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Old 07-18-11, 11:21 AM   #6001
Jimbuna
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What I meant is; won't the escorts hear me when I dive with my engines at full speed, before torpedo impact?
That is dependant on your position in relation to the escorts and the skill level of the crew/vessel...but usually it will be YES, especially if you hit a target because they then have a rough idea of your location...your not exactly a speed boat whilst submerged and sound does carry through water rather well.
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Old 07-18-11, 11:33 AM   #6002
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So how should I get away then? Because "running" at 2 knots always ends up in being DC'd
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Old 07-18-11, 11:55 AM   #6003
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Its dangerous but sometimes its better to stay at periscope depth with flank speed and head away from target course to gain ground.The escorts will search where they think you fired from and if your diving down in same spot your gonna be pinged.They will passive sonar at first and they cant tell range or depth but just bearing.So if your pointed away from them and using the speed to gain as much distance from initial firing spot.....thats better than if you are at flank speed and pointed down using the speed to get deeper but not really moving away from initial firing spot.Then go silent and adjust course....or maintain course and keep your profile as small as possible by keeping them at your 180 as best as possible.Good luck!
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Old 07-18-11, 11:58 AM   #6004
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Its dangerous but sometimes its better to stay at periscope depth with flank speed and head away from target course to gain ground.The escorts will search where they think you fired from and if your diving down in same spot your gonna be pinged.They will passive sonar at first and they cant tell range or depth but just bearing.So if your pointed away from them and using the speed to gain as much distance from initial firing spot.....thats better than if you are at flank speed and pointed down using the speed to get deeper but not really moving away from initial firing spot.Then go silent and adjust course....or maintain course and keep your profile as small as possible by keeping them at your 180 as best as possible.Good luck!
But when the escorsts detect me, won't the convoy start zig-zagging? Or only after impact?
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Old 07-18-11, 12:58 PM   #6005
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There is no precise science on how to escape because the game parameters are different on each occasion....all you can do is adapt to whatever conditions you are faced with ie light/dark/fog conditions but when submerged your best chance is depth and quiet hence slowing down your revs to 1 knot and setting for silent running.
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Old 07-18-11, 01:09 PM   #6006
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It depends on the level of the escorts if you'll get detected by hydophones and your speed.Just test it out...try to sneak up on the carrier with 3 escorts at flank speed.They will rip you up fast

So sneak up fire and move away fast.
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Old 07-18-11, 01:12 PM   #6007
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Quote:
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What I meant is; won't the escorts hear me when I dive with my engines at full speed, before torpedo impact?
It depends.

I've attacked convoys (at least early in the war) and fired off all my eels on slow which gave me enough time to get quite deep (running at full ahead) and a good distance away from my attack position before anything went boom. I had not been spotted by the escorts and if there was ASDIC in use it did not pick me up. I was rigged for silent running during my approach and attack and if they had passive sonar working that didn't pick me up either.

The point being, they gave no signs of knowing I was around until after the eels hit, by which time I'd already had ample time to put some distance and depth between myself and the spot I was in when I attacked. It also didn't hurt that I put myself on a course that took me directly under the remainder of the convoy and let them pass over me.

Now it may have been a very inexperienced escort, whereas an "elite" group might have gotten a bead on me before I had a chance to get the eels off, in which case it would've been a different story. And if you are playing later in the war, the escorts and their technology will be far better and the likelihood of getting off a convoy attack and getting away clean are slim indeed.
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Old 07-18-11, 06:24 PM   #6008
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Hey guys! I've got an issue. SH3 Commander doesn't really work in my case.
It's like I Install GWX then activate the mods via JSGME and then on top of everything I put SH3 Commander.

My JSGME activated mods:

16km atmosphere
Merged campaign
Alternative flotillas
Integrated orders
Open hatch mod
No medals on crew
Officer symbol v0.2
Authentic U-boat Off Faces
Late war sensors snorkel antenas
Axis Mediterranean Aircraft skins
Waterstreams + Exhaust Combi v2.3
Merchant Fleet Mod 3.2
Enchanced damage effects

SH Commander activated configuration:

Skip Intro movies
Simulate realistic career length
Historic U-boat availability dates
Randomise number of days in base
Real ship names in patrol log
Randomise gramophone tracks
Hull integrity : Hidden
Fatigue model: Rubini
Water clarity 10
Waves: seasonal
88 gun reload: 4
105 gun reload: 8
Model effects: malfunctions + sabotage
Randomise ship tonnage
Randomise u-boat crush depth

No changes in compression and personnel files.

Any ideas why it dosn't work?

It's like I click the SH Commander icon and ... no nothing
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Old 07-18-11, 06:33 PM   #6009
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Hey guys! I've got an issue. SH3 Commander doesn't really work in my case.

...

It's like I click the SH Commander icon and ... no nothing
Possibly a stupid question... but did you point Commander to your GWX installation?

If not, click on the little tool icon to the left of center at the bottom of the Commander interface. In the box that pops up, under the first screen (General Settings), you'll see at the top right something that says "SH3 path:" and that's where you tell Commander where to go to find the game folder that has the SH3.exe file in it that you want it to launch.

It may point to the default game installation location automatically; I can't remember. It seems like if you didn't have Commander pointing to valid location it would let you know somehow, but I can't remember if it does that either.

Also: not sure if it would matter with regard to this issue, but did you install the config files for Commander + GWX3? If not you should do that anyway even if it doesn't solve this problem.
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Old 07-19-11, 05:58 AM   #6010
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Thanks Frau Kaleun, I will follow what you say and first check the path.
But I don't know where I should get that configuration files for Commander+GWX from?
And, you are right, I haven't done it at all

Last edited by Sittingwolf; 08-10-12 at 05:44 AM.
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Old 07-19-11, 06:08 AM   #6011
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Thanks Frau Kaleun, I will follow what you say and first check the path. But I don't know where I should get that configuration files for Commander+GWX from? And, you are right, I haven't done it at all
Cheers for help
http://www.gamefront.com/files/12815...Commanders_exe
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Old 07-19-11, 05:43 PM   #6012
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Thank you Jimbuna. Appreciate that
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Old 07-19-11, 06:32 PM   #6013
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No problem...any time
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Old 07-20-11, 01:09 PM   #6014
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Hey guys, there is another problem.
I know now that there is a conflict when I keep Merchant Fleet mod activated.
Then the campaign and even single missions crash (when loading).
Can't believe it, cause if I remember correctly MFM was made with no conflicts with GWX or I missed something?
Anyway it doesn't work for now!! So the question is how to get them to work?

Last edited by Sittingwolf; 08-10-12 at 05:47 AM.
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Old 07-20-11, 01:26 PM   #6015
frau kaleun
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Quote:
Originally Posted by Sittingwolf View Post
Hey guys, there is another problem.
I know now that there is a conflict when I keep Merchant Fleet mod activated. Then the campaigh and even single missions crash (when loading). Can't believe it cause if I remember corectly MFM was made with no conflicts with GWX or I missed something? Anyway it dosn't work for now!! So the qiestion is how to get them to work?
The MFM will work fine with GWX however it requires a great deal of memory (system RAM) in order to load up all the additional ships and their data when you start a mission or campaign. Even if you have the system specs required to run the game + GWX you may fall short when it comes to this mod.

What are your specs? If you have 2 gigs of RAM or less, I would say chances are you will not be able to use the full MFM. You may be able to use the "lite" Interim Beta version, which has far fewer ships.

If you have between 2-4 gigs of RAM, you can try patching the SH3.exe file with the 4GB patch, which will allow the game to use up to 4 gigs of memory if it is available.

http://www.subsim.com/radioroom/show...ight=4gb+patch

Without being patched in this way, the game will only use a max of 2 gigs no matter how much you have on board. With the patch, even on a 32-bit system with a 4 gig limit, at least the game will use whatever is available if you have more than 2 gigs total.

If you are running a 64-bit system with 4+ gigs of RAM then you definitely want the 4GB patch, for the same reason noted above - without it, the game will never use more than 2 gigs anyway and I doubt that would ever be enough to run the game + GWX3 + MFM, not to mention any of the bigger graphics mods out there.

The limitations of your graphics card and other hardware may also be an issue but usually if adding the MFM causes an otherwise perfectly good installation to crash, it's lack of memory that is the problem.
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