SUBSIM Radio Room Forums


SUBSIM: The Web's #1 BBS for all submarine and 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 10-10-2018, 09:10 PM   #10921
fitzcarraldo
Argentinischer Kaleun
 
fitzcarraldo's Avatar
 
Join Date: Jul 2009
Location: Buenos Aires, Argentina. Arrived in U-977 after 60 days below
Posts: 3,641
Downloads: 1726
Uploads: 0


Default

Quote:
Originally Posted by vdr1981 View Post

Day or two, I have to make sure that everything is OK and stable even if enabled in mid-patrol...
Great! BTW I will touch those patches for preheated fishes. Nice to know that. Many thanks!

Fitzcarraldo
fitzcarraldo is online   Reply With Quote
Old 10-10-2018, 11:01 PM   #10922
Ashikaga
XO
 
Join Date: Aug 2016
Location: Netherlands
Posts: 433
Downloads: 21
Uploads: 0
Default

I read somewhere on subsim that when you return to home port and sail your ship into the harbor/bunker you somehow lose renown bonus?

Has that been modded out yet? Or is it hardcoded in the game?
__________________
Ashikaga is offline   Reply With Quote
Old 10-11-2018, 12:34 AM   #10923
HW3
Navy Seal
 
Join Date: Apr 2005
Location: Gresham Oregon
Posts: 5,585
Downloads: 434
Uploads: 0


Default

Quote:
I read somewhere on subsim that when you return to home port and sail your ship into the harbor/bunker you somehow lose renown bonus?

Has that been modded out yet? Or is it hardcoded in the game?
I believe that was in SH3.
__________________

Silently hunting in SH5 with TWoS mod
"Some ships are designed to sink...others require our assistance." Nathan Zelk
HW3 is offline   Reply With Quote
Old 10-11-2018, 09:45 AM   #10924
CaptBones
The Old Man
 
CaptBones's Avatar
 
Join Date: Nov 2010
Location: Rockton, IL
Posts: 267
Downloads: 206
Uploads: 0


Default I think you're correct.

Quote:
Originally Posted by HW3 View Post
I believe that was in SH3.
That is in GWX 3.0 for SH3. The mod removes the renown points awarded for reaching patrol area, staying in the area for the required time and for returning to base. But, there is also a fix in SH3 CDR (WB's Renown Replacement) to restore awarding of those renown points.

Yes, I'm still playing SH3...and SH4...as well.
CaptBones is offline   Reply With Quote
Old 10-11-2018, 02:23 PM   #10925
Ashikaga
XO
 
Join Date: Aug 2016
Location: Netherlands
Posts: 433
Downloads: 21
Uploads: 0
Default

Thanks ! No worries there then.

Had a ctd today. When leaving port to Norway I encounter a geleitzug of german ships.

As soon as I come close to them (less than 2000 meters) the game ctd's.

Might still be a video card memory problem, but wanted to state it anyway.
__________________
Ashikaga is offline   Reply With Quote
Old 10-11-2018, 03:23 PM   #10926
Lanzfeld
Grey Wolf
 
Join Date: Jan 2002
Location: New Tripoli, PA
Posts: 983
Downloads: 64
Uploads: 0
Default

OK do those radio towers on the map do anything? I got pretty close to the one at Kiel and went to my radio man and hit the selected Icon but he said nothing was detected. Are those actually turned on?


Also second question. I’m passing ships while going to the Keil canal and they have all their lights on as if they are neutral. I check the flag chart and the word neutral does not appear next to the flag. What’s going on with this?
Lanzfeld is offline   Reply With Quote
Old 10-11-2018, 03:29 PM   #10927
vdr1981
Navy Seal
 
Join Date: May 2010
Location: Србија
Posts: 5,269
Downloads: 543
Uploads: 13


Default

Quote:
Originally Posted by Lanzfeld View Post
OK do those radio towers on the map do anything? I got pretty close to the one at Kiel and went to my radio man and hit the selected Icon but he said nothing was detected. Are those actually turned on?
Those are radio beacons for real navigation. They should be active only few hours a day, if they aren't destroyers by RAF raids, which is also possibility...

vdr1981 is offline   Reply With Quote
Old 10-11-2018, 03:35 PM   #10928
Lanzfeld
Grey Wolf
 
Join Date: Jan 2002
Location: New Tripoli, PA
Posts: 983
Downloads: 64
Uploads: 0
Default

Quote:
Originally Posted by vdr1981 View Post
Those are radio beacons for real navigation. They should be active only few hours a day, if they aren't destroyers by RAF raids, which is also possibility...

How do we know when they are supposed to be active?
Lanzfeld is offline   Reply With Quote
Old 10-11-2018, 03:42 PM   #10929
CaptBones
The Old Man
 
CaptBones's Avatar
 
Join Date: Nov 2010
Location: Rockton, IL
Posts: 267
Downloads: 206
Uploads: 0


Default Torpedo question..

First a follow-up to your 10/09 6:47 comment on EOT errors...

Since the same problem exists with SH5 Enhanced HUD, I think I'll use the SH3 dials..."familiarity" I suppose. I did get the boat up to 6+kts at Flank while turning, so I think the slowness I saw was due to impatience on my part.

The question is concerning proximity detonators (magnetic pistols). In the four TDC Tutorial sessions that I've done, I've experienced the following...

First session - G7e with mag pistol, range to target at firing - 2100m, target draft 10.5m, torpedo depth 12m, hit forward, target burning.

Second session - 2-G7a torpedo salvo, mag pistols, range to target at firing - 1800m, same target draft and torpedo depth. Both torpedoes ran "hot straight and normal" under the target, neither detonated (watched it on event camera and the TAI).

Third session - same setup, range to target 1600m, same results.

Fourth session - 2-G7a torpedo salvo, impact pistols, range to target at firing - 1900m, same target draft, torpedo depth 6m. Both torpedoes ran "hot straight and normal", hits forward and amidships, target sank.

Any hints what happened with the mag pistols on the 2nd & 3rd practice sessions? They clearly passed just over 1m under that big fat "Cimmaron" type tanker's keel. The date in that tutorial is early 1942 IIRC, there shouldn't be a 100% failure rate for those detonators by that date, right?

Thanks again...in advance.
CaptBones is offline   Reply With Quote
Old 10-11-2018, 03:50 PM   #10930
vdr1981
Navy Seal
 
Join Date: May 2010
Location: Србија
Posts: 5,269
Downloads: 543
Uploads: 13


Default

Quote:
Originally Posted by Lanzfeld View Post
How do we know when they are supposed to be active?
If you use real navigation, you won't know. You'll just float somewhere in the fog and click "report nearest land bla bla" every hour or so until you get positive response. That's it...Doesn't sound very sophisticated , I know , but it can be really helpful when trying to find your way home in dense fog... There is also a possibility that your radio man will pick some other transmission resulting in report with illogical bearing and range but experienced Captain will know how to recognize this...

Just a small "nerdish" feature I tough it could be useful...Nothing special.
vdr1981 is offline   Reply With Quote
Old 10-11-2018, 04:19 PM   #10931
vdr1981
Navy Seal
 
Join Date: May 2010
Location: Србија
Posts: 5,269
Downloads: 543
Uploads: 13


Default

Quote:
Originally Posted by CaptBones View Post
First a follow-up to your 10/09 6:47 comment on EOT errors...

Since the same problem exists with SH5 Enhanced HUD, I think I'll use the SH3 dials..."familiarity" I suppose. I did get the boat up to 6+kts at Flank while turning, so I think the slowness I saw was due to impatience on my part.

The question is concerning proximity detonators (magnetic pistols). In the four TDC Tutorial sessions that I've done, I've experienced the following...

First session - G7e with mag pistol, range to target at firing - 2100m, target draft 10.5m, torpedo depth 12m, hit forward, target burning.

Second session - 2-G7a torpedo salvo, mag pistols, range to target at firing - 1800m, same target draft and torpedo depth. Both torpedoes ran "hot straight and normal" under the target, neither detonated (watched it on event camera and the TAI).

Third session - same setup, range to target 1600m, same results.

Fourth session - 2-G7a torpedo salvo, impact pistols, range to target at firing - 1900m, same target draft, torpedo depth 6m. Both torpedoes ran "hot straight and normal", hits forward and amidships, target sank.

Any hints what happened with the mag pistols on the 2nd & 3rd practice sessions? They clearly passed just over 1m under that big fat "Cimmaron" type tanker's keel. The date in that tutorial is early 1942 IIRC, there shouldn't be a 100% failure rate for those detonators by that date, right?

Thanks again...in advance.
Just open your Generic File Patcher and check SHsim.act/Torpedo section. You'll see how many randomization factors are there which make things somewhat tricky and not really straight forward like in previous SH games. I guess things weren't always straight forward in the real life as well...

Also, don't take for granted dates in single mission. There several dates stated in every mis file and after all this time, I'm still not sure which one is valid.

Hint: If you want to reduce chances of wasting your precious torpedoes, you should avoid trying to place them "exactly" 2 m bellow keel. Instead, play on safe card. If ship's draft in manual is listed as 8m, set your torpedoes to 8, or even 7 or 6m. Trust me, final result will be pretty much the same...

Also, I'm pretty much sure that in RL, ships draft is somewhat variable value which is effected by several factors (water salinity, ships weight ect). this can also happen in the game as well, due to bug or whatever, but it can happen.

In the end, note that draft data in recognition manual may not be 100% acurate as well...

All in all, play on a "safe card" and your torpedoes will find the way...
vdr1981 is offline   Reply With Quote
Old 10-12-2018, 01:48 AM   #10932
Ashikaga
XO
 
Join Date: Aug 2016
Location: Netherlands
Posts: 433
Downloads: 21
Uploads: 0
Default

Radio beacons work perfect on a cloudy stormy night with your nav man out of action, high swells and no stars to losition mark yourself. I use them at times though often I just submerge and wait it out. Used radio beacons a lot in IL2 Cliffs of Dover.
__________________
Ashikaga is offline   Reply With Quote
Old 10-12-2018, 02:07 AM   #10933
Cybermat47
Willing Webfooted Beast
 
Cybermat47's Avatar
 
Join Date: Aug 2012
Location: Australia
Posts: 5,158
Downloads: 202
Uploads: 13


Default

Quote:
Originally Posted by Ashikaga View Post
Radio beacons work perfect on a cloudy stormy night with your nav man out of action, high swells and no stars to losition mark yourself. I use them at times though often I just submerge and wait it out. Used radio beacons a lot in IL2 Cliffs of Dover.
Yeah, the CloD radio beacons should come in handy when we’re flying over that massive desert.
__________________
Historical TWoS Gameplay Guide: http://www.subsim.com/radioroom/show...20#post2572620
My Mods
Silent Hunter 4
- Japanese Career: http://www.subsim.com/radioroom/down...o=file&id=4554
Silent Hunter 5
- Historical Torpedo Ranges and Speeds: http://www.subsim.com/radioroom/down...o=file&id=5399

- Shorter External Transfer Cooldown: http://www.subsim.com/radioroom/down...o=file&id=5400
Cybermat47 is offline   Reply With Quote
Old 10-12-2018, 02:49 AM   #10934
Ashikaga
XO
 
Join Date: Aug 2016
Location: Netherlands
Posts: 433
Downloads: 21
Uploads: 0
Default

Oh man I cannot wait till TF puts that mod live. Wonder whether it will be included in IL2 CLOD Blitz

Oh Vecko, is it accurate that when you forget in bunker to add camouflage when starting a new mission it is not on the ship? Came in with camo, changed one thing, twin flak and when heading out my camouflage was gone. Bit silly to spend double renown points for something I already should have is it not?

Askikaga.
__________________
Ashikaga is offline   Reply With Quote
Old 10-12-2018, 03:44 AM   #10935
Cybermat47
Willing Webfooted Beast
 
Cybermat47's Avatar
 
Join Date: Aug 2012
Location: Australia
Posts: 5,158
Downloads: 202
Uploads: 13


Default

Quote:
Originally Posted by Ashikaga View Post
Oh man I cannot wait till TF puts that mod live. Wonder whether it will be included in IL2 CLOD Blitz
Not a mod, Team Fusion Sinulations is now the official developer of CloD . The Tobruk map will be an official DLC
__________________
Historical TWoS Gameplay Guide: http://www.subsim.com/radioroom/show...20#post2572620
My Mods
Silent Hunter 4
- Japanese Career: http://www.subsim.com/radioroom/down...o=file&id=4554
Silent Hunter 5
- Historical Torpedo Ranges and Speeds: http://www.subsim.com/radioroom/down...o=file&id=5399

- Shorter External Transfer Cooldown: http://www.subsim.com/radioroom/down...o=file&id=5400
Cybermat47 is offline   Reply With Quote
Reply

Thread Tools
Display Modes

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 02:37 PM.


Powered by vBulletin® Version 3.8.4
Copyright ©2000 - 2019, Jelsoft Enterprises Ltd.
Copyright © 1995- 2019 Subsim