to run at mediem speed, the farther ship at fastest speed... just so they can all get the big surpise at the same time ![]() Torpedo impact! Torpedo impact! Torpedo impact! "ENemy unit destroyed sir!" The instant those fish hit, i hear... "PINNNG.... PIINNNG". "uh oh" Spin the scope around..eewwww a escort about 3000 meters. Now i had already gave the order to go deep, but it takes time to claw your way to the depths at 2 knots. At this point... "ALARRM!!" Ship goes to flank, and i claw my way to 100 meters. But along the way down, "we're being pinged sir" Crap., well i knew that would happen. "Depth charges in the water sir!" I order Right full rudder. Around this time i hear the sound of depth charges.... REALLY close. "100 meters sir" So i set speedat 2 knots, make depth 150 meters, rudder amidships. "Depth charges in the water sir!" but their a little distant, and i laugh. Next thing i know... "160 meters sir!" Huh? I told you 150. So i set depth to 150. But the Cheifs eyes are still glued to the depth guage. "170 meters sir" About this time i go to get a damage report. Boat is unscathed. So again Iset depth 150 meters, but im watching the depth guage.. 174 meters.. 175 meters... 176 meters... I scratch my head.. well, this isnt good. So i order ahead 1/3rd in hopes that the extra speed will help maintain depth. 177 meters. Ahh nuts!, ok. "secure from silent running!" Hopefully its just a pump issue, right? Next thing i know, "We've been detected sir!" About this time i make a mental note to myself to uncheck Auto reload. "Depth charges in the water sir!" "Depth charges in the water sir!" "Depth charges in the water sir!" "Depth charges in the water sir!" AHEAD FLANK!!!! After a regular symphony of death charges going off, i go back to 1/3rd speed and go back to silent running. "180 meters sir!" says the cheif in a very strained voice. About then an idea hit me.. We need positive bounacy... Surface! I hear the Air going into the ballast tanks, and the boat rises back up to 150 meters, and here i give the order to maintain depth. But maintain depth she did not. "160 meters sir!" Grrrrrrrr, im not going to die like this! About this tiem i look over the cheifs shoulder and start looking at the plane indicators. One looked at full rise the the other on a 5 degree dive. HUH!? So i give the order to maintain depth about 3 times while watching the plane indictaors. they level off, then go back to where they were. Ok.... now what. "170 meters sir!" More depth charges go off. I'm looking at the boat sink, listening to the charges going off and wonder if this is it. THen i thought, what if i get the dive planes on full rise instead of maintaining depth? Make depth 100 meters So im watching the depth gauge. 171 172 173 174 Two mins later, were still at 174. I breath a sigh of relief. The boat is in an akward position. The boat is angled at 20 or 30 degree angle, stern towards the deep, bow pointing upward. Both planes on full rise. And there i cruise along at 2 knotts, struggle to keep myself afloat. At least the boat is stablized for now, but the escorts are still there. Each evasive manuever forced me to go deeper, and that depth i couldnt recover. If i went left full rudder to turn, the boat would sink other meter or two. After about 3 evasive turns and the boat sitting at 178 meters, i figured my time was running out. Thankfully we gave them the slip. I listen until the convy is passed. then try to surface. "Surface!" Ship doesnt respond. Surface! No response. Ahead 2/3rds No response. 179 meters! At this point, the dasboot sound mod i instealled was very apporpiate. "Permission to blow... BLow.. blow i say, all that you've got cheif, all that you've got! "180 meters!" a min later... 179 meters 175 meters 170 meters I finally surfaced and find a cripple to finish off. Best damn fight ive ever had yet! |
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#2 |
Stowaway
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nice action
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#3 |
Rear Admiral
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Im still curious though..
Feature or wierd bug? Ive never had that happen before, and i seriously doubt this games physics are that well modled. WOuld make for an intresting mod with silent running though. |
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#4 |
Grey Wolf
![]() Join Date: Mar 2005
Location: Manchester UK
Posts: 881
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When creating the Hollywoods, I have tried and tested many scenarios for myself. It is fantastic when a good scenario as you describe happens.
I agree that you do lose depth at slow speed below 3 knts I do not think it had anything to do with my mod though (could be wrong) off topic The Hollywood is not perfect (yet) but I think the last one had some good increased sinking actions added. My all time favorite was when recieving damage and had bow flooding past the quarter mark and still 2 min till flooding is recovered. I tweaked it so sub sank slower to match slower repair time. There she was heading 150, 160, slowly slowly. It was a while before I twigged that I should have been hitting full reverse to gain control. I hit full reverse and slowed my decent down enough to make the repairs and avaoid the last DC run. My next project is to have it so sub will die on a collision almost immedietly yet have moreinteresting DC damage over longer period of time. You will notice we are trying to get some problems solved with the uber pin point drops and once these are in a fair condition, I personally want to make the DD smarter but the DC weaker. End result = long times under attack with only really clever manovering setting the player up for an escape. Also long sustainable damage through DC,s. Bye the way Which Hollywood was you using, and do you have any gripes with it.
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My Mods Gouldjg's Crew Ability Balancing Mod for SH5 1.2 http://www.subsim.com/radioroom/showthread.php?t=169630 |
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#5 | |
Rear Admiral
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My big beef with SH3, s that most of the destroyers are stupid. I think i have encountered one of thse legendary "elites" ONCE while sneaking into scapa. I've always wanted some movie like gameplay of being pounded by 100's of deapth charges and it never happened. Game got dull. I replaced HT with improved convoy's. and immediatly i have noticed an increase in the fun. The original post is my first war patrol under Improved convoys and im loving it. So yeah, smarter DD's are great! I think im using one of the earlier Hollywood damage mods (just zones.cfg i beleive). I have looked at some of the later versions but glossing over the readme's they seem to involve fatigue. Fatigue to me is a doubled edged thing. I love the concept, it makes having a seasoned decorated crew worth something, but i hate the micromanagement. I feel like im chasing lemmings around the boat. What i wish were possible is to set up a 6 or 12 hour crew rotation, that happends either automatically, or is triggered by some event, or even a button so i dont have to go chassing lemmings round the boat or playing tetris with empty comparments to rest them in. That said ill have to give later hollywood versions a closer took. I think what happened in my orginal post was a wierd bug. Dive planes dont normaly go wierd like that. But it did make for some awesome das boat styled gameplay. If its possible to work in, i think some slow flooding.. a trickle.. to gain negative bounacy when in extended periods of slilent running at 2 knots or slower might be a cool feature, and closer to real life possibly. Makes you *really* have to "captain" your boat. |
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#6 |
Sailor Gal
![]() Join Date: Jun 2005
Location: Australia
Posts: 95
Downloads: 29
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Sounds like you had lots of fun..
Im in the process of playing the game again but this time with some mods ![]() I noticed you said you are using the "dasboot sound mod" which said "Permission to blow".. And I was wondering if you would be kind enough to tell me where you downloaded it from? As I have looked on a couple of sites but I cannot seem to find any reference to it ![]() So any help in obtaining it would be great ![]() Thanks.. |
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#7 |
Rear Admiral
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Go here:
http://u-boot.realsimulation.com/ its in the SH3 downloads, In the audio section. Its called AnzacmickSoundModV1b.rar Theres two of them.. A and B. AnzacmickSoundModV1a.rar, replaces some of the Ingame sounds that are formatted in .wav. (IE creaks, growns, flooding, etc.). Personnaly i choose not to use this part of the mod, as i have another more comprehensive sound mod installed. AnzacmickSoundModV1b.rar replaces some of the crew voices. I selectively used a few files from here, and left a few ones out as i thought it broke my own sense of continuity. (IE cheif would say a depth count in his own voice, then his voice would suddenly change when he said "meters" because of the replacement file. stuff like this i left out ) Follow the directions of the readme, but realize you may have to create more sound directores. What i mean is, theres 9 directores where the sound mod installs. Each directory represents a different voice. The mod only installs to directory 1, but if your crewmember used voice 2, you wont hear it.. so i had to copy the files to all 9 directories (using JSGME of course). |
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#8 |
Seasoned Skipper
![]() Join Date: Jul 2005
Location: London
Posts: 713
Downloads: 1
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Absolutely excellent, Ducimus!
I'm glad you pulled through, you deserved to. LS |
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#9 |
Sailor Gal
![]() Join Date: Jun 2005
Location: Australia
Posts: 95
Downloads: 29
Uploads: 0
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OK thanks for your reply will check it out
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