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Old 06-19-15, 01:55 PM   #16
maillemaker
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Mail maker, do you mean map contacts on the attack map? I use radio contacts on the nav map. That's it. I use weapons officer for id for merchant fleet mod.
I have map contacts turned off. This means you don't see any ships in visual/sonar range on any map. I don't remember if you get radio contacts or not. I think so.

Quote:
Yes, it is a very good idea, i should try that. But first i have to learn how to calculate a torpedo course !
Manual TDC is very easy if you make 90 degree shots, which is all I do. I don't even know how to make shots at other angles.

If you approach your target at 90 degrees to its course, here is what you do:

1) Point your scope/uzo at 0 degree heading.
2) Turn on the TDC and dial in the target speed. In SH3 if you can't do a fixed-wire method of timing the ship movement stem to stern and using this against the known ship length, just plug in 7 knots. In SH3 most ships are traveling beetween 5-9 knots. If you fire from within 1000 meters you'll probably get a hit anyway.
3) If your sub is 90 degrees to the right of the target's course, set the AoB to 90 degrees starboard. If your sub is 90 degrees to the left of the target's course, set the AoB to 90 degrees port.
4) Turn the TDC off.
5) Move the scope to the left or right until the Gyro Angle reads 0. You should be turning the periscope towards your target. In other words, if the target is approaching your nose from the left, you should have to turn your scope to the left to get to zero gyro. If this is happening backwards, you have your AoB set to the wrong direction.
6) Open your torpedo outer doors.
7) As the target crosses your vertical reticule, fire torpedo(s) at the points on the target you want to hit. When in doubt of target speed, fire at dead-center to increase your chances of a hit without missing ahead of or behind the target.

Range does not matter when firing using this method. The longer range you try to fire, the more important an accurate target speed measurement is.

This may sound tricky but in practice you can dial in the TDC in about 3 seconds. You just dial the speed and then set the AoB 90 degrees left or right. Turn the scope to 0 gyro and wait for the targets to cross your line of death.

With no map contacts, you will have to eyeball your target and plot an intercept "by eye". In SH3 there is a "heading to view" command (= key, I believe) that says, "Drive the sub thattaway!". You will use that a lot. You eyeball the ship from the bridge (or scope), and then turn your head (or scope) in an approximate intercept and say, "Go thattaway!". No more carefully drawing lines on your map that precisely set up a 90 degree set of tracks.


The one thing that holds no interest to me at all is manual navigation. I have no desire to manually navigate the boat. In fact I don't want to be bothered about the sub operation/navigation until the lookouts or sonar spot a contact. I'm just here for the combat and escape/evasion.

And the medals. The sweet, sweet medals.

Steve
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Old 06-19-15, 02:56 PM   #17
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Nice description on the TDC. I'm just the opposite. I've had my share of shoot-em-ups and I'm in it because I miss the sea. Real navigation is something I'll be picking up soon.
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Old 06-19-15, 04:44 PM   #18
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Mailmaker, have u tried maGUI F? It gives you speed lines on your stop watch just for fixed wire speed estimates. You just have to be moving slow(2knots). Works for me. That method you just described, I use for a convoy I'm about to attack. Great for getting out multiple eels in a short time.
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Old 06-22-15, 05:46 AM   #19
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Manual TDC is very easy if you can get close enough. The measurement errors stay small when you're firing from 500m. I rarely miss when attacking unescorted merchants.
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Old 06-22-15, 06:16 AM   #20
thomas cook
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Default I think it's time now

Quote:
Originally Posted by maillemaker View Post
If you turn off map contacts, it really changes the game. You will find that instead of playing the game from the map screen, you will start playing it from the bridge or the periscope. Additionally, you will develop a much keener sense of angular perception relative to your boat. Unless you have time to ID ships and do a good fixed-wire speed check, you will also find yourself guessing at speeds a lot more.

I think these qualities were paramount in real uboat commanders' minds.

Everyone should try at least a patrol with no map contacts.

Steve
I originally started playing Silent Hunter 5 with the intent to have it as real as possible. Two things caused me to lower the realism under 100%.

1) Manual targeting was not even possible since I was unable to calculate distance to target properly using stadometer, which was broken at the time, or binoculars. I allowed map contacts so that I could measure distances, and it worked perfectly. Perhaps too perfectly though. I felt myself longing for that fog to mean something. Struggling to make visual contact through weather conditions, or manually spotting a target is terribly missed. An immersive factor that I sacrificed to measure distances.

2) External view was something that I could not bear to give up. Having committed to all this hardware so that I could meet the latest graphical demands, it just wouldn't make sense, if you're not going to enjoy all that eye candy Silent Hunter 5 offers. And so I allowed external views, promising myself that I'd only use it asthetically, during uneventful patrol periods, but not tactically, to spot targets and identify course, or true bearing. I broke my promise pretty early on, and again, I paid the price with an immersion breaker. Attacks were too easy even on hardest settings. It just wasn't challenging enough.

So to sum that up.
"Allow external view" and "allow map contact updates", were the two reasons I lowered my realism settings, taking it off of 100% realism, to 82% or something like that.

So now I've returned after a fair while and there have been updates to several mods. I noted Sobers mega mod and figured that's my best bet. With all these mods, is it possible for me to go 100%? Does stadimeter work and uzo work for measuring distance with Sobers mod list?


I think it's time now.

Training rudders are comming off, as soon as I get the last of Sobers list.


Last edited by thomas cook; 06-22-15 at 06:31 AM.
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Old 06-22-15, 10:25 AM   #21
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What I do for realism?
As a seasoned Dutchman I am expected to have enough knowledge of the German language to hold a conversation.

So I practiced (I'm bad at languages, aside from English) and I'm now able to hold a basic conversation about targets, escorts, T DC and ship control.
I even have them out loud, but that generally turns into a one sided conversation,as my officers don't say much.

Wife thinks it's hilarious.
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Old 06-22-15, 02:38 PM   #22
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Agreed, turning off map contacts really elevates the game.

But in the end it is only a game (or simulation), and is supposed to be fun, or at least exciting. Realism is not a goal in itself, but rather an end to a means.
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Old 06-23-15, 01:50 AM   #23
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Quote:
Originally Posted by maillemaker View Post
If you turn off map contacts, it really changes the game. You will find that instead of playing the game from the map screen, you will start playing it from the bridge or the periscope. Additionally, you will develop a much keener sense of angular perception relative to your boat. Unless you have time to ID ships and do a good fixed-wire speed check, you will also find yourself guessing at speeds a lot more.

I think these qualities were paramount in real uboat commanders' minds.

Everyone should try at least a patrol with no map contacts.

Steve
Really good observation, I can confirm this experience completely. 2 more (realism) annotations:

1. Play with no reloading of the game. Dead is dead, the so called "iron man" modus. Apart from CTD´s because of my modsoup, I´m always aware that my carreer, my life and that of my whole crew could be ended immediately, when I make the wrong decision. A sudden attack out of the clouds now gets a shocking experience. This leads to a completely different behaviour: I try to anticipate the risks of every single decision - and, normally, I act very carefully - in opposite to what I did in single or in testing missions.

2. Set the time compression as slow as possible. The maximum is TC=32 due to some simulations not being executed with higer TC. With this, you will get a slight impression of the huge ocean in which you´re operating. When it takes several RT hours to reach the american coast, you will never, never waste again a torpedo on a sailor or a fish cutter. Beyond, you will monitor your attack manouevre, your torpedo settings and of course your TDC settings again and again. You will never ever forget to open the torpedo tube. And it becomes a real pain to see a premature explosion when you´ve spent so much time to follow and intercept this ****ing huge tanker.
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Old 06-23-15, 07:24 AM   #24
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Leitender, I agree completely with your second point
I play mostly 4x, 8x or 16x TC I do some laundry, ironing, cleaning, wash dishes, eat breakfast and read in the meantime

I'd like to ask for stadimeter. I believe I've read somewhere in this forum that historically German u-boats weren't equipped with stadimeter. Is it right? I ask because several players mention using it and IIRC even SH5 megamod Wolves of Steel has it by default.
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Old 06-23-15, 09:45 AM   #25
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Quote:
Originally Posted by Niedowidek View Post
I'd like to ask for stadimeter. I believe I've read somewhere in this forum that historically German u-boats weren't equipped with stadimeter. Is it right? I ask because several players mention using it and IIRC even SH5 megamod Wolves of Steel has it by default.
Hitman GUI has an excellent document on U-boat optics and targeting procedures. No stadimeter.

Back to the thread subject:

Every time I leave a port, I check what U-boat actually left the same port during the war. I then try to follow the orders that were actually given to the boat. That how I've once followed orders that forced me to "mine" Bristol Channel. Other patrols I've received orders to drop saboteur teams to North African Coast, and the east coast of the United States.

Uboatnet and BdU KTB's are a great help, as is the war diary of the Mediterranean U-boat commander:

https://archive.org/details/wardiaryofcapta194142germ
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Old 06-23-15, 10:30 AM   #26
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1. Dead is dead rule

2. Always use 4 digit grid and update SH3 commander logs accordingly ( Thanks Tycho).

3. Always scan surface at periscope depth before surfacing.

4. Closely inspect all neutral shipping, and sink all ships with military hardware on deck (Thanks SailorSteve for teaching us how to change value of neutral ships to not get a negative renown).

5. Never use map contacts!

6. Truth is, I have never used external camera except maybe twice in a multiplayer game. I would never use it... Not even if there was a fire!
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Old 06-25-15, 07:53 AM   #27
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Quote:
Originally Posted by bstanko6 View Post
1. Dead is dead rule

2. Always use 4 digit grid and update SH3 commander logs accordingly ( Thanks Tycho).

3. Always scan surface at periscope depth before surfacing.

4. Closely inspect all neutral shipping, and sink all ships with military hardware on deck (Thanks SailorSteve for teaching us how to change value of neutral ships to not get a negative renown).

5. Never use map contacts!

6. Truth is, I have never used external camera except maybe twice in a multiplayer game. I would never use it... Not even if there was a fire!
I second every point.

I also use voice command (SH3Speech) and a pop-up HUD. I don't use mouse-clicks or keyboard shortcuts. I give verbal orders, my crew acknowledges (von Deutsch of course) and passes the order down the chain, then executes the order. Most of the time, the screen shows just a view of the inside of the boat, or of the conning tower - no dials or button bars. When I want to know our depth, I look over the planesman's shoulder. Immersive for me. YMMV.
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Old 07-13-15, 08:45 AM   #28
Nemo66
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Running surfaced in heavy seas at the bridge, i always keep my breath as long as the boat is sucked underwater by the waves !
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Old 07-13-15, 10:41 AM   #29
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Quote:
Originally Posted by sublynx View Post
Every time I leave a port, I check what U-boat actually left the same port during the war. I then try to follow the orders that were actually given to the boat. That how I've once followed orders that forced me to "mine" Bristol Channel. Other patrols I've received orders to drop saboteur teams to North African Coast, and the east coast of the United States.

Uboatnet and BdU KTB's are a great help, as is the war diary of the Mediterranean U-boat commander:

https://archive.org/details/wardiaryofcapta194142germ
I do something similar to this. I look up certain U-Boat numbers with a particular Kaleun using uboat.net and follow their patrols as near as possible: dates, grids, patrol and leave days etc. So far I've used U-2 with Helmut Rosenbaum, U-505 with Herbert Nollau, U-534 with Axel-Olaf Loewe and U-23 (Black Sea) with Rolf-Birger Wahlen. With the assistance of SH3 Commander the emblems, number and crew names can all be added.

1. Fatigue is unchecked.
2. Dead is dead.
3. I do have external view (for eye candy but not used as a cheat).
4. Map contacts are on (but used sparingly as members of the crew would constantly update information).
5. Sabotage and malfunctions are added if later in the war.
6. Always scan with periscope before surfacing.
7. My patrol logs in SH3 Cmdr are as detailed as I can make it; weather reports: sea and wind states etc.

Can anyone tell me how to have pop up/slide HUD in SH3?
Also I would love to try voice recognition.

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Old 07-14-15, 01:19 AM   #30
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Quote:
Originally Posted by Nemo66 View Post
Running surfaced in heavy seas at the bridge, i always keep my breath as long as the boat is sucked underwater by the waves !
Mich Auch!

If the captain (me) is on the bridge (F4) in bad weather, and the waves break over, I hold my breath until the wave passes, as if I had to.
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