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Funny, my birthday is 10th may (28.), is there any chance i get this DLC as an Birthday Present? Or maybe an Birthday Discount (got 5700 Bluecoins to spent on GG) :D

please?

Haha send me your mail as a private message. ;)
 
Haha send me your mail as a private message. ;)


I guess you received it then. ^^

i'm guessing from the above posts that you gifted him a copy of the game. That was immensely kind of you.
you better watch out or you may suddenly have lots of birthday requests.

dont worry its not my birthday and i have already bought the DLC. if its even 1/10th as good as ICE it will be awesome, if its 1/10 as good as it looks from the dev diaries then its going to be the most enjoyment from a game in a very longer time.
 
I took a second look at the screenshot of the sub techs. Here are my concerns:

The early Uboots did not really have sonar. Sonar is an active detection mechanism for stuff that is underwater. Uboots where silently hunting ships that are at the surface. So not only would they not able to find anything but enemy subs (and sub-sub fights were extremely rare in WW2), it would also give their position away. Only later in the war did the Germans develop advanced echo chambers and passive sonar detection. I would move the historical year for this technology back a bit.
Note that the British did have sonar at the beginning of the war, but as said, it was mainly an ASW weapon.

Hydrophones just listen to fast screws. If the 1940 one is the second iteration, that seems fine.

The Germans developed radar detectors (the Biscay cross for example) for their subs before they had radar on them. German radar in general was lacking with the British and American one, and even then, miniaturizing it to fit on a sub is a big problem. Donitz for a long time did not believe the Allies had radar small enough to fit on air planes. The first radar detectors showed up around 1941/1942. Radar should come after that. I would swap the historical years for detection and radar itself.

The uboot resupply at see, the Milchkuhe (milk cows), came into action in late 1941, early 1942, and made sure that type VII could participate in Operation Paukenschlag, the raiding of the US East Coast. Before this, the Type VII could run on one engine, and then make it, hunt for about 10 days, and then return home again to France. With the resupply, they could stay about 2-3 weeks longer. So I would make the historical year for this technology a bit later, 1941 or 1942.

As for the XXI, key innovations where more efficient engines, a creep motor for the silent run, as well as the streamlined hull, designed to run completely submerged. The radar and snorkel could all be retracted into the hull, and the AA gun was sheltered. The XXI did sacrifice the deck gun for this, though. The ability to run underwater for so long was due to the vastly increased battery capacity. Type XXI did not use air-independent hydrogen peroxide engines that was in development at the same time, a technology later made absolute altogether due to nuclear subs.

Good luck with the DLC.

Hey. We know all of that, and please try the DLC before having concerns about it. ;)

U-boats did get sonar, like the Sondergerät Fur Aktive Schallortung (S-Gerät), and the Sonderapparat (SU-Apparat) – Nibelung.

About techs dates you shouldn't be so focussed on when we have the year set to 'cause it's also dependent on difficulty and with some techs you need events to have taken place. Also after you've researched the techs you need to get your units upgraded too. So researching somethin by late 1941 doesn't mean that you'll have it in service by late 1941. :)

Don't worry, as a long time Silent Hunter nerd I've been adding a lot of detail and realism in the sub techs, names, dates and so on. :)
 
Just read this thread: ah, the war in the atlantic appears to be coming alive! :) How nice.

What is the in-game purpose of the coastal boats? Considering the 1942 dynamics, if I loose a u-boat, will I loose the commanding admiral? (I hope not) Finally, have you considering forcing boats to return to port after a period of patrol?
 
Just read this thread: ah, the war in the atlantic appears to be coming alive! :) How nice.

What is the in-game purpose of the coastal boats? Considering the 1942 dynamics, if I loose a u-boat, will I loose the commanding admiral? (I hope not) Finally, have you considering forcing boats to return to port after a period of patrol?

I thought that was already implemented in vanilla through org loss? After a sub has been at sea for a week or two hunting, the org is next to nothing, forcing you to return?
 
Earlier in this thread I was trying to come up with ways to make Sealion harder. In another thread it was mentioned that England get a level 10 radar in London per an event. Is this also in this DLC? having more radar should make the transport visable and help the AI a little.
 
Me thinks these girls should be in your DLC

Concept_extra.jpg
 
I thought that was already implemented in vanilla through org loss? After a sub has been at sea for a week or two hunting, the org is next to nothing, forcing you to return?
No thats just when they have seen a lot of action. If they cant find a target their org stays up. And if i remember correctly, subs can actually regain org while convoy raiding.
 
I took a second look at the screenshot of the sub techs. Here are my concerns:

The early Uboots did not really have sonar. Sonar is an active detection mechanism for stuff that is underwater.

Wikipedia does not agree with you (or the DLC):
"Two types of technology share the name "sonar": passive sonar is essentially listening for the sound made by vessels; active sonar is emitting pulses of sounds and listening for echoes."

Basically a hydrophone is also a sonar device. And these had been used since WW1.


But we can guess that the mod treats sonar as active sonar since there is a separate tech for the passive one called hydrophone already. And in that I can agree with you. Id rather see more techs for hydrophones instead since alot of advancements were done there aswell up until 1944 when they even had one that could feed targeting data to allow for blindfire without periscope.
 
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Wikipedia does not agree with you (or the DLC):
"Two types of technology share the name "sonar": passive sonar is essentially listening for the sound made by vessels; active sonar is emitting pulses of sounds and listening for echoes."

Basically a hydrophone is also a sonar device. And these had been used since WW1.


But we can guess that the mod treats sonar as active sonar since there is a separate tech for the passive one called hydrophone already. And in that I can agree with you. Id rather see more techs for hydrophones instead since alot of advancements were done there aswell up until 1944 when they even had one that could feed targeting data to allow for blindfire without periscope.

There are both techs for historical hydrophone advances, as well as for active sonar. Don't worry. :)
 
Just a quick pedantic note.

Dr. V. R. Jones in his memoirs wrote about the deception operations against the U-Boats. The British had experimented with infrared before the war and used that experience to give the Germans the idea the detection of submarines was via infrared receptors on escort ships. In response, German scientists devised a very ingenious type of paint that included suspended glass particles to mimic the infrared color of seawater. There may have been a radar element to the Atlantic War but Dr. Jones did not discuss that.
 
Ive got all expansions now to hoi 3 and wonder if this Dies Irae Götterdämmerung and the US version is TFH compatible? Guessing it is other place to ask this but Im of some years just affording the price for the expansions at this late point. Hoping for an answer anyway.
 
Ive got all expansions now to hoi 3 and wonder if this Dies Irae Götterdämmerung and the US version is TFH compatible? Guessing it is other place to ask this but Im of some years just affording the price for the expansions at this late point. Hoping for an answer anyway.

I am not completely certain but I do believe that all DLC made by DevilDread have not been updated to work with TFH. I think they work with FTM (For The Motherland) and the game files should include a launcher that allows a FTM launch of the game.
 
Dies Irae: Götterdammerung was made for Semper Fi, but has a beta patch making it compatible with For The Motherland. It doesn't work with Their Finest Hour, but the Dies Irae Vorwärts Panzers mod is based on DIG and adapted to work with Their Finest Hour, I haven't personally tried it so I can't vouch for how closely it follows the original DIG.
 
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