SUBSIM Radio Room Forums

SUBSIM Radio Room Forums (https://www.subsim.com/radioroom/index.php)
-   SH5 Mods Workshop (https://www.subsim.com/radioroom/forumdisplay.php?f=249)
-   -   [REL]The Wolves of Steel - SH5 Megamod (https://www.subsim.com/radioroom/showthread.php?t=210703)

Fifi 10-10-18 11:17 AM

All crew ability to expand torp range is disabled? Ah ok, no problem :up:

But what about giving points for torp increased damage? Do i spare points if i choose that? Is it still active?

vdr1981 10-10-18 11:22 AM

Quote:

Originally Posted by Fifi (Post 2572059)
All crew ability to expand torp range is disabled? Ah ok, no problem :up:

But what about giving points for torp increased damage? Do i spare points if i choose that? Is it still active?

They are, but don't expect "nuclear" torps even with fully upgraded options...IIRC 5-6 percents of increase is a maximum. I left the option available just to give player something to do.:)

Fifi 10-10-18 12:40 PM

Quote:

Originally Posted by vdr1981 (Post 2572061)
They are, but don't expect "nuclear" torps even with fully upgraded options...IIRC 5-6 percents of increase is a maximum. I left the option available just to give player something to do.:)

:up: thanks

HW3 10-10-18 03:30 PM

Quote:

Does anyone else have escorts following them at 15 knots when shadowing a convoy?

And if so, is this a glitch, or is the escort using radar or huff-duff?
If they are staying around 7000M away, and never closing, it is the sticky escort bug. A save and reload usually cures this, as long as you don't allow yourself to be detected.

Cybermat47 10-10-18 05:48 PM

Quote:

Originally Posted by vdr1981 (Post 2572058)
But, according to this source, if not preheated, the range was reduced to less than 1300m even for newer TIII torpedoes? :hmmm: What should we expect then from an old and "cold" TII? Sources differs, that is the fact...

http://www.uboataces.com/torpedo-tiii.shtml

I think that this source has mistakenly called the TII the TIII.

“The wakeless electrically powered T III (G7e) was Germany’s newest torpedo at the start of the war. Developed in secrecy and in contradiction to the Versailles Treaty, the British had no knowledge that the Germans had successfully developed an electrically powered torpedo, until some parts of it were discovered on the seabed in Scapa Flow, following the sinking of the battleship Royal Oak.“

“The TIII became the standard issue torpedo during the war, but it suffered from early problems with its depth-keeping device and firing pistol, but these were solved after the Norwegian campaign.”

So this source is definitely talking about the TII, and it also says that the preheated performance was 5000m at 30 knots, just like the other sources. The TIII was introduced part way through the war. It seems that the early TIII was also identical to the TII, with the only difference being that it had a more reliable detonator, most likely the one developed from information gathered in the capture of HMS Seal. Later TIIIs seem to have had an increased range thanks to improved batteries.

As you say, the crew abilities could mess up the TDC, and they may not even increase performance realistically, so I think that this solution is the best way (right now) to simulate the true performance of a TII.

Of course, if the crew abilities don’t mess up the TDC, improve performance realistically, and can be activated through the officer icons on the bottom of the screen, I think that would be the ideal solution. But I wouldn’t know where to begin editing that stuff.

vdr1981 10-10-18 08:01 PM

Quote:

Originally Posted by Cybermat47 (Post 2572104)
I think that this source has mistakenly called the TII the TIII.

“The wakeless electrically powered T III (G7e) was Germany’s newest torpedo at the start of the war. Developed in secrecy and in contradiction to the Versailles Treaty, the British had no knowledge that the Germans had successfully developed an electrically powered torpedo, until some parts of it were discovered on the seabed in Scapa Flow, following the sinking of the battleship Royal Oak.“

“The TIII became the standard issue torpedo during the war, but it suffered from early problems with its depth-keeping device and firing pistol, but these were solved after the Norwegian campaign.”

So this source is definitely talking about the TII, and it also says that the preheated performance was 5000m at 30 knots, just like the other sources. The TIII was introduced part way through the war. It seems that the early TIII was also identical to the TII, with the only difference being that it had a more reliable detonator, most likely the one developed from information gathered in the capture of HMS Seal. Later TIIIs seem to have had an increased range thanks to improved batteries.

As you say, the crew abilities could mess up the TDC, and they may not even increase performance realistically, so I think that this solution is the best way (right now) to simulate the true performance of a TII.

Of course, if the crew abilities don’t mess up the TDC, improve performance realistically, and can be activated through the officer icons on the bottom of the screen, I think that would be the ideal solution. But I wouldn’t know where to begin editing that stuff.

I guess you're right regarding T2/T3 mistake...:hmmm:

Anyway, this is what I had in mind and so far I haven't noticed any problems with TDC...

Quote:

- Enabled previously blocked torpedoman special ability to pre-heat/overcharge torpedoes in order to somewhat increase their range (*restore the snapshot again using Generic File Patcher to activate the changes).
- Increased range of TII but somewhat reduced range of TIII electric torpedoes so that both types can have maximum range around 5km in their pre-heated state. However, newer TIII type will still have slightly better range than it's predecessor.
- Edited and adjusted torpedoman's special abilities: "Pre-heat/overcharge torpedo" (for range and reliability) and "Torpedo Warhead" (slight damage increase).
- Increased duration time from 10 to 30 mins for "Pre-heat/overcharge torpedo" and "Torpedo Warhead" abilities so that player can have enough time to issue an order to the torpedo-man well before the engagement.

Cybermat47 10-10-18 08:19 PM

Quote:

Originally Posted by vdr1981 (Post 2572119)
Anyway, this is what I had in mind and so far I haven't noticed any problems with TDC...

Sounds good to me :up:

Will pre-heating the torpedo increase the speed of the torpedo? Or was it only possible to increase the range?

Any idea when the update will be available?

fitzcarraldo 10-10-18 08:24 PM

Quote:

Originally Posted by Cybermat47 (Post 2572120)

Any idea when the update will be available?

+1.

vdr1981 10-10-18 08:59 PM

Quote:

Originally Posted by Cybermat47 (Post 2572120)
Sounds good to me :up:

Will pre-heating the torpedo increase the speed of the torpedo? Or was it only possible to increase the range?

No, because it seems that speed bonuses were the actual cause of old problems with TDC. :yep:

Quote:

Any idea when the update will be available?
Day or two, I have to make sure that everything is OK and stable even if enabled in mid-patrol...:yep:

fitzcarraldo 10-10-18 09:10 PM

Quote:

Originally Posted by vdr1981 (Post 2572124)

Day or two, I have to make sure that everything is OK and stable even if enabled in mid-patrol...:yep:

Great! BTW I will touch those patches for preheated fishes. Nice to know that. Many thanks!

Fitzcarraldo :salute:

Ashikaga 10-10-18 11:01 PM

I read somewhere on subsim that when you return to home port and sail your ship into the harbor/bunker you somehow lose renown bonus?

Has that been modded out yet? Or is it hardcoded in the game?

HW3 10-11-18 12:34 AM

Quote:

I read somewhere on subsim that when you return to home port and sail your ship into the harbor/bunker you somehow lose renown bonus?

Has that been modded out yet? Or is it hardcoded in the game?
I believe that was in SH3.

CaptBones 10-11-18 09:45 AM

I think you're correct.
 
Quote:

Originally Posted by HW3 (Post 2572133)
I believe that was in SH3.

That is in GWX 3.0 for SH3. The mod removes the renown points awarded for reaching patrol area, staying in the area for the required time and for returning to base. But, there is also a fix in SH3 CDR (WB's Renown Replacement) to restore awarding of those renown points.

Yes, I'm still playing SH3...and SH4...as well.

Ashikaga 10-11-18 02:23 PM

Thanks ! No worries there then.

Had a ctd today. When leaving port to Norway I encounter a geleitzug of german ships.

As soon as I come close to them (less than 2000 meters) the game ctd's.

Might still be a video card memory problem, but wanted to state it anyway.

Lanzfeld 10-11-18 03:23 PM

OK do those radio towers on the map do anything? I got pretty close to the one at Kiel and went to my radio man and hit the selected Icon but he said nothing was detected. Are those actually turned on?


Also second question. I’m passing ships while going to the Keil canal and they have all their lights on as if they are neutral. I check the flag chart and the word neutral does not appear next to the flag. What’s going on with this?


All times are GMT -5. The time now is 09:39 PM.

Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2024, Jelsoft Enterprises Ltd.
Copyright © 1995- 2024 Subsim®
"Subsim" is a registered trademark, all rights reserved.