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Posted: Tue May 22, 2007 7:22 am
by :FI:Macca
Well,not bad idea but but I'd say it's a bit waste of torpedos,AB.It is good to see a DD crippled into two pieces;). Apart from that - if the destroyer is headin' towards you at full speed (or if not at full as to perform the attack, but slow and listening) and he is presenting his bow at you, torpedoes may just richchet, slip along the vessel as the angle is not big enough to fuse the detonator. Of course, you can go with magnetic one but than again - rough seas make this very unreliable as the enemy is bouncing up and down and therefore sometimes you may have set the right depth of torpedo but suddenly the vessel is 2 meters higher and detonator doesn't work.... And of course depends if you're doing manual TDC or not - than you gotta guess, if little time is provided by noble enemy;)

Posted: Tue May 22, 2007 9:49 am
by :FI:Macca

Posted: Tue May 22, 2007 12:05 pm
by AltarBoy
Like I said Mac it was a lucky shot. A good way to get targets is to sneak into harbors at night or heavy fog. But it's time consuming as you have to sail very slow to reduce noise and make sure spotlights don't catch you. Man, I'm going back to SH3! :D

Posted: Tue May 22, 2007 1:19 pm
by :FI:Rabitski
Or you could find a convoy, plot it's exact heading, put your boat in front of the convoy and dive, cut your speed to 1 knot and let it run over you, when the lead destroyer has gone past you swing into the center of the convoy, pick out the 2 biggest targets, fire at the far target first, the the closest, trying to get your torpedo's to hit both ships @ the same time. If you still have a target worth it and are close eneough you can try to nail another with your stern tube. Following that go deep and run out the far side of the convoy for about 5miles then surface and run like the clappers to over take the convoy and do the same thing all over again. I never bother with the escort's. If you shoot them first then the convoy goes all over the shop making your job harder, and if you slip past them and are able to wack a few ship's then they may as well have been un escorted. I will shoot @ destroyers but not if they are escorts or if they are looking for me, if they are on single patrol and I happen to be in a good position then sure I'll take a shot, but only if my chances of hitting them is really high. I veiw it like this your task is Survive first, sink merchants secound and anything after that is just gravey.

Posted: Tue May 22, 2007 3:38 pm
by AltarBoy
I recall my worst convoy attack in heavy swells and my periscope bobbing up down like crazy, making visual difficult. But somehow managed to get close to one US merchant ship and saying to myself easy pickings. Suddenly out of nowhere the Merchant ship fired at me! Didn't think they were armed. Damaged my conning tower when I surfaced to attack with my 88mm naval gun (save on torps, you know). Then shells all over as the escorts came after me. I managed to make it out under heavy fog so I surfaced. Couldn't see a thing, then suddenly a British destroyer came within feet of my u-boat and passed me. You should've seen the look on the Brit's faces :lol:

Altarboy was last seen conversing with Admiral Donitz (Donuts I call him) asking him what the hell unterseebooten means. :lol:

Posted: Tue May 22, 2007 8:57 pm
by :FI:Macca
Yeah, the Allies used to arm merchant ships with artillery so they could at least scare the Uboots from conductiing attack on the surface.DOn't remember when they started introducing armament for merchants, though. Better first check through periscope if your target is armed - usualy on bow and stern they have cannons (if any).

Posted: Wed May 23, 2007 1:06 pm
by :FI:Rabitski
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I guess I do sink the odd destroyer :)

Posted: Wed May 23, 2007 4:22 pm
by AltarBoy
Nice shot, Rabit! =D] I wanna sink an aircraft carrier!

Posted: Thu May 24, 2007 4:19 pm
by :FI:Macca
as posted at UBILoo and Subsim.com
The Silent Hunter doesn’t let the prey escape easily. While part of the team has been assigned to other projects – as it is normal in any busy development studio – key members are still on track and working to improve Wolves of the Pacific or correct existing bugs.

So yes, we are working on 1.3 Smile To cut a long story short, here is a partial list of improvements that we intend to bring with this patch:


- Eliminate the instances where the player gets assigned the same mission multiple times, even though the game is meant to give you variety and different missions, of course depending on historical context

- Solve a small conversion error with the stadimeter when using “imperial system” for in-game data display.

- Add an “assisted method” to determine the target’s speed when playing with the manual targeting option set to “ON”, to simulate the firing party putting together subsequent range checks from the captain.

- Recheck all ship dimensions in the game config files to solve errors in target range calculations

- The submarine radars (SD, SJ) should work consistently and detect targets in all appropriate circumstances

- The players career is ended sometimes by high command, for inaccurate reasons such as perfectly good and new submarines being retired from frontline duty. This will be sorted out to work as intended.

- Multiple AI improvements

- The Group AI should always choose a new commander when the current one gets killed, instead of waiting for the currently assigned one and having all ships circle around

- Destroyers should take into account the estimated depth of their targets and sinking time of depth charges when deciding the dropping point, while remaining human-like and prone to error

- AI and submarine sensors will be tuned for more realistic performance

- AI units will now take notice of nearby ships being destroyed even when there is not a trace of the attacker

- Several ships classes (for example Japanese Sub-chaser and the Akizuki class) will have improved firing arc definitions that make them a more realistic and deadly opponent in gun duels

- Improve the “Realistic sound speed simulation” to eliminate sound effects cutting when the player is moving around with the external camera

- Improvements will be made to the Sonar and Radar stations to make them more user friendly

- The Submarine upgrade screen will be improved to present the relative merits of various torpedoes and systems that are available to the player.

- Sampans will no longer be detected by Hydrophone

- Players crossing the International Date Line should not lose their map torpedoes silhouettes

- The Torpedo Bearing Transmitter screen and all interfaces should display correctly on all resolutions

- Colorado class battleships will be added to the game Wink


Keep in mind this list is WIP, and although we’re doing our best, in the end we might just be unable to fix some of them for 1.3. Or some other items will make it on the list.


And if there’s something glaring wrong with the game that’s not on the list, post it here. Maybe we were not aware of it ... yet.


When will the patch be out? There is no release date set yet, we’re taking our time in order to have the maximum of fixes with a stable code.
if u have any suggestions about bug fixes - go to Ubi forums and post!


M

Posted: Thu May 24, 2007 5:01 pm
by :FI:Rabitski
Some times it's good to see doubles.
Image

The correct angle
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Whamm, Bamm, Thank you mam
Image

Posted: Thu May 24, 2007 5:10 pm
by :FI:Macca
Sweeeeeet, and what I mean -sweeeet as candy;)

http://www.subsim.com/radioroom/showthread.php?t=115309" onclick="window.open(this.href);return false;

;)

How long

Posted: Fri May 25, 2007 7:56 pm
by :FI:Fenian
can you actually hold your breath?

SICKOS!!!!!!

:lol:

Posted: Sun May 27, 2007 5:25 pm
by :FI:Rabitski
UBI gave us a game where the TDC does not work, radar only works if your going north and the hydrophone's don't work @ parascope depth, but yet they took the time to put this crap in the game.
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Posted: Sun May 27, 2007 6:57 pm
by :FI:RULES
:lol: Is that Conrad?......

Posted: Sun May 27, 2007 8:06 pm
by AltarBoy
Holy Cow, it's the Curse of The Black Pearl, run!!!!!!!!! :lol:

Altar-Shiver me Timbers!-Boy.