Muto
New Member
Posts: 23
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Post by Muto on Apr 20, 2005 14:44:58 GMT
Completed my first patrol last night ... went well, 3 merchants sunk, 4 out of 5 torpedoes found their mark using manual targeting from 500-1000 meters. Was a little bit frustrating because I could not enter data into the notepad/TDC, so I did it all by eye. Can somebody advise how to use notepad? I opened the recognition manual, found the ship, and tried to click on the various fields in the notepad, but .... nothing. Can someone please tell me what I'm doing wrong? Also, fyi, here's a great manual targeting tutorial... www.paulwasserman.net/SHIII/
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Shock the uncookied guest
Guest
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Post by Shock the uncookied guest on Apr 20, 2005 17:14:27 GMT
Any of you tried yet the Real Uboat 1.21?
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Post by bsalyers on Apr 20, 2005 17:42:18 GMT
Any of you tried yet the Real Uboat 1.21? Guess not, since I don't know what it is...?
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Venge
Full Member
Posts: 210
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Post by Venge on Apr 20, 2005 19:34:10 GMT
I am staying mod free for a bit. I think a new patch will be out in a couple of weeks. And I am doing a bit of troubleshooting with my pc so want to keep variables out for now.
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Post by dagamecat on Apr 20, 2005 19:41:07 GMT
yea same here, can't be bothered with the hassle.
also, this is one of the mod changes:
"Sleeping areas and fatigue: Fatigue will no longer heal during time spent in the sleeping areas, but these areas will prevent crewmen from becoming more fatigued. Fill these rooms with all non-essential personnel in order to keep them rested for duty."
I don't like that idea at all.
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Post by Shockadoodledo on Apr 20, 2005 22:38:24 GMT
Thats because u think u could be on the sea for months and months without paying a due? Don't forget...while the crew tires up much slowly, it doesn't recover at all, but still the performance decrease is very little, much smaller than in the originial unmodded game. The philosophy here is that the more crew is fatigued the less they are effective but they will still remain fairly operational so you need to *really* manage your crew now...and still, only at 32x - time speed. You should all check the mod ( better install 9th flotilla mod first) if u are ultrarealistic fanatics. We are working on minor issues, such as weather report moved to the Watch Officer (and not Navigator) and complete removal of crosshair from bridge view...as well as terribly improving things...such as the draft height randomizer according to the ship cargo. The mod contains several new things, but also real bug squashes, in the campaign. Make sure when joining MP that the host has the same mod installed as we couldn't find yet the part where the version of the game is listed in the host screen
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Muto
New Member
Posts: 23
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Post by Muto on Apr 21, 2005 23:35:50 GMT
What is the secret to downloading the FrontFlotille 1.0 file required for RealUBoat 1.2? I click on the download button and get some message about 15 minutes ... the download never starts.
And I assume that the FrontFlotille mod which appears to be for the German version of SHIII will work fine with the U.S. version of the game?
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Post by Dominico Baggio on Apr 22, 2005 4:53:39 GMT
lol mutu sorry just saw your question in the first post.
To enter data first you have to id the ship. The view has to be over teh ship then click the tick in the id book.
Then click on distance, and then the small circle bottom left of the notepad. Then measure the masts.
Then click angle and do the angle thingy (imagine you are stood on the enemy ship looking out to your uboat, you need spacial awareness here)
Then do speed, clicking speed, then stopwatch bottom left of pad. then waiting a few minutes then stopwatch again.
Note: The stopwatch is where you will get big errors, especially if you are moving. If it looks miles out, try again or set by hand in the tdc (usually what i do)
Convoys and merchants usually travel 6-12 knots.
Hope that helps.
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Post by Shockwavezzzz on Apr 22, 2005 8:15:23 GMT
What is the secret to downloading the FrontFlotille 1.0 file required for RealUBoat 1.2? I click on the download button and get some message about 15 minutes ... the download never starts. And I assume that the FrontFlotille mod which appears to be for the German version of SHIII will work fine with the U.S. version of the game? The 9th flot mod took many of the community mods, added their reworked graphics and their personal fixes to the sh3 1.2. I believe their website has a limit of downloads but if you google, you should be able to find the file elsewhere (im not sure subsim was given the permission to host the 9th mod...geez those guys are weird indeed) We took their mod as a base, and added our mod whose sole purpose is *extreme* realism. The 9th mod will work perfectly with your US copy of the game, R-uboat though works better with the 9th mod however it will work even without it. Heads up, i hope you realize what it means *extreme* realism. It means in R-uboat, the game is considerably harder. Next versions will include realwater (you can't see that far in water anymore), no-lock capability of sensors (all manual), realistic WO spotting capabilities, improved damage model, variable draft height of ships, realistic patrol and convoy encounters, reworked sh3 world with ports, cities, patrols and defenses and much much more. So much i can't even list it all in here. I *strongly* discourage you to take on the Real Uboat mods if you are not realism fanatics. The game is *very* much harder in V1.21 already, and going to become even harder
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Muto
New Member
Posts: 23
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Post by Muto on Apr 22, 2005 14:29:53 GMT
Ok, managed to download and install both FrontFlotille 1.0 and RealUboat 1.2 ...
AWESOME!!!
Very, very good work guys. A great challenge. Made my first patrol last night, was damaged by an enemy aircraft bomb shortly after arriving to the patrol sector, and while repairing on the surface an enemy DD caught me by surprise. I panicked, crash-dived before checking depth under keel, rigged for silent, struck bottom, damaged the compressor and a number of other things, took more damage in a depth charge attack, remained submerged all stop at 30 meters for 40 minutes while they were pinging away at me, figured the damage was really bad cuz I couldn't repair (forgot that nothing gets repaired when rigged for silent), fatigued my entire crew rotating them to the damage party while forgetting to lift 'silent' conditions, finally surfaced, another DD appeared, fired a spread of 3 torpedoes at 1200 meters which he of course avoided, dived again, all stop, etc etc.... Finally figured out that I needed to remove the 'rig for silent' setting to repair damage, but when everyone finished repairing the 5 compartments that had it, my crew was too fatigued to reload the remaining two torpedoes ... they were in the queue to be loaded for 4 days (though most of that was sailing at 1024 comp to get home, not sure if that limits their ability to load vs real-time). On the way back I spotted a C3 south of Norway and he began tacking ... I just sailed at 5-7 knots right on his tail for half a day waiting for my crew to load the tubes so I could put two fish in that merchant and at least have something to show for this long and fruitless mission. But they wouldn't load, and I was burning diesel at an alarming rate, so I turned around and let him go.
It took me forever to get home to Kiel and I had to make the last half of the trip back from Scapa flow submerged cuz I didn't have enough diesel. A 27-day patrol, and by the end most of my crew was worthless. Such is the life of an SHIII noob at 100% settings with a new realism mod...
Excellent immersion though, absolutely love the mod!
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Post by Shockwave74 on Apr 22, 2005 15:21:41 GMT
Am happy you liked it, but no matter how much, when you get the hang of it, you will like it more and more. Beery has taken the discussion on the official forums, i am hereby doing the same on this website (though i hate it that i always forget my password heheh) The fatigue model is worked so that only combat stress is accumulated. Therefore while the fatigue rate is much decreased, you can still NEVER recover it when it's lost. This means your goal is to avoid prolonged combat situations, and when you are in a combat situation, u must use your crew smartly. The torpedo room is the most tiring of all places. Put your men there only if you have to reload torpedoes, and when you can, reload in normal situations not in combat situations as the automanagement of 64x time adds no fatigue at all. When you rig for silent running, no reloading or repairing can take place. Get in the habit of asking the depth under keel BEFORE diving next time. Realuboat 1.2x is being built even as we speak. Among the various things, we will remove the crosshair and the hull integrity reading, while the Weather report will be done by WO and not NA. And ah...the water density and colors will be fixed. This means you can't see the bottom of the ocean with the periscope because beyond 30 meters you will have no light to see anything at all! As i told in my previous post, it is intended for *extreme* realism. And in fact, even the target lock will be removed. Do not expect any longer to spot ships at night at 6000 meters...be wary...we have received explanations on how the mechanics of sensors.cfg file works. I can't wait for it to be ready, really. Domi : maybe we should open a thread on R-Uboat somewhere else as this is going offtopic with Manual TDC thread.
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Post by Beery on Apr 22, 2005 16:24:17 GMT
Hi Muto,
Glad you like the mod.
I noticed you said you couldn't get torpedoes loaded. There shouldn't be a situation where you absolutely can't get torpedoes loaded. The worst it can get is that it might take you twice as long to do it.
Here's how to get those torps loaded even with a fully fatigued crew:
First, put an officer in the compartment - any officer will do, but it works best if the officer is qualified on torpedo use. If you have two qualified officers, use the one that has the most experience. Next, put in as many NCOs as the compartment will hold. Again, it's best if you use qualified torpedo men, and again, experience matters. Finally, if there are any spaces left over, put in the most experienced men you can find. You'll find that you'll be able to load the torpedoes - slower than normal, but they will load.
Here are some tips that will help you get the most out of your crew:
Firstly, before you go out on any patrol, make sure you have the best guys available. Although crew management is less of a chore than in the standard game it also makes crew selection, training and management far more important than in the standard game. So buy the best men, train them in the areas you think you'll need help, and carefully manage them to reduce their stress while on patrol and increase their endurance. Here's how to do it:
When in port, recruit all of the men that already have training and experience beyond the lowest level of your crew (this applies equally to men, NCOs and officers). So if your lowest experience NCOs each have 100 experience, look for replacements that have more than 100 and hire them all, replacing your inexperienced NCOs. Do the same with officers and men.
Next, get enough NCOs trained in key areas so that it relieves pressure on the officers. You can only find out exactly what training you need through experience, but I find it's good to have two or three NCOs trained on the boat's engine, four to six torpedo NCOs, a couple of watch NCOs and at least three radio/sonar guys. It's essential to have an officer who is good at damage control, otherwise your boat will be in deadly peril whenever things turn against you in battle. Of course all this takes time, and it will be a number of patrols before you have a reliable crew. But once you do have that crew, your job of management will get much easier, and you'll find that with a well-balanced and well-trained crew, you will be able to patrol for months without any ill effects.
Finally, when you're out on patrol, get all non-essential personnel into the rest areas. Try to keep people out of the torpedo rooms as much as possible. It's better to have them in the unused engine room than in the torpedo room. Run the game at 64x time compression or higher as much as possible. These methods should ensure that your crew stays fresh as long as possible.
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Post by Dominico Baggio on Apr 22, 2005 22:47:10 GMT
I would just say this is your mod so fix it how you like but i would be carefull with changing night time visibility.
That is the whole strong point of the uboat and they could see easily at the ranges shown in game at night. Lowering this isnt making it more realistic, its doing the opposite. For some things you should check up on accounts from Captains ect. When there is no light about visibility is very good! (light as in man made lights)
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Muto
New Member
Posts: 23
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Post by Muto on Apr 23, 2005 0:17:04 GMT
Absolutely right Dominico,
There was a great deal of data collected on visibility at the end of the war as the Allies interviewed German and Japanese sub commanders.
The USS Indianapolis investigation yielded many facts about Japanese guidelines for nighttime visibility, which matched perfectly the relatively scant anecdotal evidence from U.S. sub commanders (more reliance on radar, aircraft, and other ship reports), which stated as follows:
The IJN determined that surfaced submarines on a clear moonlight night could be seen with standard IJN binoculars at a distance of 10,000 meters away, and on a clear starlit night at a distance of 5,000 meters.
The IJN determined that combat vessels could be seen by sub watch crews with standard binoculars as follows: BB - 15,000 meters (clear moonlight), 7,500 meters (clear starlight) CA - 12,000 meters (cl moon), 6,000 meters (cl star) DD - 10,000 meters (cl moon), 5,000 meters (cl star)
Hope that helps Beery!
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Post by Shockwave74 on Apr 23, 2005 7:43:23 GMT
This is the right feedback we need. Post your suggestions on future Real Uboat releases in the RUboat thread in the General forums please.
We are tracking these forums and appreciate your help.
About the visibility issue, we are working on the sensors.cfg and hope we can come up with something in the near future but it's a very difficult improvement to make. Maths being involved *behind* the factors you see in the sensors.cfg file. It will take some time, and a *lot* of testing, but i am sure we can bring SH3 into these values you have posted, muto. ;D
Do u also have any historical info regarding ships spotting subs submerged and surfaced? What distance in those conditions?
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