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Help with escaping DD escorts in IXC
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DeepSix



Joined: 27 Mar 2005
Posts: 802
Location: DB22

PostPosted: Sun Apr 23, 2006 12:20 pm    Post subject: Reply with quote

Keelbuster wrote:
... At that point I go all-schtop, silence, and pucker-up.

(phew)

kb


Rotfl "We are taking damage, Herr Kaleun!" "I cannot find my seat cushion, Herr Kaleun!"
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Heibges



Joined: 26 Feb 2004
Posts: 681
Location: San Francisco, California

PostPosted: Sun Apr 23, 2006 12:44 pm    Post subject: Reply with quote

After their DC's go off the sound carrying characteristics are borked for a few minutes so it is safe to go at higher speeds. I will run at Full Speed 2 minutes after the DC's go off.

Cutting speed form 3 to 1kt defintely makes a difference. You can hear the motors get quieter.

I would not zig-zag if you don't have to, because I keeps you near the target longer. If possible try to stay in a straight line.

Does SH3 put thermal layers in all missions? They should only be present sometimes. They work pretty realistically in the stock game. Often you will find them at 40 or 70 meters.

And by 1944 I'm sure the allies did have a boat load of elite uboat killers. I don't think its meant to balance gameplay, I think it's a fact.
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JSalinger



Joined: 05 Mar 2006
Posts: 16
Location: Spokane, WA, USA

PostPosted: Sun Apr 23, 2006 11:40 pm    Post subject: Reply with quote

They did...does the name Captain Johnny Walker ring a bell? His escort group got Prien, Kretschmer, and Schepke, all in one night IIRC.
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CCIP



Joined: 17 Apr 2005
Posts: 3224
Location: Ottawa, Canada [Grid BA7311]

PostPosted: Mon Apr 24, 2006 12:07 am    Post subject: Reply with quote

JSalinger wrote:
They did...does the name Captain Johnny Walker ring a bell? His escort group got Prien, Kretschmer, and Schepke, all in one night IIRC.


Surprised

You are most definitely confusing something.

Walker was a staff officer at the time those 3 were sunk. And they were sunk within a week of each other, not night. :hmm:

Here, read up on this remarkable man, though:
http://www.mikekemble.com/ww2/walker.html

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JSalinger



Joined: 05 Mar 2006
Posts: 16
Location: Spokane, WA, USA

PostPosted: Mon Apr 24, 2006 5:54 am    Post subject: Reply with quote

::bows:: I stand corrected. My apologies...currently trying to pull an all-nighter and the Mountain Dew ran out.

EDIT: I must really be out of it...I'm thinking HMS Walker and HMS Vanoc...
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Keelbuster



Joined: 17 Oct 2005
Posts: 263
Location: TO, ON

PostPosted: Mon Apr 24, 2006 8:59 am    Post subject: Reply with quote

Heibges wrote:

Does SH3 put thermal layers in all missions? They should only be present sometimes. They work pretty realistically in the stock game. Often you will find them at 40 or 70 meters.


Thermal layers aren't modeled. Probably a noob escort that lost you at 40m. Bad weather, maybe? Rough water can make you close to invisible.

Kb
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VonHelsching



Joined: 16 Aug 2005
Posts: 666
Location: Athens, Greece

PostPosted: Mon Apr 24, 2006 9:37 am    Post subject: Reply with quote

Thermal layers arn't modelled, but they have beed modded recently into the game via SH3 Commander. Make a search. The modder's name is Hemisent.
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U-Dog



Joined: 29 Mar 2005
Posts: 127

PostPosted: Mon Apr 24, 2006 10:03 am    Post subject: Reply with quote

Wow, great thread with lots of great tips. This kinda thing is why i love poking around at Subsim!

Thanks guys!
Ping
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BigBadVuk



Joined: 03 Jan 2006
Posts: 120

PostPosted: Thu Apr 27, 2006 12:49 am    Post subject: Reply with quote

Does GW mod also add layers?
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VonHelsching



Joined: 16 Aug 2005
Posts: 666
Location: Athens, Greece

PostPosted: Thu Apr 27, 2006 1:00 am    Post subject: Reply with quote

No, they cannot be "added" to *any* mod. Thermal layers can be introduced to the game and randomized only from SH3 Commander. It doesn't matterch which mods you have already installed.

Also Hemisent is now preparing a randomized malfunctions / sabotage mod, which will also be incorporated to SH3 Commander. I think that the sabotage mod is ready.
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Ducimus



Joined: 26 May 2005
Posts: 831

PostPosted: Thu Apr 27, 2006 10:31 am    Post subject: Reply with quote

tycho102 wrote:
The issue here is the destroyer's active sonar range needs to be increased from stock. The game shipped with a 0m range. IRL, it was 200-400m. That alone will balance the 1944-1945 game back to a
playable level.

Increasing the minimum radar detection height is another one of those absolutely necessary "tweaks" to the stock game. The snorkel wasn't *that* visible. :doh:

I think it was foolish for Ubisoft to balance the gameplay with "uber" escorts. That was an extraordinarily poor decision, and I suspect it was only implemented due to time constraints (like so many other things in the game Damn ).


Yeah basically what he said. Make sure your running some mods to make the vanilla DD's not so uber. THey are FAR FAR TOO good. Alot better then what they should be.

Bewarned, some things you can change in mid patrol, some things you can't. I'm pretty sure you can change anythign dealing with sonar mid patrol. But thats pretty much it.


Even after fixing the DD's detection means, you'll always have that one DD you just can't seem to shake. Theres a minimun time that has to expire before they decide they've lost contact. You have to make yourself really hard to find during that time, and be somewhere he doesn't think you are. Whats really distressing is when youve shaken 4 out of 5 escorts, but that one lingers.

If he regains contact, his buddies will come back to help him. On the other hand if lets say the min contact lost time is 10 mins, and they are 15 mins away, they'll turn around and go back to the convoy. But that one will still linger. He gives up eventually, but the best way to get out from under him is to creep away, and be where he's not.
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