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Old 01-10-22, 02:13 PM   #46
Kapitän
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Originally Posted by propbeanie View Post
In SH4, you dive while at 1x TC so that you can hear the voice prompt of "Passing thermal layer", and then make a note of that. Take the boat 50-60 feet (17-19m) below that, and your shears should be below the layer also. Depending upon how a mod is set, you might be next to "invisible" below it, or barely have any help from it at all. I do not remember there being a voice prompt for that in SH3 in all the years I've played it... I don't know if it's even modeled in the game... However, in the original Silent Hunter game from SSI / Aegis, you had a "bathythermograph", a gauge that was mounted on the sub's hull sometime mid-43, and read the temperature of the water - or simulated it did anyway... You had to watch the needle move to find the thermocline layer, which varied in both depth and intensity as you moved, as in real life... so what happened with that functionality in the game from SH1 to SH2 and beyond is anybody's guess... lol - there is a formula online to estimate it by season and water depth, but I cannot find it now, and it most likely was not available to Kaleun's in the 40's anyway...

Thanks! Yes, I don't think this is modeled in Sh3 ... I haven't noticed it yet, anyways ...
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Old 01-10-22, 02:16 PM   #47
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Originally Posted by John Pancoast View Post
1. Go deep. Very deep, more than the actual commanders did on a routine basis but in the game you must. 230 meters + deep. Don't be afraid to experiment to find out the boat's limit which is reached when you start taking minor damage from the depths; bolts popping, etc. You'll have time to recover.
2. Set speed to one knot.
3. Have silent running always on. If you use Stiebler's silent running mod (and you should) you'll very slowly (wish it as quicker) sink in this state but that's ok. If needed, raise your boat a bit and start the process over again.
4. Set course going away from the target (convoy). After a bit, this encourages the escorts to leave.

You'll escape every time then. I.e., I routinely escape NYGM, GWX escorts with this method including several at the same time, any stage of the war.

What does the Stiebler Silent Running Mod emulate?


Sinking slowly, what else, max speed of xxx?
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Old 01-10-22, 02:31 PM   #48
John Pancoast
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Originally Posted by Kapitän View Post
What does the Stiebler Silent Running Mod emulate?


Sinking slowly, what else, max speed of xxx?

From the patches documents. In my experience there isn't much having to turn it on and off though as one has to in AOD:


"Silent-running Fix
When your U-boat is silent-running, all powered pumps are switched off in order to reduce the noise.
This means that water seeps in at depths below 100m, especially from leaks, and cannot be pumped
out and accumulates in the bilges. As a result, the U-boat becomes slowly heavier, and sinks very
slowly. This effect is seen only when the U-boat is moving too slowly for the hydroplanes to be
effective at maintaining depth.
The slow-sinking effect when silent-running was a feature of the old Aces of the Deep simulation, but
never made it to SH3. We have now corrected this oversight. Your U-boat will sink very slowly if the
switch for this option is toggled on. It makes it very important to control how you use silent-running
now, below depths of 100m. You have to manage the operation of silent-running, on and off. It is
even more of a challenge when you are deep and trying to creep away from an attacking escort. In
fact, you need some skill to know when to use silent-running and when to turn it off.
Our fix is a kludge. What happens is this:
When you go to silent-running, the player-set depth-gauge is decreased very slightly (depending on
underwater speed). This process drags the U-boat very slowly downwards. There are issues with this
coding approach, but we have been unable to find anything better. A particular advantage is that Uboat
buoyancy is irrelevant, so that the downwards buoyancy of NYGM, the upwards buoyancy of
GWX, and the neutral buoyancy of stock SH3 has no effect on how well this mod works!
a) When you reach the depth you required, you must click in the depth gauge again at that depth, to
prevent further sinking - assuming that you have sufficient speed not to sink anyway. Levelling off
your depth with key 'A' has little effect, it does not affect the depth gauge.
b) When you blow tanks, the depth gauge will not be updated, and you must click on a higher depth
on the gauge.
Managing your depth when very deep and being hunted by escorts has now become a real challenge!"
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Old 01-11-22, 03:29 AM   #49
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Quote:
Originally Posted by John Pancoast View Post
From the patches documents. In my experience there isn't much having to turn it on and off though as one has to in AOD:


"Silent-running Fix
When your U-boat is silent-running, all powered pumps are switched off in order to reduce the noise.
This means that water seeps in at depths below 100m, especially from leaks, and cannot be pumped
out and accumulates in the bilges. As a result, the U-boat becomes slowly heavier, and sinks very
slowly. This effect is seen only when the U-boat is moving too slowly for the hydroplanes to be
effective at maintaining depth.
The slow-sinking effect when silent-running was a feature of the old Aces of the Deep simulation, but
never made it to SH3. We have now corrected this oversight. Your U-boat will sink very slowly if the
switch for this option is toggled on. It makes it very important to control how you use silent-running
now, below depths of 100m. You have to manage the operation of silent-running, on and off. It is
even more of a challenge when you are deep and trying to creep away from an attacking escort. In
fact, you need some skill to know when to use silent-running and when to turn it off.
Our fix is a kludge. What happens is this:
When you go to silent-running, the player-set depth-gauge is decreased very slightly (depending on
underwater speed). This process drags the U-boat very slowly downwards. There are issues with this
coding approach, but we have been unable to find anything better. A particular advantage is that Uboat
buoyancy is irrelevant, so that the downwards buoyancy of NYGM, the upwards buoyancy of
GWX, and the neutral buoyancy of stock SH3 has no effect on how well this mod works!
a) When you reach the depth you required, you must click in the depth gauge again at that depth, to
prevent further sinking - assuming that you have sufficient speed not to sink anyway. Levelling off
your depth with key 'A' has little effect, it does not affect the depth gauge.
b) When you blow tanks, the depth gauge will not be updated, and you must click on a higher depth
on the gauge.
Managing your depth when very deep and being hunted by escorts has now become a real challenge!"

Okay, thanks!
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Old 01-11-22, 08:39 AM   #50
Sammy-rai
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Thanks for all the advice guys, even if it wasn't me who asked !!


I'm a newbie out on his very first patrol and was wondering myself how to handle being depth-charged.


LOL last night my uboat spotted and engaged a tramp steamer in rough waters N of Ireland. Emptied all forward torpedo tubes at ca 1000 m without a hit. So ordered deck gun into action but was informed that this was not possible. Then crossed behind and fired stern tube at 300 meters, resulting in an explosion but still no hit (?).


And the night before as we rounded Denmark, a warship was spotted quickly bearing down on us. Dropped to periscope depth and squeezed off a torpedo as she sped by. The torp was a dud but it was just well since the destroyer was in fact German.



In the tutorials I did well but then in the tutorials there were no rough seas or nighttime - so it looks like this is going to be one of those games not so easy to master!


Hope to reach my patrol area today, 6 torpedoes poorer !



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Old 01-11-22, 10:02 AM   #51
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Quote:
Originally Posted by Sammy-rai View Post
Thanks for all the advice guys, even if it wasn't me who asked !!


I'm a newbie out on his very first patrol and was wondering myself how to handle being depth-charged.


LOL last night my uboat spotted and engaged a tramp steamer in rough waters N of Ireland. Emptied all forward torpedo tubes at ca 1000 m without a hit. So ordered deck gun into action but was informed that this was not possible. Then crossed behind and fired stern tube at 300 meters, resulting in an explosion but still no hit (?).


And the night before as we rounded Denmark, a warship was spotted quickly bearing down on us. Dropped to periscope depth and squeezed off a torpedo as she sped by. The torp was a dud but it was just well since the destroyer was in fact German.



In the tutorials I did well but then in the tutorials there were no rough seas or nighttime - so it looks like this is going to be one of those games not so easy to master!


Hope to reach my patrol area today, 6 torpedoes poorer !




The explosion/no hit was most likely a dud torpedo which does and should occur in the earlier part of the war.
Post how you installed the game, i.e. and mods, etc.
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Old 01-11-22, 02:48 PM   #52
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Torpedoes don't arm until travelling 300m so if you were any closer than that I'm not sure what would happen, maybe the torpedo would bounce of the ship and then run out to 300m before exploding. If the 300m is determined based on the time the torpedo engine is running I think that would make sense. Just a guess tho
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Old 01-11-22, 05:02 PM   #53
Mad Mardigan
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Quote:
Originally Posted by TheNolan View Post
Torpedoes don't arm until travelling 300m so if you were any closer than that I'm not sure what would happen, maybe the torpedo would bounce of the ship and then run out to 300m before exploding. If the 300m is determined based on the time the torpedo engine is running I think that would make sense. Just a guess tho
Depends on, iirc, just what type of torp was used... aka shot off at the target.

If, I am remembering this rightly... think the T-I, required 400 meters travel time, before the arming mechanism armed... it may be the T-II, that I am thinking of...

I do recall that the very early on, homing torp's... required decibels to be of a certain pitch range, for them to work... & if a ship wasn't traveling at a fast enough speed to effect that pitch... well... the torp was not going to... for a lack of better terminology.. lock on to a target.

That said, however, some ships, in their haste due to a... general alarm being taken at a report of a torp sighted, in their speeding up, would invariably draw one of those type/s off from its intended target, which... if memory serves Me right... those were more designed to combat DD's & DE's... rather than merchie's. To... attempt to offset having to deal with getting DC'ed for greater lengths of time, or at all.

Any way, it all boils down to just what torp was fired off... then, in knowing just what range that it becomes... active.. is important info to know before letting 1 loose at a target.



M. M.
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