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Vodo77 02-08-15 05:06 PM

Vodo's newbie questions
 
Ok, i'm currently running my fisrt campaign of SH4 (uboat add on), and even if i read a lot of topics in this forum, i still have a few questions, i will post them all here, and make another topic in the add on forum when the question is related to u boats.

SH4 on steam (i promise it's my last purchase on steam...), no mods installed (first run, i'll see what mods i want after, and if i have to buy a hard copy to install them).

My campaign is on 88% realism (i kept the contact updates), started at penang on uboat add on.
So let's start with 2 questions:

-about saving: i just want to make sure, it is recommended to save on surface, away from contacts and harbors, and not saving while on the map, right?
-also, i took the habit of marking all reported contacts on the map, does it cause any problem?

-more generaly, how should i deal with patrols? right now i'm on my 3rd patrol, and now i try to do as many missions as i can, if i run out of torps i return to base and end it, if i get a "no missions available" message and still have torps, i'll hunt a bit on my way back.
Am i correct or should i refit and be more agressive (on the first 2 patrols, i had like 50/60k tonnage and 3 or 4 missions done)

fireftr18 02-08-15 07:39 PM

Welcome aboard Vodo77! :salute: We're always happy to get new members to harrass, er, I mean share our vast wealth of knowledge.

First, your save question. Those guidelines were for older computers where there were problems with the saves. I didn't have any problems if I didn't follow them precisely.
The most important thing you need to remember, is to save in a different file each time. Continuous save overwrites will cause files to become corrupted. I save while in port using my name, example "fireftr." While on patrol, I simply add a number, example "fireftr1, fireftr2," etc. This is independent of your computer hardware and is still true.

The patrol question. There is a lot on here about when to finish a patrol and how to go about doing one. It's really all up to you and how you want play. I don't refit, I use up torps then head back, or head back when fuel is getting low.

It is up to you when to go to the mods. I suggest when you're comfortable with the mechanics of the simulation, go ahead and mod. The mods really make it a great game.

Now join the crew polishing the propellers.

THEBERBSTER 02-08-15 08:05 PM

A Warm Welcome To The Subsim Community > vodo77 :subsim:


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If You Are New To Subsim or Silent Hunter My Thread Link Might Save You Some Time. :salute:


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Vodo77 02-09-15 05:44 PM

Thank you guys.

Nice to know about the saves, i usualy run on a few different saves, but overwrite them as i progress, i'll avoid that now.

On mods, as i said, not for this run. I want to see what a normal campaign looks like first.
And i had a lot of trouble making SH4 run on my pc, steam or 32 bit win 7 or both being the cause, i guess. So ... not touching it right now ;)

Next question will be about visibility/stealth:

Say i'm surfaced and have a target on visual. If i select him on the map, a circle will appear around him. I suppose it's his vision range, right?
Because i already had a case where i moved close but outside a tanker's circle while surfaced (his circle was approx 7km and i was 8km from him), yet he probably saw me because he started zigzagging.
It was clear daylight, which i guess didn't help me, but how can i know when i'm seen and when i'm not?

Then, let's say i'm in position, submerged. If my attack needs the periscope, i will have to get it out at some point. how do i know my target won't see the periscope?

And last, a small question about identifying targets. does the game keep identifications when i submerge or retract the periscope?
I had this problem on a small convoy recently: in position, periscope up, ID a T3 tanker to get his speed, periscope down and wait a bit. Periscope up again, i had to re-ID him, still far so periscope down and waited again. third time i had to re-ID him again. It was tedious ^^

fireftr18 02-09-15 11:03 PM

If you're having trouble with running it in win7, install into it's own directory, not the "x86" directory. Right click the shortcut icon, under properties, set it to run in compatability mode for win xp. I run win7 and don't have any trouble.
Quick answer to your question about being seen, there is no way to know if you're seen or not, as in real life.
You're question about id'ing targets, if you remember the details, then just re-enter them. Once you take the periscope off the target, the TDC loses the tracking of the target. It takes a bit of practice, but it does get easier. Someone who uses manual targeting more will be able to give you a better answer.

Crannogman 02-09-15 11:19 PM

It may help you to hit the GFC button to activate the position keeper - think it remembers your target ID

TorpX 02-10-15 12:14 AM

I don't recall ever having to re-ID targets, but I use RFB and no map-contacts, so maybe that makes a difference. You may have to "lock-on" the targets (?); not sure about that.

HertogJan 02-10-15 04:06 AM

Quote:

Originally Posted by Vodo77 (Post 2286054)
Then, let's say i'm in position, submerged. If my attack needs the periscope, i will have to get it out at some point. how do i know my target won't see the periscope?

You'll know when they start zigzagging, other than that when it comes to merchants you don't.
For escorts.. easy... they'll come after you when they spotted you.

If you're on a attack run against a merchant going below 3knts they'll probably won't see you, it all depends on weather conditions.

For escorts its a whole different story... there is a thread out on the forum explaining sonar and stuff... can't remember the thread tho.


Quote:

Originally Posted by Vodo77 (Post 2286054)
And last, a small question about identifying targets. does the game keep identifications when i submerge or retract the periscope?
I had this problem on a small convoy recently: in position, periscope up, ID a T3 tanker to get his speed, periscope down and wait a bit. Periscope up again, i had to re-ID him, still far so periscope down and waited again. third time i had to re-ID him again. It was tedious ^^

What Torpx say's, you need to 'lock on' before ID-ing the target but... if the lock drops after a couple of sec's it means you're still to far away from it and you'll loose the ID, once in range it should stay.
I think it has to do with your crew's visual-/ sensor range. As soon as the AI spot's the target you can lock on to it (while surfaced).
(Being submerged means a lower viewing angle and therefor you'll not be able to lock on to it at same range as surfaced).

You can however use it to your advantage, using the 3min rule you can get target speed and a pretty good target heading.
I usually go with 6min because A: the target is still very far away B: it gives me a more accurate heading and C: can maneuver in the best firing position.

Vodo77 02-10-15 09:59 PM

Alright, lots of answers, thank you.

Don't worry about the technical stuff, i got the game working, it was a pain, because it's on steam so you don't choose where it goes , and i'm on windows 32 bit, so no x86 program files folder ;)
i tried a lot of solutions before it worked on my rig, but i made it.

Back to the game itself, i think i got it now: missed my approach on a small convoy, i was able to surface outside their view range, get ahead of them, then get in position and submerge without being detected.
Oh and thank you for suggesting the 6 min rule (6'30 in my case, because metric system ;)).

So far i'm getting to a nice spot now, 85k tonnage on 4th patrol and it's not over yet. Didn't get any destroyers yet, but an escort carrier was kind enough to accept my torpedoes ^^
Later the same day, i prepared an attack on a task force... thank god i saw that jap flag, i was about to get a second carrier, but friendly this time.

Of course there are still a few misses (or duds), but it's mainly my fault, and that damn german tdc is... not user friendly.

Next question: i have an officer's ability that reduces the chance of duds. But if i didn't have him, are there ways to reduce the percentage of dud torpedoes?

fireftr18 02-11-15 11:14 PM

There's a thread here somewhere that someone actually did the research and found out what all the problems were.
To reduce duds:
Set the torpedoes on slow speed.
Avoid rough seas.
Fire your torpedoes so that they hit at an angle.
Set depth to as shallow as you can.
Set for contact detonator, not the magnetic detonator. (I think I got the terminology right)

Webster 02-12-15 12:41 PM

saving issues that still are a problem:

if you save in an area you sank a ship and its still sinking and it gives you credit for it or if the ship settled to the bottom and hasn't "timed out" to disappear or you havent left the area far enough for it to disappear and you save then you don't get credit for it when you reload and it will be back undamaged when you reload the game.

also if you save in shallow water or near land you can get damaged on reload. this is because the sub appears and is rapidly shaken around as the game positions it at the right depth as it spawns so it can hit bottom or any nearby object while this happens. in addition the game never puts you in the same spot so if you load a save from a harbor lets say, you may spawn on land or on top of another ship or dock and be stuck.

its also a good idea to create new saves and delete the old ones because repeatedly saving on top of old saves can sometimes cause corruption and ruins the save. having a new save each time ensures you never lose all your game progress except for the most recent actions and you can go back to the start of the patrol or mission again instead of starting the campaign over at the beginning.

so while the old rules for saves can be ignored its best to follow them just to be sure to not have problems.

those rules are:
never save when other traffic is around you
never save while in shallow water unless on the surface
never save near land (by that I mean within shooting distance of it)
never save in the middle of a battle or all battle events will not be saved
if you save with a convoy or task force heading your way, don't expect to see it again when you reload, it doesn't save random traffic.

Vodo77 02-12-15 01:43 PM

Ah now i understand a few of my duds may be due to hitting at 90°. Nice to know the other points you quoted.

And for the saves, i alreday started following the old rules, plus i have saves at my desk between each patrol, so i guess i'm safer now .

Thank you.


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