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-   -   SH5 <> TUTORIALS <>HOW TO DO IT <> INFORMATION <> DOWNLOAD LINKS (https://www.subsim.com/radioroom/showthread.php?t=211804)

THEBERBSTER 03-12-14 11:23 AM

4 Bearing Method By Kuikueg + Video Links
 
Last updated 5th May 2018

4 Bearing Method by ‘Kuikueg’ and Videos by ‘Stoianm,’

Step By Step Tutorial

This method can be used with ‘Real Navigation’ or with ‘Map Contacts.’

This is a very useful ‘Attack Plan’ if you are in ‘Fog’ and will not be able to see a ‘Visual Contact.’

‘Stoianm’ has produced his ‘Tutorial Videos in 4 parts.’

In his ‘Tutorial’ Stoianm is using ‘Real Navigation’ and the ‘Hydrophone.’

There is nothing to say if you want to use the ‘Periscope’ at any time then that is up to you.

The ‘Kuikueg Method’ does not use the ‘True Bearing Method’ and also uses the ‘Protractor’ as the main tool rather than the ‘Compass.’

Important Note.

Please note that if you are using the ‘Stock Keyboard with W - A – S – D’ then you will not be able to use the ‘Z Key’ as this is used for ‘Rig For Silent Running.’ You will need to use the ‘Sonar Station’ or use ‘Follow Nearest Contact.’

Stormys_DBSM_ SH5_ V1.3 mod has the ‘Z Key’ function.

Stormys_DBSM_ SH5_ V1.3_Hotfix_3 (essential mod).

Link to Stormys mods.
http://www.subsim.com/radioroom/showthread.php?t=164552&highlight=stormys+dbsm

As ‘Stormy’ uses ‘German Language’ in his mod you will also need to download this mod if you do not want to make manual changes in your ‘Silent Hunter Files.’

German U-Boat Crew Language Pack

Link to mod.
http://www.subsim.com/radioroom/showpost.php?p=1465509&postcount=23

If you want to change your ‘Keyboard Layout’ you might be interested in this mod.

SH_Keymapper

Link to mod.
http://www.subsim.com/radioroom/showthread.php?t=168297

Link to YouTube Video 1 (Time 14 minutes)

http://www.youtube.com/watch?v=dD3aMoZxaLI

My part in this Tutorial can be used with the ‘YouTube Videos’ and also as a ‘Stand Alone Tutorial.’

This might seem complicated but trust me it is not.

Just look at the video’s and it will all fall in to place.

All ‘Calculations’ and ‘Data’ are taken from the videos.

1. Set the ‘Speed’ to > 0 Knots.

2. Set the ‘Depth’ to > 19 metres.

3. Order the ‘Navigator’ to calculate our new position.

4. This needs to be done as ‘Stoianm’ is playing ‘Real Navigation’ at 100% and only our last plotted position is showing on the ‘Navigation Map’ and needs to be updated.

5. Go to the ‘Hydrophone Station’and search for a ‘Contact.’

6. ‘Contact’ found.

7. Send the Crew to ‘Battle Stations.’

8. Show the ‘Stopwatch.’

9. Press the ‘Z Key’ and start the ‘Stopwatch.’

10. ‘Contacts Bearing’ is showing ‘258 degrees.’

11. Pressing the ‘Z key’ anytime will show the ‘Contacts Bearing’ in the ‘Message Box.’

12. The ‘Navigator’ has calculated our position as ‘30 degrees.’

13. Take the ‘Ruler’ and draw out ‘30 degrees.’

14. Our ‘First Calculation’ will be 360 – 258 = 102 degrees on our ‘Left Side.’

15. Take the ‘Protractor’ ‘Zoom Out’ and draw ‘102 degrees.’

16. Now take the ‘Ruler’ and draw a line ‘On Top’ of the ‘Protractor Line’ near to the top of the ‘Protractor Line’ and down to the ‘U-Boat Mark.’ ‘Zoom Out’ so as to make an accurate mark.

17. Now take the ‘Compass’ and place this ‘On Top’ of the ‘Ruler Line’ and down to the ‘U-Boat Mark.’ ‘Zoom Out’ so as to get make an accurate mark.

18. ‘Bearing 1’ is now showing.

19. This process happens only on the ‘1st and the 3rd Bearings.’

20. You now have to decide how much time you are going to allow between the bearings.

21. This will depend on a number of factors.

22. The further the ‘Contact’ is away and closing will allow a longer time and a more accurate end result.

23. Ideally ‘30 Minutes’ is good. This gives enough time for the ‘Contact’ to move a distance for you to get at least 5 or 6 degrees of movement between bearings.

24. Whatever time you decide that time must be the same time for all of the ‘Bearing Calculations.’

25. Use ‘Time Compression’ to move the ‘Stopwatch’ time close to the ‘30 Minute Mark.’

26. When the ‘Stopwatch Hand’ goes to ‘30 Minutes’ immediately press the ‘Z Key.’

27. We now have our information to set up our ‘2nd Bearing’ ‘263 degrees.’

28. Our ‘2nd Calculation’ will be 360 – 263 = 97 degrees on our ‘Left Side.’

29. Take the ‘Protractor’ from ‘Line 1’ and move it until you see ‘97 degrees.’

30. Now take the ‘Ruler’ and draw a line ‘On Top Of the Protractor Line’ near the to the top and then down to the ‘U-Boat Mark.’ ‘Zoom Out’ so as to get an accurate mark.

31. ‘Bearing 2’ is now showing.

32. Use ‘Time Compression’ to move the ‘Stopwatch’ time close to the ‘30 Minute’ mark.


End of Video 1

Link to YouTube Video 2 (14 minutes)

http://www.youtube.com/watch?v=oza03yC1WJw

33. When the ‘Stopwatch Hand’ goes to the ‘30 Minute Mark’ press the ‘Z Key.’

34. We now have our information to set up our ‘3rd Bearing’ ‘281 degrees.’

35. Our ‘3rd Calculation’ will be 360 – 281 = 79 degrees on our ‘Left Side.’

36. Take the ‘Protractor’ from ‘Line 2’ and move it until you see ‘79 degrees.’

37. Now take the ‘Ruler’ and draw a line ‘On Top’ of the ‘Protractor Line’ near to the top and then down to the ‘U-Boat Mark.’ ‘Zoom Out’ so as to get an accurate mark.

38. Now take the ‘Compass’ and place this ‘On Top’ of the ‘Ruler Line’ and then down to the ‘U-Boat Mark’ ‘Zoom Out’ so as to get an accurate mark.

39. ‘Bearing 3’ is now showing.

40. Move the ‘Protractor’ from the ‘3rd Bearing Line’ and move it out to the right. It does not matter where yet.

41. You will now notice that we have ‘2 Compass Circles’ passing through the ‘U-Boat Mark.’

42. With the ‘Marker’ put an ‘X’ about half way along our ‘2nd Bearing Line.’ ‘Zoom Out’ so your ‘X’ is accurately placed on the line.

43. This will be known as ‘Mark 1 on the 2nd Bearing Line.’

44. We now take a ‘Parallel Line’ by taking the ‘Compass’ and moving our ‘Compass Circle’ from ‘Line 1’ and placing it on the ‘Line 2’ ‘Mark 1’ ‘Zoom Out’ so as to get an accurate alignment.

45. We now take another ‘Parallel Line’ by taking the ‘Compass’ and moving our ‘Compass Circle’ from ‘Line 3’ and also placing it on the ‘Line 2’ ‘Mark 1’ ‘Zoom Out’ so as to get an accurate alignment.

46. What you now see is that one of the ‘Parallel Lines Crosses the 1st Bearing Line.’ and the other ‘Parallel Line Crosses the 3rd Bearing Line.’

47. Take the ‘Marker’ and ‘Mark an X’ where the lines cross each other on the ‘1st Bearing Line.’ ‘Zoom Out’ so as to get an accurate alignment.

48. This will be known as ‘Mark 2.’

49. Take the ‘Marker’ again and ‘Mark an X’ where the lines cross each other on the ‘3rd Bearing Line.’ ‘Zoom Out’ so as to get an accurate alignment.

50. This will be known as ‘Mark 3.’

51. We can now erase the ‘2 Compass Circles and the X Mark 1 on Line 2.’

52. We can see the ‘X Mark 2 on Line 1’ and the ‘X Mark 3 on Line 3.’

53. Take the ‘Ruler’ and draw a line from the ‘X on Line 1 to the X on Line 3.’

54. We can see by Zooming out that the ‘Contacts Heading is 98 degrees.’

55. Continue out to the right with your ‘Ruler at 98 degrees’ for around 30km.

56. Recheck your alignment with the ‘X Mark on Line 3’ and adjust the ‘Contacts Line’ closer to cross the ‘X Mark’ if necessary.

57. This is the ‘Contacts Heading.’

58. We are now showing a ‘New Line Crossing Line 2.’

59. Take the ‘Marker’ and ‘Mark an X’ where the lines cross each other on the ‘2nd Bearing Line.’ ‘Zoom Out’ so as to get an accurate alignment.

60. This will be known as ‘Mark 4.’

61. To take the ‘4th Bearing’ we need to move the ‘U-Boat.’

62. We know the direction that the ‘Contact is Heading’ but we do not know how far ‘Up or Down.’

63. Take the ‘Ruler’ and move your original ‘30 degrees position to 90 degrees’ out to the right side.

64. Order the ‘Course Change to 90 degrees.’

65. Order ‘Flank Speed.’

66. Order ‘Surface the Boat.’

67. Keep an eye on your ‘Stopwatch’ as you need to be ‘Dived and Stopped’ in position when the ‘Stopwatch’ reaches your last ‘30 minutes.’

68. Take the ‘Compass’ and place it on the ‘Mark 4 on Line 2.’

69. Draw the ‘Compass Out’ as far as the ‘X Mark on Line 1’ and the ‘X Mark on Line 3.’

70. If your previous measurements have been accurate you should see your ‘Compass Circle’ passing through both of the ‘X Marks.’

71. Now move the ‘Compass’ from ‘Line 2 to Line 3.’

72. You will now notice that on the ‘Contacts Heading Line (CHL)’ the ‘Compass Circle’ is crossing the ‘CHL.’

73. Take the ‘Marker’ and ‘Mark an X’ where they cross.

74. This will be ‘Mark 5.’

75. Take the ‘Protractor’ that you previously moved to the right and place it so that it crosses the ‘Mark 5’ on the ‘CHL.’

76. This is the ‘4th Bearing.’

77. Take the ‘Eraser’ and remove the ‘Compass Circle.’

78. We do not need to overlay the ‘Ruler’ on the ‘4th Bearing Line’ as shown on the video.

79. We now need to make another ‘Parallel Line.’

80. Take the ‘Compass’ and put in on the ‘End of the CHL.’

81. Draw it out and place the other end on the ‘Mark 2’ on the ‘1st Bearing Line.’

82. Keep your eye on the ‘Stopwatch’ remembering that you need to allow ‘10 Minutes’ to ‘Dive and be at 0 Knots’ so you can take the ‘Last Bearing.’

83. Now is maybe a good time to set up your ‘Torpedoes.’

84. With the ‘Torpedoes’ now set up use some ‘Time Compression’ to take us to the ‘Dive’ time.

End of Video 2

Link to YouTube Video 3 (14 minutes)

http://www.youtube.com/watch?v=ToNNiUQwMss

85. Order ‘All Stop after 20 Minutes.’

86. Order a ‘Dive to 17 Metres’ if you are only going to attack using the ‘Hydrophone’

87. Order a ‘Dive to Periscope Depth’ if you intend to view.

88. If you are now at ‘0 Knots’ we need to order our ‘Navigator’ to give us our new position.

89. The ‘Navigator’ tells us our ‘Heading is 91 degrees.’

90. When the ‘Stopwatch’ shows ‘30 Minutes’ press the ‘Z Key’ to get the latest ‘Contacts Bearing.’

91. This is now showing in the ‘Message Box’ as being ‘208 degrees.’

92. Our ‘5th Calculation’ will be 360 – 208 = 152 degrees on our ‘Left Side.’

93. You no longer need the ‘Stopwatch.’

94. Take the ‘Ruler’ and draw out our ‘91 degrees Course.’

95. Take the ‘Protractor’ and draw out ‘152 degrees’ making sure that the ‘Protractor Line’ passes through ‘Line 4.’

96. Take the ‘Marker’ and put an ‘X’ where the lines cross. ‘Zoom Out’ so as to get an accurate alignment.

97. This will be known as ‘Mark 6’ on ‘Line 4.’

98. ‘Erase’ all lines on the ‘U-Boat.’

99. On the ‘CHL’ you have the ‘Compass Parallel Line.’

100. Move this to ‘Mark 6’ on ‘Line 4.’

101. You will now see a ‘New Line Crossing’ on ‘Line 3.’

102. Take the ‘Marker’ and put an ‘X’ where the lines cross. ‘Zoom Out’ so as to get an accurate alignment.

103. This will be known as ‘Mark 7’ on ‘Line 3.’

104. ‘Erase the Old CHL.’

105. Take the ‘Compass’ and from ‘Mark 7 to Mark 6’ measure the distance.

106. We know it took ‘30 Minutes’ to travel the distance between these marks.

107. The ‘Compass’ shows that our ‘Target’ travelled ‘8,550 Metres’.

108. We now need to go to the ‘Speed Chart’ and in the ‘30 Minute Column’ we see that the speed is between ‘9 and 10 Knots’ for the distance travelled.

109. Take the ‘Compass’ that is on the ‘Mark 7’ and put it on the ‘Mark 6 on Line 4.’

110. We now have a ‘Parallel Line’ passing in front of our U-Boat.

111. Take the ‘Protractor’ and draw out a ‘90 degree’ angle from the ‘U-Boat’ to the ‘New CHL.’

112. With the ‘Protractor’ on the ‘CHL’ we see that we are ‘9 degrees’ out from the ‘90 degrees’ we are looking for.

113. You can use the ‘U-Boats Compass’ and order ‘Ahead Slow.’ I personally would use the ‘Rudder’ and watch the degrees changing.

114. With ‘1 degree’ to go order ‘Rudder Amidships’

115. It is important to get the ‘90 degree Angle Correct’ as we will be firing blind just using the ‘Hydrophone’ and the ‘Z Key.’

116. Order ‘All Stop.’

117. Use the ‘Hydrophone’ or use the ‘Z Key’ to check where our ‘Target’ is.

118. Go to the ‘TDC’ as it is time to ‘Enter Our Data.’

119. “Press the ‘Red Button’ to show ‘Green.’

120. Enter the ‘Speed 9.5 Knots’ in to the ‘TDC.’

121. Take the ‘Compass’ and measure the distance from the ‘U-Boat to the CHL.’

122. Enter ‘2,700 Metres’ in to the ‘TDC.’

End of Video 3

Link to YouTube Video 4 (9 minutes 29 seconds)

http://www.youtube.com/watch?v=d6BnS9CiqoQ

123. Because we are firing at ‘90 degrees’ the ‘Range’ entered in to the ‘TDC’ is not critical.

124. Set the ‘AOB to 90 degrees Starboard.’

125. Press the ‘TDC Button’ to show ‘Red’ again.

126. Now we need to check the ‘Gyroangles.’

127. We want ‘Both Gyroangles Arrows’ pointing vertically ‘0 degrees.’

128. We move the ‘Periscope’ until we get the ‘Gyroangles’ we are looking for.

129. We now have the final piece of the ‘Firing Solution’ ‘347 degrees.’

130. This is what we will be looking for in the ‘Message Box.’

131. Go to the ‘Sonarman.’

132. Select ‘Follow Nearest Contact.’

133. He will give us a continuous update of the ‘Target’s Bearing.’

134. Be careful if you decide to use some ‘Time Compression’ as the ‘Target’ will close very quickly.

135. Use the ‘Z Key’ if possible which will be more accurate than the bearing the ‘Sonarman’ is giving.

136. We have ‘Torpedoes’ 1 - 3 – 4 set up for firing.

137. We are going to ‘Fire’ our ‘1st Torpedo’ when we see ‘346 degrees.’

138. Our ‘2nd Torpedo on 347 degrees.’

139. Our ‘3rd Torpedo on 348 degrees.’

140. In between the ‘Sonarman’s Bearings’ we keep pressing the ‘Z Key’ and watch the ‘Message Box.’

141. We are getting to the crucial stage now.

142. Keep pressing the ‘Z Key.’

143. ‘Fire 1.’

144. ‘Fire 3.’

145. ‘Fire 4.’

146. Up to this point you may well have been using the ‘Periscope.’

147. For those that have not then it is time to go to the ‘Sonar Station’ and listen to the sound of our ‘Torpedoes’ as they track towards the ‘Target.’

148. Set the ‘Sonar to 0 degrees.’

149. We hear ‘3 Torpedo Impacts’ without ever seeing the ‘Target.’


End Of Tutorial

Bearing Line Mark Numbers For Quick Reference

Mark 1 <> Place on the 2nd Bearing Line

Mark 2 <> Place on the 1st Bearing Line

Mark 3 <> Place on the 3rd Bearing Line

Mark 4 <> Place on the 2nd Bearing Line

Mark 5 <> Place on the Contacts Heading Line (CHL)

Mark 6 <> Place on the 4th Bearing Line

Mark 7 <> Place on the 3rd Bearing Line

Trevally also does a “4 Bearing Method Tutorial”. This is available as a mod

Trevally Tutorial – All v0.2 (for OHII v1.3)

Link to his Mod


http://www.subsim.com/radioroom//downloads.php?do=file&id=3329


This version uses the “True Bearing Method” using the “Compass” instead of the “Protractor”.

The “Tutorial” is part “Practical” and part “Actual”.

This all takes place in “Historical Missions” after you have selected “Tutorial” in the “Main Menu” this will take you to the “4 Bearings Tutorial” in “Historical Missions”.

Note > Further useful information.

The 4 Bearing Method v1 by Kuikueq > Pictorial

The 4 Bearing Method v2 by Kuikueq > Pictorial

Courtesy acknowledgements

To Kuikueg for his 4 Bearing Version

To Stoianm for his informative Videos

To JAFO- for the missing links.

Tip
If you shade this Tutorial and then copy and paste it to your PC Notepad you can then edit it.



THEBERBSTER 03-12-14 06:17 PM

SH5 Single Play Campaign Progress – Workaround By Vecko
 
Due to broken OSI application which is slipped by Ubisoft to legitimate SH5 owners, many (if not all) SH5 players will experience problem which is manifested as game's inability to update gamesave Camaign.cfg file, the file which is really important for player's progress and campaign transfers.
The problem itself is best known and can be observed as infamous SH5 "tonnage bar bug"...
I have removed this distracting element from the game but even without arcade tonnage bar, the problem has another ugly side effect which is reflected in game's inability to update macro objective/campaign status. This means that upon reaching individual campaign ending date, campaign transfer will not be initiated and player will be doomed to continue without any side missions, objectives and with shipping/units settings characteristic only for early war...

However, there is workaround for this issue which will allow the player to continue campaign and which is IMO even more realistic that stock instant "jump" from patrol to bunker when final ending date of individual campaign is reached.

Before we start you should know that all SH5 gamesaves are stored in "My documents/SH5/data/cfg/SaveGames" folder and they are named something like "0000000d" or "00000001a" ect... In order to track down your game saves better, you should sort your game save folders by date modified and especially pay attention to time of the game save creation because this is the best indicator which will help you to match your silly named game save folders to those shown in in the game save/load menu.


OK, so you have reached first campaign (Coastal Waters) ending date (1st June 1940), campaign transfer failed to initialize and you have lost all objectives/mission visible in upper left corner of your navigation map. This is what you should do...

SH5 campaign progress workaround

1. Replacing files
- Make your best speed to your home port, end patrol there and make a manual game save when you enter the bunker. Note the time of the game save creation, we will call this one "Last CW save"...

- Then, restart your game and start new campaign in which you wish to continue your career using "silentotto" cheat (in this case Happy Times). Again, make a manual game save when you enter the bunker, we will call this one "HT save"...Exit the game...

- Now, go to your SH5 SaveGames folder and locate your "HT save". In it, you will find folder named "Campaign-2015-xx-xx_xxxx" with 4 files in it:
Campaign.cfg
CampaignMission.mis
CampaignProgress.cfg
CampaignMission.tsr


- Copy/paste these files from your "HT save" to an equivalent location in your "Last CW save" and overwrite all files.

Now, all necessary campaign files are replaced and we are almost done. The only thing left to do is to edit our flotilla settings located in CareerTrack.upc file. Note that flotilla settings are not necessary for CW to HT transfer because both campaigns features the same 2nd Flottila...


2. Flotilla settings
- Open with notepad CareerTrack.upc file located in your "Last CW save" and you will find there these lines responsible for flotilla settings:

Code:
[CareerTrack 1]
ID=IDCareerTrack1

[CareerTrack 1.CareerStatusHeader]
ID=ID
UserPlayerNameDisplayable=Cpt.Kurtz
CareerOptionsDate=1939-08-31 13:00:00

[CareerTrack 1.CareerStatusLast]
ID=ID
Reason=CSS_LastStatus
NameDisplayable=NULL
CurrentDate=1939-09-29 17:36:57
UniqueID=3957285610582654
Title=NULL
Text=NULL
EntryStatus=0
PlayerRankAchieved=Captain-Rank-10
PlayerCurrentLastPromotionDateTime=1939-08-31 13:00:00
CurrentFlotilla=2ndFlotilla
CurrentFlotillaBase=F2Wilhelmshaven
CurrentSDepartureDescription=979352,6.42534e+006,1 80.777
CurrentUPCFlotillaUserPlayerUnitType=F2VIIA
CurrentDifficulty=Realistic
...
...

- Now depending on which campaign you wish to enter, you should edit your flotilla settings to match following:

for Mare Nostrum 15/03/41 - 01/12/41
Code:
CurrentFlotilla=23rdFlotilla CurrentFlotillaBase=F8Kiel CurrentUPCFlotillaUserPlayerUnitType=F8VIIC
for Western Approaches 20/03/41 - 01/12/41
Code:
CurrentFlotilla=6thFlotilla CurrentFlotillaBase=F4Kiel CurrentUPCFlotillaUserPlayerUnitType=F4VIIC
for Battle of the Mediterranean 15/12/41 - 01/09/42
Code:
CurrentFlotilla=29thFlotilla CurrentFlotillaBase=F9Kiel CurrentUPCFlotillaUserPlayerUnitType=F9VIIC
for Arctic Convoys 19/12/41 - 19/09/42
Code:
CurrentFlotilla=11thFlotilla CurrentFlotillaBase=F7Bergen CurrentUPCFlotillaUserPlayerUnitType=F7VIIC
for Operation Drumbeat 12/12/41 - 01/09/42
Code:
CurrentFlotilla=2ndFlotilla CurrentFlotillaBase=F2Lorient CurrentUPCFlotillaUserPlayerUnitType=F2VIIC
for Distant Waters 15/09/42 - 15/02/43
Code:
CurrentFlotilla=3rdFlotilla CurrentFlotillaBase=F3Toulon CurrentUPCFlotillaUserPlayerUnitType=F3VIIC
for The Black Pit 20/09/42 - 15/02/43
Code:
CurrentFlotilla=9thFlotilla CurrentFlotillaBase=F6Brest CurrentUPCFlotillaUserPlayerUnitType=F6VIIC
for Turning Point 01/03/43 - 15/06/44
Code:
CurrentFlotilla=9thFlotilla CurrentFlotillaBase=F6Kiel CurrentUPCFlotillaUserPlayerUnitType=F6VIIC41F
for Monsun Gruppe 01/03/43 - 15/06/44
Code:
CurrentFlotilla=7thFlotilla CurrentFlotillaBase=F6LaPallice CurrentUPCFlotillaUserPlayerUnitType=F6VIIC41
for The Final Years 01/07/44 - 09/05/45
Code:
CurrentFlotilla=9thFlotilla CurrentFlotillaBase=F6Wilhelmshaven CurrentUPCFlotillaUserPlayerUnitType=F6VIIC41
Save your changes and now you are ready to continue your career. Start the game, load your modified "Last CW save" , request your secondary mission and patrol grid and happy hunting!

Best regards...
Vecko

Courtesy acknowledgemt to vdr1981 (Vecko)

THEBERBSTER 03-12-14 07:25 PM

TDW's 9 Patches In The Generic File Patcher (GFP)
 
TDW's 9 Patches In The Generic File Patcher (GFP)

If you are missing any patches when installing the GFP for any reason you can use this tutorial to copy any of these patches into your own GFP.

The easiest way to do this is to download the zip file directly to where the patches are seen.


Download Link Here


The first thing to do is open your GFP.
Picture 1 > GFP Menu
https://i.postimg.cc/yNJ38zgS/1-GFP-menu.jpg

Picture 2 > Open the Patches folder.
https://i.postimg.cc/YSg2P2L8/2-Patches-folder.jpg

Picture 3 > Open the SH5 folder
https://i.postimg.cc/cJq0fqk3/3-SH5-folder.jpg

Picture 4 > Shows an empty backup folder and 9 patches as they should be seen.
https://i.postimg.cc/zX99cCwZ/4-patches.jpg

Picture 5 > Zip file showing with the patches
Download the Zip file into this folder.
https://i.postimg.cc/BQZ46kw5/5-download-zip-file.jpg

Picture 6 > Shows the opened Zip file.
The 9 patches showing are in the correct order.
https://i.postimg.cc/FsKXmc7D/6-Open-the-zip-file.jpg

Picture 7 > Highlight the patch you are missing.
This example is showing my game with no missing patches.
Go to the Copy TAB and press it.
https://i.postimg.cc/J40vSL2F/7-highlight-copy-tab.jpg

Picture 8 > OK to confirm.
The patch will copy and increase the number of patches showing.
https://i.postimg.cc/mZX6Yngy/8-OK.jpg

Picture 9 > Exit the zip file unless you are missing more than one path if so repeat the process.
Cut and paste the Zip file to somewhere safe if you want to keep it.
https://i.postimg.cc/pLGD7w3s/9-Exit.jpg

Start the GFP Application exe from the menu (Picture 1).

Picture 10 > You may need to check this unless you are automatically prompted to do so.
https://i.postimg.cc/qqhYhcyT/10.jpg



Courtesy acknowledgement to TheDarkWraith


THEBERBSTER 03-13-14 10:47 AM

TDW's NewUI 7-4-2 Installing It Correctly
 
Last updated 23rd April 2018

This mod more than any other seems to cause a lot of installing problems.
I am referring to where one or more Folders hide behind the Folder that is in view.

Download Link > TheDarkWraith's New UI for SH5 v7.4.2

Picture 1 > TDW’s NewUi_ 7_4_2_TheDarkWraith is a collection of 13 Mods.
https://s22.postimg.org/dudb8t1o1/image.jpghttps://s17.postimg.cc/q02n68ee7/image.jpg

Picture 2> To install this mod correctly create a New Folder.
Download the Zipped Mod File into the New Folder.
Or copy and paste the mod to the New folder if you have already down loaded it.
https://s3.postimg.org/77d3dzoxf/image.jpghttps://s17.postimg.cc/h51svrn1r/image.jpg

Picture 3 > When you unzip the file you will see this.
Click on the Copy Tab to select it
https://s18.postimg.org/43706a5rd/image.jpghttps://s17.postimg.cc/c6eah9e3z/image.jpg

Picture 4 > Press OK to confirm you want to Copy it.

Exit > X.
https://s17.postimg.org/q4tm5fe73/image.jpghttps://s17.postimg.cc/t6x6pzgvj/image.jpg

Picture 5 > You now have 2 items in your New Folder.
https://s11.postimg.org/v3gj2dk83/image.jpghttps://s17.postimg.cc/jmdk33z9b/image.jpg

Picture 6 > Open the Folder and you will see 3 File Folders.
Dials Folder 1 (Also contains 3 Dial’s Folders and a text ‘Readme’)
Mods Folder 2 (Contains the 13 mods)
Texts Folder 3 (In various languages shows you how the NewUI is set up)
https://s22.postimg.org/3so6ymkkx/image.jpg
https://s17.postimg.cc/niqvz4f3z/image.jpg

Picture 7 > Open the Mods Folder and you will see the 13 mods.
You can copy and paste any additional mods behind the Main Base Mod (No3).
If you intend to use Real Navigation make sure this is not over written by any other enabled mod.

https://s21.postimg.org/wxw9khvd3/image.jpghttps://s17.postimg.cc/iwurqsofz/image.jpg

Picture 8 > Copy and Paste Mod number 3 to your JSGME Mods Folder.

https://s17.postimg.org/mrbq81z9b/image.jpghttps://s17.postimg.cc/536f1rqpr/image.jpg

Picture 9 > Go to your JSGME Mods Folder and open the NewUi Mod.

You should now see this.
You can now Enable the Mod in JSGME.
https://s17.postimg.org/hfy2gwi0v/image.jpghttps://s17.postimg.cc/8mscrm3q7/image.jpg

Snapshot gps file for TDW’s New Ui 7-4-2 Mod

Snapshot gps file for 7-4-2 Mod
Download the Zip file
Extract or Copy to the Generic Patcher Snapshot folder.
Select Restore.


Always check Mod’s for additional information in the Text Documents.

Important You Now Need To Make The Following Change
In order to receive debug messages from the ship's journal feature of the mod you need to ensure the following Developing is set out below in your:

Documents
SH5
Data
Cfg
Main

DEVELOPING Change this to
Modding=Yes > remove ;
;MenuEditor=Yes
;DebugScripts=Yes

THEBERBSTER 03-13-14 12:40 PM

How To Get Fuel With No Re-supply
 
Last updated 5th October 2017

No Fuel - Run Out - No re-supply - Here is how to get some.

1. Save your game and note the time that you saved it.
2. Exit to your ‘Desktop’.
3. You need to find your ‘Document Folder’
4. The path may look something like this:
5. C:\Libraries\Documents\SH5\data\cfg\SaveGames
6. Look for your last ‘Saved Game’ by looking at the ‘Time and Dates’ of the ‘File Saves.’
7. Open the ‘Folder’
8. Now look for the ‘cfg File’ ‘GameplaySettings.’
9. Double click on it to open it, or open with the ‘Notepad’
10. Change the line that shows ’Limited Fuel’
11. You will now see the following:

[Current]
LimitedBatteries=true
LimitedCompressedAir=true
LimitedO2=true
LimitedFuel=true <<<<<<<<<<< Change ‘true’ to ‘false’
RealisticRepairTime=true
ManualTargetingSystem=true
NoMapUpdate=true
RealisticSensors=true
DudTorpedoes=true
RealisticReload=true
NoEventCamera=true
NoExternalView=false
NoStabilizeView=true
MPShowPlayerNames=false
MPShowTorpedoes=false
NoShipHealthBar=true
NoGunProjectilePath=true

12. Go to ‘File or Exit.’

13. ‘Save’
14 Now repeat the same proces for this 'Saved Game File 0000000'
15. When you now load your last ‘Saved Game’ you will have ‘Unlimited Fuel’
16. When you next reach a ‘Port’ or the ‘Bunker’ just reverse the process.

Tip
If you shade this information and then copy and paste it to your PC Notepad you can then edit it.

THEBERBSTER 03-13-14 06:29 PM

Crew Commands & Icon Positions For TDW's NewUI
 
Last updated 29th May 2015

Crew Commands And Icon Positions For TDW’s NewUI

Icons are read from Left to Right.

Shortcuts showing are based on the 'Stock Keyboard' W –A – S - D

Crew Icon >1< Chief Engineer.
Icon >1<> Propulsion.
1. Standard Propulsion.
2. Recharge Batteries.
3. Rig For Silent Running (Z Key or F8).
4. Secure From Silent Running (Press Z Key again or F8).
5. Raise Snorkel.
6. Lower Snorkel .

Icon >2<> Manoeuvers (Only When Submerged.)
1. Knuckle Port.
Hard to Port on the Rudder.
Heading change of 90 degrees then a reduction in speed to Ahead Slow.
2. Double Knuckle Port.
Same as Knuckle Port but has 2 x 90 degrees Heading Changes.

3. Knuckle Starboard.
Hard to Starboard on the Rudder.
Heading change of 90 degrees then a reduction in speed to Ahead Slow.
4. Double Knuckle Starboard.
Same as Knuckle Starboard but has 2 x 90 degrees Heading Changes.

5. Deploy Decoys.

Icon >3<> Reports.
Sub Systems.
Opens the Sub System Screen.


Icon >4<> Clock (O Key).
Icon >5<> Activate Damage Control Team.
Icon >6<> Teleport.

Crew Icon >2< Navigator.
1. Plot Course.
2. Return To Course.
3. Toggle Mini-Map Nomograph On/Off Map.
4. Toggle Sextant On/Off.

Icon>5<> Reports.
1. Maximum Range At Current Speed.
2. Time To Course End.
3. Range To Course End.
4. Weather .
5. Report Fix (Lat & Long) Via Celestial.
6. Report Fix (Lat & Long) Via Dead Reckoning.
7. Show Last Fix On Maps.


Icon >6<> Depth Under Keel.
Icon >7<> Heading To View.
Icon >8<> View To Heading.
Icon >9<> Clock (O Key).
Icon >10<>Teleport.

Crew Icon >3< Gunner.
Icon >1 <> Torpedo Attack.
1. Ships Identification.
2. Solution.
3. Fire Torpedo.
4. Tube Status.
5. Take Photo.


Icon >2 <> Choose Torpedo Target.
1. Nearest Ship.
2. Nearest Warship.
3. Nearest Merchant.
4. Recommended Target.


Icon >3 <> Weapons Management (H Key).
Opens the Sub System Screen.

Icon >4 <> Follow Selected Target.
Locks the Periscope on the Target and follows it’s movement.


Icon >5 <> Determine Targets Speed.
Set the Targets AOB & Distance in TDC before enabling and before every use.

Icon >6 <> Depth Under Keel.
Icon >7 <> Deploy Decoys.
Icon >8 <> Clock (O Key).
Icon >9 <> Teleport.

Crew Icon >4< Sound Guy
Icon 1 <> Report.
1. Repeat Last Report.
2. Report On Nearest Contact
3. Report On Nearest Warship Contact.

Icon >2 <> Hydrophone.
1. Normal Sweep.
2. Follow Nearest Sound Contact.
3. Follow Nearest Sound Warship Contact.
4. Send Bearing To TDC.
5. Send Range To TDC.
6. Hydrophone Follow Nearest Contact.
Locks the Hydrophone on Nearest Contact and Follows its movements.


Icon >3<> Hydrophone Follow Nearest Contact.
Locks the Hydrophone on Nearest Contact and Follows its movements.

Icon >4<> Sonar.
1. Estimate Range To Target.
2. Precise Range To Target.


Icon >5<> Clock (O Key).
Icon >6<> Teleport.

Crew >Icon >5< Radio Guy.
Icon >1<> Report.
1. Report Contacts.
2. Send Contact Report.
3. Send Patrol Report.
4. Send Weather Report.
5. Report Nearest Radio Contact.


Icon >2<> Captains Log.
Icon >3<> Radar.
1. One Sweep.
2. Continuous Sweep.

3. Constant Bearing.
4. Radar Short Range.
5. Radar Medium Range.
6. Not Available.


Icon >4<> Gramophone.
Icon >5<> Radio.
Icon >6<> Clock (O Key).
Icon >7<> Teleport.

Crew>Icon >6< Watch Officer.
Icon >1< Choose Deck Gun.

1. Nearest Ship.
2. Nearest Warship.
3. Nearest Merchant.
4. Recommended Target.


Icon >2<> Crew On Deck.
1. Man The Deck Gun (F5).
2. Man The Flak Gun (F6).
3. Man The Deck & Flak Guns.

4. Watch Crew.

Icon >3<> Weapons Management.
Opens the Sub System Screen.


Icon >4<> Deck Gun (F5 Key).
1. Fire At Will.
2. Hold Fire.
3. Fire At Short Range.
4. Fire At Medium Range.
5. Fire At Long Range.
6. Aim For Command Deck.
7. Aim For Weapons.
8. Aim For Waterline.
9. Aim For Hull.


Icon >5<> Flak Gun (F6 Key).
1. Fire At Will.
2. Hold Fire.
3. Fire At Short Range.
4. Fire At Medium Range.
5. Fire At Long Range.
6. Target Fighters.
7. Target Bombers.
8. Target Any Aircraft.
9. Engage Closing Targets.
10. Engage Any Targets.


Icon >6<> Nearest Visual Contact.
Icon >7<> Battle Stations (F7 Key).
Icon >8<> Heading To View.
Icon >9<> View To Heading.

Icon >10<> Follow Selected Target.
Locks the Periscope on the Target and Follows it’s movement Horizontally.
Can be used on Ships and Planes.


Icon >11<> Teleport.

Courtesy acknowledgement to TheDarkWraith

Tip
If you shade this information and then copy and paste it to your PC Notepad you can then edit it.

THEBERBSTER 03-15-14 01:38 PM

JSGME Mod Validator Instructions
 
Last updated 5th October 2017

How To Use The “JSGME Mod Validator”

1. Go to your Silent Hunter 5 Main Folder.’
2. Open the data Folder.
3. Open the Application Folder.
4. Open the JSGME ModValidator Folder.
5. Open the JSGMEModValidator Application.
6. Select SH5.
7. Select Ok.
8. Specify Path.
9. No.
10. The Validator will now start to work and you will see all the Enabled Mods.
11. It will show if the mods have been installed correctly.
12. It will show Determining Each Mods Conflicts Conflicting Files.
13. This is shown by using the codes D – A – W – S



THEBERBSTER 03-15-14 01:47 PM

Silent Hunter Mod Validator Instructions
 
Last updated 5th October 2017

How To Use The Silent Hunter Validator

1. Go to your ‘Mods Folder.’
2. The ‘SH Validator’ is inside ‘TDW,s NewUI Base Mod.’
3. Open the ‘Base Mod’ (i.e.7_4_2)
4. Open the ‘Data Folder.’
5. Open the ‘Application Folder.’
6. Open the ‘SH5 Validator Folder.’ >7th Folder
7. Open the ‘SHValidator’ ‘Application.’
8. Select ‘SH5.’
9. ‘Ok’ it.
10. If you want to find the path yourself then click on ‘Yes.’
11. Go to your ‘Main’ ‘Silent Hunter 5 Folder’ (but do not open it.)
12. ‘Ok’ it.

The following will be ‘Validated.’
Countries
Classes
Campaigns
Saved Campaigns
Roster
Def

When the “Validation” has completed if it has found any “Errors” you can review “The Log For Errors”
“Errors” are denoted by leading “*********”
You will then be offered to “Generate a Log File”.
“Ok” to generate one.
This will allow you to give the “Log” a “File Name” of your choice and also where you want to put it.
“Save” it
You will get a “Confirmation” “Save Created Successfully”
“Ok” it

This is held as a “Text File” that you can then view the status of all the files that were logged.


Tip
If you shade this Tutorial and then copy and paste it to your PC Notepad you can then edit it.

THEBERBSTER 03-17-14 07:53 AM

Installing Gramophone Music
 
Last updated 20th January 2017

How To Install Gramophone Tracks Correctly

1. Music Mods should not be installed in JSGME but are directly installed in the > Gramophone Folder.
2. Make a > New Folder < and download the Music Mod Zipped File to this New Folder.
3. Open the > Zip File and you will see a Folder containing the Music Tracks.
4. Click on the > Copy Tab above and accept > OK.
5. The Music Folder has now gone to your New Folder and is parallel to your Zip File.
6. Now open the Music Folder.

7. You should now be seeing all the Music Tracks that was in the Music Folder.
8. Now is a good time to decide whether you want to keep all of the Music Tracks or just some of them.
9. Pressing on any Music Track will start the music.
10. Delete any Music Tracks that you do not want to keep.
11. When you are done it is now time to move the Music Tracks.
12. The Music Folder usually contains one of two types of Music Files, although sometimes they maybe a mixture of both,‘Mp3’ and ‘ogg’ files.
13. Now Highlight the First Track by using the > Shift Key.
14. Keep holding down the > Shift Key and go to the > Last Music Track.
15. All of the Music Tracks should now be Highlighted.
16. Now > Right Click your Mouse and select > Copy.
17. Go to the > Ubisoft Folder.
18. Go to > Silent Hunter 5 Folder.
19. Go to the > data Folder.
20. Go to the > Sound Folder.
21. Open the > Gramophone Folder.
22. Now > Right Click your Mouse and select > Paste.
That’s it, all your Music Tracks are now in the right place.

If you want to mix your music up before you start your game then download the Gramophone Shuffler mod and put in JSGME.

Download Link to mod.
http://www.subsim.com/radioroom/downloads.php?do=file&id=1578

The Document Instructions will tell you how to set it up.

Tip
If you shade this Tutorial and then copy and paste it to your PC Notepad you can then edit it.

THEBERBSTER 03-20-14 07:41 AM

Stop Those Circling Torpedoes
 
Last updated 5th October 2017

How To Stop Your Torpedoes From Driving You Round The Bend

You have correctly enabled all the ‘Torpedo Patches’ in ‘TDW’s Generic File Patcher’ but you still see the ‘Torpedoes’ are not going straight.

The fix is here > Download Link:
FX_Update_0_0_22_ByTheDarkWraith

Playing with Mods
You need the 1st and the 3rd Folders that you will find inside another Folder called Mods.
FX Update 0_0_22 ByTheDarkWraith
Picture 1
https://i.postimg.cc/gkf5t62g/1.jpg

FX Update 0_0_22 Torpedoes (Modified for Torpedo Failure Patches)
Picture 2
https://i.postimg.cc/HWfDRNS0/2.jpg

Playing the Stock/Vanilla Game Without Mods.
You need the 1st and the 5th Folder that you will find inside another Folder called Mods.
FX Update 0_0_22 ByTheDarkWraith
Picture 3
https://i.postimg.cc/gkf5t62g/1.jpg

FX Update 0_0_22_Stock_Torpedoes (Modified for Torpedo Failure Patches)
Picture 4
https://i.postimg.cc/T1HwvJ4L/4.jpg


Johnson0311 03-21-14 12:40 AM

So frustrated. I've spent hours following your well laid out instructions. I load the game and it immediately freezes and sends me to the desktop. :/\\!!

THEBERBSTER 03-21-14 05:21 AM

Hi Johnson

Tell me exactly what the problem is and I will help you.

Peter

ReallyDedPoet 03-21-14 06:57 AM

Great work here THEBERBSTER :yep::up:

THEBERBSTER 03-21-14 07:27 AM

Beginners Guide To Manual Targeting Fast 90 Degree Attack Setup
 
Last updated 15th March 2019

Beginners Guide To Manual Targeting Fast 90 Degree Attack Setup

A Fast 90 Attack or similar terminology you may have heard of but not really understood what this actually means.
The easiest way to explain this is taking up an attack position which will give a high percentage result where you only need 3 essentials.
The Targets Speed.
Torpedo Speed.
Correct Gyro Angles of 0 of your U-Boat course to the Targets course.

You do not need to identify or lock the Target unless you wish to get information from the Recognition Manual.
Drawing a line from the Target past your U-boat gives you his Course.
You take up a position using the Protractor so you are at an angle of 90 at about 800 to 1000 meters to his Course Line.
With the Periscope at 0 you have an AOB of 90.
You cannot shoot at that angle because by the time your Torpedo arrives the Target will have passed and you will always miss.

Click the TDC Button to go to Manual Input.
Put the Periscope at 0.
I will assume you know how to get the Target’s speed.
Enter the Targets Speed in the TDC.
Move the AOB Dial to 90 at the Periscopes 0 Bearing.
Check whether you are entering the correct direction Port or Starboard.
Your ideal firing position should be around 800 to a 1000 meters away.
A Range must be entered in the TDC even though it is not a factor in setting up the attack, it just means something has to be entered to complete setting up the TDC.
Click on the Button to close Manual TDC.

You will notice that the AOB Dial you set at 90 will adjust as you move the Periscope automatically.
Set the Torpedo Speed ideally to fast.

Reset the Periscope Bearing so the 2 Gyro Angle Dials are both pointing at 0.
Depending on the Torpedo Speed entered will determine the number of degrees the periscope needs to be moved to align the TDC Gyro Angles to 0.

You Fire the Torpedoes when the Target passes across the Periscopes Vertical Cross Hair.
You need to set a depth for the Torpedoes.
You can do this by sizing how big the target is or by using the Recognition Manuals information.

Remember, the Tube Doors must be open and ready or the Attack will fail when the Fire Button is pressed.
That's it done.


gap 03-21-14 11:11 AM

Great thread. Well done THEBERBSTER :yeah:

THEBERBSTER 03-22-14 08:30 AM

Intercepting A Convoy Having Received BDU Radio Message By Stoianm
 
Last updated 31st December 2014

This Tutorial has been written to work with ‘Stoianm’s 3 part video’s ‘How to Intercept a Convoy Received By Radio from BDU in SH5.’

This Tutorial is played ‘With’Real Navigation’. This means the U-Boat’s current position will not be known until the Navigator plots a new one.

If you are playing ‘With’No Map Contacts’ then you may also find this ‘Tutorial’ useful.

My Documented part of this ‘Tutorial’ will assist you in your own ‘Game Play’ to tell you when to make the right movements and calculations.

Video Part 1 of 3 (10 minutes)

https://www.youtube.com/watch?v=iRuVGPKrj7A

BDU Information Received

A BDU Radio message was received at 14.28 hours (11 minutes ago)

Convoy Speed > 10 Knots

Convoy Course > 306 degrees.

U-Boat Information from the Navigator

U-Boat’s Compass Heading > 276 degrees

Range to Convoy > 86 Km

Bearing > -114 degrees (Port Side)

True Bearing > 161 degrees.

Periscope Bearing > 246 degrees.

It is important that we start plotting as soon as possible. This can be done with the ‘Game Paused.’

1. Take the ‘Ruler’ and draw the U-Boat’s ‘Heading’ of 276 degrees.

2. Take the ‘Protractor’ and draw the ‘Bearings’ 114 degrees out to the left side.

3. Take the ‘Compass’ and place it on the U-Boat and draw out the ‘Range 86 Km’ alongside the ‘Bearing Line.’

4. Take the ‘Marker’ and mark an ‘X’ on the ‘Bearing Line’ where the ‘Compass Circle’ crosses it.

5. To know where to intercept the ‘Target’ we use what is known as the ‘Multiplication Factor Formula.’

6. This is the distance from the ‘U-Boat’ and the ‘Targets distance 86 Km.’ It is divided by 86/100 = 0.86 x 3.33 = 2.86 MF (Multiplication Factor.)

7. Take the ‘Ruler’ and from the ‘X’ mark on the ‘Bearing Line’ draw out the ‘Targets Course’ of 306 degrees.

8. We know the ‘Convoys speed is 10 Knots.’

9. The calculation is going to be 2.86 MF x 10 Knots = 28.6 Km.

10. Take the ‘Marker’ and mark an ‘X’ 28.6 Km along the ‘Convoy Course Line.’

Video Part 2 of 3 (10 minutes)

https://www.youtube.com/watch?v=Jt-i3iOdY4E

11. We now need to get the U-Boat’s calculaton.

12. MF 2.86 x Our Speed 15 Knots at ‘Ahead Flank Speed’ = 42.9 Km.

13. From the 28.6 Km mark on the ‘Convoy Course Line’ take the ‘Compass’ and draw out 42.9 Km.

14. ‘Erase’ previous ‘Compass Circle.’

15. Where the ‘Compass Circle’ crosses the ‘U-Boat Bearing Line’ take the ‘Marker’ and place an ‘X.’

16. Now we need to take the ‘Protractor’ to make an angle from the ‘X’ mark on the ‘Convoy’s Course Line’ to the ‘X’ mark we have just made on the ‘Bearing Line.’

17. This shows us that the angle is ’23 degrees.’

18. We need to use this angle of 23 degrees so that we can get an intercept point on the ‘Convoy’s Course Line.’

19. Take the ‘Protractor’ and draw out 23 degrees from the U-Boat so it goes through the ‘Convoy’s Course Line.’

20. Take the ‘Marker’ and mark an ‘X’ where the lines intercept.

21. Take the ‘Eraser’ and remove all except ‘Convoy’s Course Line’ and the two ‘X’ marks.

22. The next thing we need to know is how long will it take to reach the ‘Target.’

23. Taking the ‘Compass’ and measuring the distance between the two ‘X’ marks shows that it is ‘39.3 Km.’

24. Looking at the ‘Speed Charts’ shows that the time to travel this distance is around 2 hours and 10 minutes.

25. Looking at the U-Boat clock is showing 14.28 hours.

26. 14.28 + 2.10 = 16.38 rounded to 16.40 hours.

27. To find our heading we take the ‘Ruler’ from the U-Boat down to the intercept ‘X’ mark.

28. (Alternative Option) You could of course at this point head straight down to the ‘Convoy’s Course Line’ from where you are and set up a 90 degree firing position and just wait the extra time for the ‘Convoy’ to reach you.

29. (Resuming Our Plan Of Action) This shows we need to change course to ‘185 degrees.’

30. Order ‘Ahead Flank.’

Video Part 3 of 3 (10 minutes)

https://www.youtube.com/watch?v=jezfTrUtaKE

31. Change the ‘Message Box’ icon to ‘1TC.’

32. This is the 1st icon on the right next to the digital clock.

33. You can now use some ‘Time Compression’ but need to keep an eye on the clock.

34. At 16.00 Hours the ‘Navigator’ will automatically give a new positional fix.

35. At 16.20 hours we will order the ‘Navigator’ to fix our position.

36. We will ‘Stop’ at 16.30 hours.

37. The ‘Message Box’ is showing ‘Task Force Sighted.’

38. Go to the ’Watch Officer Icon 1’ (from right to left).

39. Go to ‘Icon 6’ ‘Nearest Visual Contact.’

40. He has now given us a bearing of ‘266 degrees’ and a range of ‘2600 meters.’

41. Order the ‘Navigator’ to give a new position fix.

42. Is it time to ‘Submerge.’

43. Your decision ‘Captain.’

44. Good Hunting.

If the speed is not shown in the ‘Message Box’ but shows ‘Slow – Medium or Fast’ always take the fastest relative speed. It is better to be early rather than late.

Courtesy acknowledgement to Stoianm

Tip
If you shade this Tutorial and then copy and paste it to your PC Notepad you can then edit it.

THEBERBSTER 03-22-14 04:33 PM

J.P.C. 45 Degree Method SHV Revised For Tutorial
 
Last updated 10th September 2017
This John P Cromwell 45
method adapted from imperial to metric for SH5 is very useful when used against convoys, especially if you are one of those gamers who like to get inside a convoy between the lanes.

Unlike the 90 shoot where you are in front of the first convoy lane and you want to get to a target in a different lane it is quite easy to hit the wrong target.

Another advantage with this method especially if you are using the G7e type torpedo is evading the escorts who will expect the attack coming from 90 and are likely to search for you in the wrong place which can buy you some valuable time.

The formula used is the same whether the target’s speed is 5 or 25 knots.
The 2 angles always remain constant as you will see as you use it.

Getting the Target’s speed using the 3 minutes and 15 seconds method.
1. Mark an X on the targets bow.
2. Run the 3 minutes and 15 second speed method.
3. Mark an X on the targets bow again.
4. Measure the distance to both X marks i.e. 600 metres = 6 knots.
5. Draw a line through both the X Marks to make a course (TCL) past the U-boat.
6. Place a 45 angle on the top of the TCL at a convenient place.
7. Move the U-boat on to 45 line if possible or parallel to it.
8. Use the Formula below for the attack.

This is the Formula used by making a separate diagram on the navigation map. This is for reference purposes only as this has already been done for you.
1. Draw the targets covered distance i.e. 600 metres.
2. Using the protractor place the 45angle so it rests on top of the end of the 600 metres nearest to your boat.
3. Take the Ruler and draw a line for the nearest torpedo range that you are going to use 1,700 metres.
4. The calculation is Torpedo speed Slow 28 knots x Targets speed 6 knots = 1,680 metres.
5. Place the ruler on top of the 45protractor angle and draw out 1,700 metres.
6. Take the ruler again from the other end of the 600 metres line and draw out so it reaches the 1,700 metres line.
7. Carefully make sure that each end of the line on the end the 600 metre line and the other end on top of the 1,700 metres lines is correctly placed.
8. With the protractor make an angle on top of the 2 lines = 12 (Starboard).
9. This 12 angle is used for setting the AOB.
10. Move the periscope until it shows 0 = 45
11. The firing point is 360 – 12 = 348 on the periscope bearing with the 2 Gyro dials vertical.
12. The AOB always starts at 45 whether Port or Starboard.
13. The AOB calculation is 45 - 12 = 33 AOB Starboard in this scenario.

Entering the data in the TDC.
1. In this scenario the target is coming from the left to right (Starboard)
2. The targets speed we know is 6 knots.
3. The torpedo speed is Slow = 28 knots for both G7a and G7e type torpedoes.
4. Enter the data in to the TDC with the periscope bearing on 0.
5. Enter the AOB as 45on the 0 periscope bearing.
6. With the TDC closed move the 0 bearing until you see both the 2 Gyro angle dials vertical.
7. The bearing showing is the firing point.
8. As soon as the periscope is moved the TDC will recalculate the new data automatically.
9. A range to the Target needs to entered in the TDC but has no effect in the solution.

Torpedo speeds (Multiply the torpedo speed by targets speed)
G7a 44 knots = Fast.
G7a 40 knots = Medium
G7a and G7e 28 knots = Slow


45 Attack Angle Attack > Targets speed based on 3 minutes and 15 seconds.

Formula
G7a and G7e Torpedo Speed Slow 28 Knots > AOB 45-12=33 Port or Starboard
Periscope Bearing Starboard >360-12=348
Periscope Bearing Port >0+12

G7a Torpedo Speed Medium 40 Knots > AOB 45-9ᴼ=36 Port or Starboard
Periscope Bearing Starboard > 360
-9=351
Periscope Bearing Port >
0+9

G7a Torpedo Speed Fast 44 Knots > AOB 45-8=37 Port or Starboard
Periscope Bearing Starboard > 360
-8=352
Periscope Bearing Port > 0
+8

The easiest way to set your AOB is when the periscope bearing is showing
0and you can easily enter 45ᴼ in the AOB dial.
Port <-- is the target traveling from Right to Left.
Starboard - -> the target is traveling from Left to Right.
It is important that the periscope bearing needs to be adjusted until both of the gyro dials needles are vertical to give you the 45 shoot. (J.P.C. is an Imperial method converted here for Metric use.)

If you would like to see this method in action then there is a tutorial here although unfortunately the quality is not particularly good but you will at least see how things evolve.
https://www.youtube.com/watch?v=YYmQoe_LYEM

Picture 1 > Setting out the convoy lanes.
https://i.postimg.cc/Cx6xZ7hc/1-Sett...nvoy-lanes.jpg

Picture 2 > Setting the angle with the protractor.
The distance to the second convoy lane is 2,400 metres and is within the range for using G7e torpedoes.
This
45angle will put you closer to the first convoy lane, so you need to be aware if there is an escort close enough it may pick you up.
This is why I would advise using this method inside a convoy as this will maximise your potential.
https://i.postimg.cc/mk653PPW/2-Sett...protractor.jpg

Picture 3 > The periscope bearing is on
0
The AOB will be entered as -45

The convoy is moving from right to left = Port

https://i.postimg.cc/nzSkg6pv/3-The-...e-45-degre.jpg

Picture 4 > The speed 9 knots and range 2,400 metres have been entered in the TDC
The periscope and TDC bearing is showing 17
as it is being tracked.
Taking the target off being tracked and moving the periscope to the 12
firing position you can then fire each torpedo where you want it to hit the target as it crosses the periscopes cross hair.
The G7e solution is 28 knots x targets speed 9 knots = formula 252 (2,520 metres)
This has already been worked out as 12
is when the torpedoes are fired.
https://i.postimg.cc/hGPZY8VR/4-The-...entered-in.jpg

Picture 5 > G7e torpedo 1 impacting on the target.
https://i.postimg.cc/XqwgqX9g/5-G7e-...the-target.jpg

Picture 6 >
G7e torpedo 2 impacting on the target.
https://i.postimg.cc/XqwgqX9g/5-G7e-...the-target.jpg

Courtesy acknowledgement to RockinRobbins

THEBERBSTER 03-24-14 10:41 AM

TDW'sGeneric File Patcher Replacing My Old One With A New One
 
Last updated 20th April 2015 .

DO NOT USE THIS TUTORIAL IF YOU ARE USING Vdr's The Wolves Of Steel Mega Mod

I Have Seen A New Patcher What Do I Need To Do?

Follow the instructions Taking A Snapshot.

Post #62 TDW’s Generic File Patcher > Taking A Snapshot > Disabling Patches > Restoring A Snapshot

Install the New Patcher carrying out the installation instructions.

Post # 2 Installing TDW's Generic File Patcher

Select Restore Snapshot From Tutorial Post #62.

This is the Snapshot that is in your Old Patcher Snapshot Folder.

When the Patches have Restored on the New Patcher.

Take a New Snapshot.

Do I need to keep my Old Patcher?


Only if you are sentimental.

Other Generic File Patcher Posts

Post # 2 Installing TDW's Generic File Patcher

Post #3 How To Make Changes In TDW's Generic File Patcher And Run Administrator

Post #41 TDW's Generic File Patcher Changing The Map Colours

Post #56 TDW’s Generic File Patcher Illustrated Settings You Can Use in Yours

Post #62 TDW’s Generic File Patcher > Taking A Snapshot > Disabling Patches > Restoring A Snapshot

Courtesy acknowledgement to TheDarkWraith


THEBERBSTER 03-25-14 08:32 AM

How To Enable Decks Awash
 
Last updated 14th May 2015

To be able to use Decks Awash in your game you need to have installed TDW’s Generic File Patcher (GFP)(Tutorial Post #2)


You also need to have installed TDW’s Options File Editor Viewer (OFEV)(Tutorial Post #6)

Picture 1 shows the GFP patch that needs to be enabled.
Picture 1
https://i.postimg.cc/6pp48zZP/Picture-1.jpg

In the OFEV go to the Patches Tab (Picture 2)
Is Patch Decks Awash installed shows False (Picture 2)
Picture 2
https://i.postimg.cc/wBdKW4kf/Picture-2.jpg

Clicking on False opens the Edit Option (Picture 3)
Picture 3
https://i.postimg.cc/T3MHGLWh/Picture-3-false.jpg

Click on the True Button (Picture 4)
Picture 4
https://i.postimg.cc/jShVFQkR/Picture-4-true.jpg

Now press Accept to confirm the change (Picture 5)
Picture 5
https://i.postimg.cc/tCh8sNbF/Picture-5-accept.jpg

This takes you back to the Patches Tab where you can see the previous False is now showing True (Picture 6)
Picture 6
https://i.postimg.cc/1RDvBRdQ/Picture-6-confirmed.jpg

Picture 7 shows the Patch expanded showing the Decks Awash details.
Changing the default depth 7.00 is likely to stop the Diesel Engines and start running the Electric Engines on the Surface. (Picture 7)
Picture 7
https://i.postimg.cc/Z5QPZXQH/Picture-7-expanded.jpg

To keep the change made.
Go to > File

Select > Save
Exit

Courtesy acknowledgement to TheDarkWraith

TIP
If you shade this information and then copy and paste it to your PC Notepad you can then edit it.

THEBERBSTER 03-25-14 05:47 PM

How To Change The Map And Tool Colors In TDW'S Generic File Patcher
 
Last updated 28th June 2018

How To Change The Map And Tool Colors in TDW’s Generic File Patcher (GFP)

Open the GFP application by clicking on the Mickey Mouse Icon.

Picture 1 > Click on File.
https://i.postimg.cc/3r6Dk21r/1.jpg

Picture 2 > Click on Open.
https://i.postimg.cc/Nfm7YNtv/2.jpg

Picture 3 > Shows the first of 9 patcher prompts, Click on Yes to accept each one.
https://i.postimg.cc/vHFfPWVq/3.jpg

Picture 4 > Patcher 4 is highlighted.
Click the + showing in the box to open the patch.
https://i.postimg.cc/gJLLsJkb/4.jpg

Picture 5 > The Map Colour Patch is highlighted.
https://i.postimg.cc/s2qvMrP6/5.jpg

Picture 6 > Click the + in the square box.
https://i.postimg.cc/FsN1dGc4/6.jpg

Picture 7 > Shows the 16 patches.
https://i.postimg.cc/fWjRNXPg/7.jpg

Picture 8 > In this tutorial I am going to make a change to the colour in Change 1 by clicking the + in the square box or by double clicking on Change 1.
https://i.postimg.cc/FKLhnJcp/8.jpg

Picture 9 > Double click on Is Color: True.
https://i.postimg.cc/zG9rWXMg/9.jpg

Picture 10 > Click on the your selected Colour. (Tutorial shows Black)
https://i.postimg.cc/DwbV23Zy/10.jpg

Picture 11 > Click Ok.
https://i.postimg.cc/vmdKb1k3/11.jpg

Picture 12 > Double click on Enabled: False.
https://i.postimg.cc/T1Z90FXC/12.jpg

Picture 13 > You will now get the Verification Box.
Click on Yes to accept the change.
https://i.postimg.cc/pLv7thgk/13.jpg

Picture 14 > Shows the previous Enabled: False has changed to Enabled: True.
https://i.postimg.cc/h473z1np/14.jpg

Picture 15 > When finished making any further GFP changes just click on the Red X to Close/Exit.
https://i.postimg.cc/pV8qXVQS/15.jpg

It is quite normal the next time you go back to the GFP to see the Map Colour is showing the Red Disabled symbol again.
This does not affect your already saved selections.

Courtesy acknowledgement to TheDarkWraith
TIP
If you shade this information and then copy and paste it to your PC Notepad you can then edit it.


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