SUBSIM Radio Room Forums



SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997

Go Back   SUBSIM Radio Room Forums > Silent Hunter 3 - 4 - 5 > SHIII Mods Workshop
Forget password? Reset here

Reply
 
Thread Tools Display Modes
Old 04-21-24, 04:21 PM   #1
Hooston
Planesman
 
Join Date: Jun 2020
Posts: 199
Downloads: 15
Uploads: 0
Default Maximum depth charge settings

I've had several discussions here over the years about the maximum settings for depth charges and I never could square wartime experience of boats evading hundreds of depth charges when at 200m with reported maximum settings of 1200 feet, or 500 feet, or 300 feet (depending on your source). It also annoys me that I can dodge charges in game by changing depth by 20m.
Well, there's been a couple of videos on "U-tube" recently that have enlightened me considerably and I thought I'd share them.
Seems like while they all started with a maximum of 300 feet the British fairly quickly came up with a 500 feet setting, whilst the US eventually had a 1200 feet setting. However it is mentioned that the British gummed up the fuze with soap to bodge a deeper setting. The fuzes were based on total leakage through a hole rather than true hydrostatic pressure and it is apparent that the depth accuracy was poor. You can see that by the coarse 50/100/150/250/350/500 feet settings available.
So you should be fairly safe at 200m (if a little rattled) unless under attack by very late war US escorts or lucky Brits with soap bars.
Canadian (and British) equipment



US equipment


So what does the game do and can it be adjusted? I seem to remember Fifi thought not.
Hooston is offline   Reply With Quote
Old 04-22-24, 06:16 PM   #2
John Pancoast
Ocean Warrior
 
Join Date: Apr 2002
Location: Minnysoda
Posts: 3,202
Downloads: 501
Uploads: 4


Default

Some fwiw comments:

1. Youtube videos by joe public have become like Wikipedia was when it first appeared, that is to say accepted verbatim as the 100% truth on a subject whether it actually is or not. More often, not. General statement, no idea about these two.

2. A common "mistake" in game modding is to use weapon, equipment, whatever performance specs that are published "lab" specs vs what was their actual useful performance specs in the field (much harder if not impossible to find), which tend to be very different and to a lesser degree of effectiveness.

3. Last but not least, various depth charge settings including depth are easily adjusted in the three depth charges files in the library folder.
Depth was changed very early on by various modders as iirc they never exploded below 150 so all one had to do was go below that for complete safety.
__________________
"Realistic" is not always GAME-GOOD." - Wave Skipper

Last edited by John Pancoast; 04-22-24 at 06:32 PM.
John Pancoast is offline   Reply With Quote
Old 04-23-24, 01:16 AM   #3
Mister_M
Grey Wolf
 
Join Date: Feb 2021
Posts: 859
Downloads: 27
Uploads: 0


Icon9

I've tried in the past to force the DC to explode past a certain depth, but I didn't manage to make it work. So, unfortunately I guess it's impossible to reproduce a "safe zone" under a certain depth.

Quote:
Originally Posted by John Pancoast View Post
Depth was changed very early on by various modders as iirc they never exploded below 150 so all one had to do was go below that for complete safety.
I never saw that in game, with whatever mod/supermod. It's impossible (except with a hardcode modification) to control the min or max depth of the DC explosion. In DepthCharges.sim, there is a parameter called "detonate_depth". If I choose a value of 150 meters for example, this won't prevent the DC to explode at 25m or at 200m.
Mister_M is offline   Reply With Quote
Old 04-23-24, 03:30 AM   #4
John Pancoast
Ocean Warrior
 
Join Date: Apr 2002
Location: Minnysoda
Posts: 3,202
Downloads: 501
Uploads: 4


Default

Quote:
Originally Posted by Mister_M View Post
I've tried in the past to force the DC to explode past a certain depth, but I didn't manage to make it work. So, unfortunately I guess it's impossible to reproduce a "safe zone" under a certain depth.



I never saw that in game, with whatever mod/supermod. It's impossible (except with a hardcode modification) to control the min or max depth of the DC explosion. In DepthCharges.sim, there is a parameter called "detonate_depth". If I choose a value of 150 meters for example, this won't prevent the DC to explode at 25m or at 200m.
You never saw it in a modded game because such behavior was part of the stock game. Modding was done to change it. There was another setting which gave them a depth range over their detonation depth, i.e. if the detonation depth was 100 and this range setting was 50, then the charges could explode anywhere between 50 and 150. Iirc they simply would vanish after a certain depth too. But this is all off a rapidly failing memory.
__________________
"Realistic" is not always GAME-GOOD." - Wave Skipper

Last edited by John Pancoast; 04-23-24 at 04:05 AM.
John Pancoast is offline   Reply With Quote
Old 04-23-24, 07:36 AM   #5
propbeanie
CTD - it's not just a job
 
propbeanie's Avatar
 
Join Date: May 2016
Location: One hour from Music City USA!
Posts: 9,911
Downloads: 444
Uploads: 2


Default

Quote:
Originally Posted by John Pancoast View Post
... But this is all off a rapidly failing memory.
Ya old fahrt! Do you need a shock treatment, a re-charge of the battery bank??



I know I sure do...
__________________

"...and bollocks to the naysayers" - Jimbuna
propbeanie is offline   Reply With Quote
Old 04-23-24, 08:53 AM   #6
John Pancoast
Ocean Warrior
 
Join Date: Apr 2002
Location: Minnysoda
Posts: 3,202
Downloads: 501
Uploads: 4


Default

Quote:
Originally Posted by propbeanie View Post
Ya old fahrt! Do you need a shock treatment, a re-charge of the battery bank??



I know I sure do...
I actually had one scheduled............but I forgot the time and date when it was!!


Hope all is well!
__________________
"Realistic" is not always GAME-GOOD." - Wave Skipper
John Pancoast is offline   Reply With Quote
Old 04-23-24, 10:40 AM   #7
Aktungbby
Gefallen Engel U-666
 
Aktungbby's Avatar
 
Join Date: Jul 2013
Location: On a tilted, overheated, overpopulated spinning mudball on Collision course with Andromeda Galaxy
Posts: 28,786
Downloads: 24
Uploads: 0


Default

Quote:
Originally Posted by John Pancoast View Post
But this is all off a rapidly failing memory.
Quote:
Originally Posted by propbeanie View Post
Ya old fahrt! Do you need a shock treatment, a re-charge of the battery bank??
I know I sure do...
Quote:
Originally Posted by John Pancoast View Post
I actually had one scheduled............but I forgot the time and date when it was!!


Hope all is well!
Your respective Aricept tablets are in the mail!...although I prefer my Kepra and Pervitin with black coffee!!?
__________________

"Only two things are infinite; The Universe and human squirrelyness; and I'm not too sure about the Universe"

Last edited by Aktungbby; 04-23-24 at 01:14 PM.
Aktungbby is offline   Reply With Quote
Old 04-23-24, 11:07 AM   #8
Mister_M
Grey Wolf
 
Join Date: Feb 2021
Posts: 859
Downloads: 27
Uploads: 0


Default

Quote:
Originally Posted by John Pancoast View Post
You never saw it in a modded game because such behavior was part of the stock game. Modding was done to change it. There was another setting which gave them a depth range over their detonation depth, i.e. if the detonation depth was 100 and this range setting was 50, then the charges could explode anywhere between 50 and 150. Iirc they simply would vanish after a certain depth too. But this is all off a rapidly failing memory.
I never saw this in an unmoded game either. There is an explosion range setting indeed, but this controls the range of the shock wave (which makes your boat rolling left and right), it has nothing to do with the depth.

Vanilla settings:



And yes, the DC will vanish past 300 or 500 m (I don't remember the correct value), but as everything else: sinking boats, and your own U-Boot ! ...

So, the conclusion is that it's impossible (except with a modification of the hardcode) to prevent the DC to explode above a minimal depth, or to force them to explode past a maximum depth...

The only way to simulate a safe zone past a certain depth is to make the hydrophone and asdic of an attacking ship incapable of detecting you past this depth.
Mister_M is offline   Reply With Quote
Old 04-23-24, 11:24 AM   #9
Kal_Maximus_U669
Sea Lord
 
Kal_Maximus_U669's Avatar
 
Join Date: Jan 2017
Location: France Nord East
Posts: 1,796
Downloads: 820
Uploads: 0


Default


Hello to all friends...
What enthusiasm these depth charges..!!
Hey Aktungbby... I really like Pop Art like Andy..

Last edited by Kal_Maximus_U669; 04-23-24 at 11:41 AM.
Kal_Maximus_U669 is offline   Reply With Quote
Old 04-23-24, 01:12 PM   #10
John Pancoast
Ocean Warrior
 
Join Date: Apr 2002
Location: Minnysoda
Posts: 3,202
Downloads: 501
Uploads: 4


Default

Quote:
Originally Posted by Mister_M View Post
I never saw this in an unmoded game either. There is an explosion range setting indeed, but this controls the range of the shock wave (which makes your boat rolling left and right), it has nothing to do with the depth.

Vanilla settings:



And yes, the DC will vanish past 300 or 500 m (I don't remember the correct value), but as everything else: sinking boats, and your own U-Boot ! ...

So, the conclusion is that it's impossible (except with a modification of the hardcode) to prevent the DC to explode above a minimal depth, or to force them to explode past a maximum depth...

The only way to simulate a safe zone past a certain depth is to make the hydrophone and asdic of an attacking ship incapable of detecting you past this depth.
<shrug> Maybe that is how they addressed the 150 setting, don't know/can't remember. Since I haven't played the game on a regular basis in years due to it's still glaring problems and errors, not even an issue for me anyway.
__________________
"Realistic" is not always GAME-GOOD." - Wave Skipper
John Pancoast is offline   Reply With Quote
Old 04-23-24, 01:45 PM   #11
Mister_M
Grey Wolf
 
Join Date: Feb 2021
Posts: 859
Downloads: 27
Uploads: 0


Default

Quote:
Originally Posted by John Pancoast View Post
<shrug> Maybe that is how they addressed the 150 setting, don't know/can't remember. Since I haven't played the game on a regular basis in years due to it's still glaring problems and errors, not even an issue for me anyway.
No problem, I was hoping that you would teach me something I didn't know and I could find a better solution to the problem.
Else, I agree on the fact that this game is full of problems and limitations...
Mister_M is offline   Reply With Quote
Old 04-23-24, 02:00 PM   #12
Aktungbby
Gefallen Engel U-666
 
Aktungbby's Avatar
 
Join Date: Jul 2013
Location: On a tilted, overheated, overpopulated spinning mudball on Collision course with Andromeda Galaxy
Posts: 28,786
Downloads: 24
Uploads: 0


Default

Quote:
Originally Posted by Kal_Maximus_U669 View Post

Hello to all friends...
What enthusiasm these depth charges..!!
Hey Aktungbby... I really like Pop Art like Andy..
Let's at least stay on topic; this forum (& thread) is about sinking ships using Big Bang Theory!
__________________

"Only two things are infinite; The Universe and human squirrelyness; and I'm not too sure about the Universe"
Aktungbby is offline   Reply With Quote
Old 04-23-24, 02:21 PM   #13
Kal_Maximus_U669
Sea Lord
 
Kal_Maximus_U669's Avatar
 
Join Date: Jan 2017
Location: France Nord East
Posts: 1,796
Downloads: 820
Uploads: 0


Default

Yes, completely agree...especially if this charging problem can be resolved...
or bypass...because the first signs show the opposite.!!!
I am very confident... when our friend D"John is on the track...
especially after the post office.......

Last edited by Kal_Maximus_U669; 04-23-24 at 02:32 PM.
Kal_Maximus_U669 is offline   Reply With Quote
Old 04-23-24, 02:26 PM   #14
John Pancoast
Ocean Warrior
 
Join Date: Apr 2002
Location: Minnysoda
Posts: 3,202
Downloads: 501
Uploads: 4


Default

Quote:
Originally Posted by Mister_M View Post
No problem, I was hoping that you would teach me something I didn't know and I could find a better solution to the problem.
Else, I agree on the fact that this game is full of problems and limitations...
Likewise.
__________________
"Realistic" is not always GAME-GOOD." - Wave Skipper
John Pancoast is offline   Reply With Quote
Old 04-24-24, 03:50 PM   #15
Hooston
Planesman
 
Join Date: Jun 2020
Posts: 199
Downloads: 15
Uploads: 0
Default Thanks

Thanks for the words of wisdom gents. Looks like I'll have to live with the depth charge problem. i think you would have to make charges have a substantial inaccuracy in depth; this would make them much harder to evade and could also introduce a slight danger at greater than maximum depth. I talked to Fifi about this and he seemed to think this stuff was all hard coded, but what does depth_precision do? If i set this to 25? Or would this just cause escorts to blow themselves up?

I liked the videos because they messed about with real hardware from museums. Hell, one of the guys actually has his own battleship to play with.
I also watch Drachinifel a lot but I do find he tends to "shoot from the hip" a bit, and is incapable of speaking in sentences of less than 100 words which probably works OK on his script but sounds very forced when spoken although it is quite impressive that he can talk for so long without breathing possibly by recording within an oxygen tent which must be quite dangerous similar to the Apollo 1 disaster that strictly speaking is outside the time period his channel covers.

Last edited by Hooston; 04-24-24 at 04:00 PM.
Hooston is offline   Reply With Quote
Reply


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT -5. The time now is 06:39 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.