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 05-12-23, 11:45 PM   #1
Fifi
Navy Seal
 
Fifi's Avatar
 
Join Date: Dec 2012
Location: France
Posts: 5,711
Downloads: 452
Uploads: 0


Default Depth charges depth

Hi all,
This is one thing I’d love to have… depth charges exploding deeper than actually
But I suspect there is no way to get them under 150m.
Is the explosion depth hardcoded, or did I missed a setting somewhere?
Any idea?

Fifi is offline   Reply With Quote
Old 05-13-23, 01:45 AM   #2
Mister_M
Grey Wolf
 
Join Date: Feb 2021
Posts: 778
Downloads: 26
Uploads: 0


Default

One day, I've tried to make the DC explode if they reach a certain depth, and I've found no way to do that. So, I guess it's all hardcoded.
Mister_M is offline   Reply With Quote
Old 05-13-23, 02:44 AM   #3
Fifi
Navy Seal
 
Fifi's Avatar
 
Join Date: Dec 2012
Location: France
Posts: 5,711
Downloads: 452
Uploads: 0


Default

Quote:
Originally Posted by Mister_M View Post
One day, I've tried to make the DC explode if they reach a certain depth, and I've found no way to do that. So, I guess it's all hardcoded.
Thanks for your feedback.
That’s what I’m thinking too, cause didn’t find anything about DC depth.
We can adjust the DC falling/sinking speed or the explosion precision, but that’s about all…

I’m thinking to try to find a turnaround if we can’t set the DC explosion deeper…only thing we can kind of restrict is the U-Boot depth… meaning I will decrease the U-Boot random crush depth in Commander…as compromise, even if it’s not 100% historically accurate (but shouldn’t be that far).
This way, passing the depth gauge red line should make you think about the risks

Fifi is offline   Reply With Quote
Old 05-13-23, 02:48 AM   #4
Mister_M
Grey Wolf
 
Join Date: Feb 2021
Posts: 778
Downloads: 26
Uploads: 0


Default

Yeah. Remember that it's an old game, and it will never be a true "simulation", even with mods and hardcode adjustments. It only intends to recreate a certain "atmosphere", all is illusions...

You can make it easy or hard, but it's impossible to make it "real".

The only realistic thing in this game is that the U-boot can go underwater.
Mister_M is offline   Reply With Quote
Old 05-13-23, 04:36 AM   #5
Fifi
Navy Seal
 
Fifi's Avatar
 
Join Date: Dec 2012
Location: France
Posts: 5,711
Downloads: 452
Uploads: 0


Default

Quote:
Originally Posted by Mister_M View Post
Yeah. Remember that it's an old game, and it will never be a true "simulation", even with mods and hardcode adjustments. It only intends to recreate a certain "atmosphere", all is illusions...

You can make it easy or hard, but it's impossible to make it "real".

The only realistic thing in this game is that the U-boot can go underwater.
Agreed
Found interesting settings to restrict U-Boot depth
Crossing red line will progressively give you damages…gauges brakes one after one, water leak, lost of hull percentage etc…until sub will just implode
Still testing

Fifi is offline   Reply With Quote
Old 05-13-23, 04:54 PM   #6
Hooston
Electrician's Mate
 
Join Date: Jun 2020
Posts: 133
Downloads: 15
Uploads: 0
Default

Don't be so hard on the game! Yes, there are 1000000 things wrong with it as a simulation, but it's great strength is there is so little information available to the player that you only see most of the problems if you "cheat" with external views or use the various automatic functions. This paucity of information means it actually stands up very well compared with more modern simulations which cannot seem to resist putting huge amounts of graphics on the plot.

I always thought that allied depth charges were set way too shallow, I don't remember which book this came from, but maybe the developers read the same book! Based on a better reference Wikipedia says that the max depths were fairly quickly set to more or less correct values. However deep submarines seemed to have a lot of immunity, to the point of evading hundreds of charges. I guess this is because the charges took 30s or more to arrive at depth and escorts never really got good at depth measurement. GWX is a bit silly in that the charges are so accurate in depth you can reliably evade simply by going up or down by 30m or so.



Is the answer to drastically reduce the accuracy setting for all levels of escort competence? Would this lead to some charges exploding way deeper? This would be realistic and also make the late war game a bit less impossible.
Hooston is offline   Reply With Quote
Old 05-14-23, 04:31 AM   #7
Fifi
Navy Seal
 
Fifi's Avatar
 
Join Date: Dec 2012
Location: France
Posts: 5,711
Downloads: 452
Uploads: 0


Default

Quote:
Originally Posted by Hooston View Post
Is the answer to drastically reduce the accuracy setting for all levels of escort competence? Would this lead to some charges exploding way deeper? This would be realistic and also make the late war game a bit less impossible.
I don’t think escort skill level would change anything to depth charges depth, meaning could explode deeper than actually.
Escort skill only change their capacity to detect you underwater & surfaced

Fifi is offline   Reply With Quote
Reply

Thread Tools
Display Modes

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 05:34 AM.


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.