SUBSIM Radio Room Forums



SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997

Go Back   SUBSIM Radio Room Forums > Silent Hunter 3 - 4 - 5 > SH5 Mods Workshop
Forget password? Reset here

Reply
 
Thread Tools Display Modes
Old 05-24-16, 06:14 PM   #5821
THE_MASK
Ace of the deep .
 
THE_MASK's Avatar
 
Join Date: Jan 2006
Posts: 9,226
Downloads: 901
Uploads: 73


Default

Quote:
Originally Posted by THEBERBSTER View Post
Hi sober
I am with you on this.
It is frustrating during the day in BCW when you pick up a hydrophone contact 18km away for instance and then you get shot up or bombed trying to intercept it.
Peter
If it was myself playing and I had a contact I would wait until night and chase then . Would a real uboat captain travel on the surface during the day in heavily air patrolled areas . I have no idea , but I don't .
THE_MASK is offline   Reply With Quote
Old 05-25-16, 12:49 AM   #5822
TheBeast
The Old Man
 
Join Date: Jan 2010
Location: Lynnwood, WA
Posts: 1,533
Downloads: 876
Uploads: 23


Default Air Traffic

Not to mention (depending on MODS) that once you do get spotted/detected even more air traffic and possible destroyers may come to track/investigate.
__________________
Fear me! I am, TheBeastBelow

SHIV-MediaFire | SHV-MediaFire
TheBeast is offline   Reply With Quote
Old 05-25-16, 02:09 AM   #5823
Coldcall
Chief
 
Join Date: Mar 2010
Posts: 325
Downloads: 42
Uploads: 0
Default

Quote:
Originally Posted by THEBERBSTER View Post
Hi Trevally
I requested BCW.
BTF was not available.

I am finding it impossible with 100% realism to complete a 48 hour patrol area as I just run out of real time.
72 hours not a hope in hell.
3-4 hours an evening is not enough time when having to use the hydrophone and with difficulty moving on the Easy Coast during daylight through the amount of air patrols without taking damage.
I prefer the SH3 24 hour patrols as they are at least achievable.
I cannot see the point in staying in one place and winding the TC up to complete the objective.
I think I will still request the missions but not do them unless I get a special operation.
Peter
I second all that and I am NOT playing on full realism. I have more time to play than you, recently been playing 8 hours per day. I get quite obsessed with good games, and work from home, or sometimes don´t work at all :-)

I think 24 hours patrol would be better especially when you have been given a grid patrol with nothing passing through it. Also at max 512 TC 72 hours takes a fair amount of real time. And getting to some of those mid Atlantic grids when still based in Germany can take between a quarter and half of the fuel tank. Morale among the crew also takes a beating, too much in my opinion. I am finding at end of Total Germany my crew has almost no morale points just by the time we reach patrol area. A week at sea and they seem ready to mutiny, which i don´t think is realistic.

Another thing is the low crew morale after a week or two at sea makes refitting sort of waste of time because of the even longer journeys back and forth that would need. So I am finding I am at sea max 2 weeks before ending patrol...which again is not realistic as in real life they were at sea for weeks if not many months sometimes.

Also I have noticed the promotion points very tied to meeting patrol objective, so to not do the patrol one gets penalised quite heavily. Often what I do is rush to patrol objective, do it with minimal fuel usage, especially if in the middle of nowhere with zero merchant traffic. Then rush off to a choke point and bag some merchants before returning to base.

Anyways I love TWOS and the OH campaign system, just think it could be improved to make it more fun, less chore-like in some circumstances.
Coldcall is offline   Reply With Quote
Old 05-25-16, 04:26 AM   #5824
THEBERBSTER
Growing Old Disgracefully
 
THEBERBSTER's Avatar
 
Join Date: Dec 2012
Location: Dibden Purlieu - Southampton
Posts: 9,605
Downloads: 1123
Uploads: 0


Default

Hi Coldcall
I am sure there is a silent majority with the same views.
One thing I do not understand is why when you sink a ship or ships the morale does not go up.
Sinking a ship I would have thought would have elated the crew at least for a short time or longer.
You can see in Das Boot the effect it had.
Peter
THEBERBSTER is offline   Reply With Quote
Old 05-25-16, 04:55 AM   #5825
Coldcall
Chief
 
Join Date: Mar 2010
Posts: 325
Downloads: 42
Uploads: 0
Default

Quote:
Originally Posted by THEBERBSTER View Post
Hi Coldcall
I am sure there is a silent majority with the same views.
One thing I do not understand is why when you sink a ship or ships the morale does not go up.
Sinking a ship I would have thought would have elated the crew at least for a short time or longer.
You can see in Das Boot the effect it had.
Peter
Yes i think stock SH5 was supposed to have the morale go up by sinking ships as the Bosun´s dialogue includes advice as to how to raise crew morale (by sinking ships). It is disappointing so many features in stock game were buggy or not working at all.

I suppose the morale cant be fixed?
Coldcall is offline   Reply With Quote
Old 05-25-16, 06:40 AM   #5826
THE_MASK
Ace of the deep .
 
THE_MASK's Avatar
 
Join Date: Jan 2006
Posts: 9,226
Downloads: 901
Uploads: 73


Default

Quote:
Originally Posted by Coldcall View Post
Yes i think stock SH5 was supposed to have the morale go up by sinking ships as the Bosun´s dialogue includes advice as to how to raise crew morale (by sinking ships). It is disappointing so many features in stock game were buggy or not working at all.

I suppose the morale cant be fixed?
It is most likely the mod Reworked Morale and Abilities v.1.1
Look at this file .
\data\Scripts\AI\Events\GAMEPLAY_ShipSunk
strategy ShipSunkDefault(Event)
{
precond
{
Event:GetLastSankShipType() == ShipSunk_DefaultShip
}
action
{
Event:RewardMorale( 0.0 );
Event:ScriptCompleted();
}
}
THE_MASK is offline   Reply With Quote
Old 05-25-16, 06:44 AM   #5827
Coldcall
Chief
 
Join Date: Mar 2010
Posts: 325
Downloads: 42
Uploads: 0
Default

Quote:
Originally Posted by sober View Post
It is most likely the mod Reworked Morale and Abilities v.1.1
Look at this file .
\data\Scripts\AI\Events\GAMEPLAY_ShipSunk
strategy ShipSunkDefault(Event)
{
precond
{
Event:GetLastSankShipType() == ShipSunk_DefaultShip
}
action
{
Event:RewardMorale( 0.0 );
Event:ScriptCompleted();
}
}
Is it part of TWOS megamod? And is there a way to change it and what to change to? Also I wonder if there is a change that can be made to make the crew´s morale degrade at slower rate. It is making long journeys very difficult.
Coldcall is offline   Reply With Quote
Old 05-25-16, 06:55 AM   #5828
THE_MASK
Ace of the deep .
 
THE_MASK's Avatar
 
Join Date: Jan 2006
Posts: 9,226
Downloads: 901
Uploads: 73


Default

Quote:
Originally Posted by Coldcall View Post
Is it part of TWOS megamod? And is there a way to change it and what to change to? Also I wonder if there is a change that can be made to make the crew´s morale degrade at slower rate. It is making long journeys very difficult.
I don't play Twos but if you change that number to 1.0 then I suspect a career restart will be needed . I will look at the morale .
THE_MASK is offline   Reply With Quote
Old 05-25-16, 07:35 AM   #5829
gap
Navy Seal
 
Join Date: Jan 2011
Location: CJ8937
Posts: 8,214
Downloads: 793
Uploads: 10
Default

@ THEBERBSTER and Coldcall

I dont rember who wrote in the forum that he used to pause the game during long-lasting patrol-area objectives, minimized it and put the computer in sleep mode, without problems.

Moreover, I think that some of the automated search scripts might help during such a kind of objectives
__________________
_____________________
|May the Force be with you!|
...\/
gap is offline   Reply With Quote
Old 05-25-16, 11:31 AM   #5830
Trevally.
Navy Seal
 
Join Date: Apr 2007
Location: AN1536 (Orkney)
Posts: 5,451
Downloads: 166
Uploads: 28


Default

Quote:
Originally Posted by gap View Post
@ THEBERBSTER and Coldcall

I dont rember who wrote in the forum that he used to pause the game during long-lasting patrol-area objectives, minimized it and put the computer in sleep mode, without problems.

Moreover, I think that some of the automated search scripts might help during such a kind of objectives


When the missions were set as 48 or 72hrs - it was with the understanding that you could save the game.
Now that we know the time spent in mission is not saved a 24hrs may be the best option
__________________
Trevally Mods for SH5
Trevally. is offline   Reply With Quote
Old 05-25-16, 12:29 PM   #5831
vdr1981
Navy Seal
 
Join Date: May 2010
Location: Србија
Posts: 6,078
Downloads: 581
Uploads: 13


Default

24 h around coastal waters and 48 h in open ocean would be perfect IMO...

P.S. I have already set up the files if anyone is willing to try...The files could be enabled anytime I think...
vdr1981 is offline   Reply With Quote
Old 05-25-16, 06:40 PM   #5832
THEBERBSTER
Growing Old Disgracefully
 
THEBERBSTER's Avatar
 
Join Date: Dec 2012
Location: Dibden Purlieu - Southampton
Posts: 9,605
Downloads: 1123
Uploads: 0


Default

Hi Trevally
Another correct kill date in the Captain's Log
 

Peter
THEBERBSTER is offline   Reply With Quote
Old 05-25-16, 08:04 PM   #5833
THE_MASK
Ace of the deep .
 
THE_MASK's Avatar
 
Join Date: Jan 2006
Posts: 9,226
Downloads: 901
Uploads: 73


Default

Is the tonnage bar bug fixed , I am confused .
THE_MASK is offline   Reply With Quote
Old 05-26-16, 04:45 AM   #5834
Coldcall
Chief
 
Join Date: Mar 2010
Posts: 325
Downloads: 42
Uploads: 0
Default

Quote:
Originally Posted by vdr1981 View Post
24 h around coastal waters and 48 h in open ocean would be perfect IMO...

P.S. I have already set up the files if anyone is willing to try...The files could be enabled anytime I think...
I´d like to give them a try but when I start my next career.
Coldcall is offline   Reply With Quote
Old 05-26-16, 05:26 AM   #5835
THEBERBSTER
Growing Old Disgracefully
 
THEBERBSTER's Avatar
 
Join Date: Dec 2012
Location: Dibden Purlieu - Southampton
Posts: 9,605
Downloads: 1123
Uploads: 0


Default

Hi Vecko
48 hours in open ocean I can see the reasoning behind that without the air patrols.
I would still prefer 24 hours personally as I said playing at 100% you need to use the hydrophone a lot.
I do not like the scripts where the boat only remains submerged for a 2 minute hydrophone check before moving again.
I prefer to use 2 hours moving and 1 hour submerged and of course this takes up real time.
Peter
THEBERBSTER is offline   Reply With Quote
Reply

Tags
awesome, campaign, graf zeppelin, harbour, new bases, new ships, ohii


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT -5. The time now is 12:06 PM.


Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2024, Jelsoft Enterprises Ltd.
Copyright © 1995- 2024 Subsim®
"Subsim" is a registered trademark, all rights reserved.