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Old 08-04-07, 04:59 AM   #301
WilhelmTell
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I am respecting your hard work on this and looking forward to get the new version of this great mod.


Regards,
Tell
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Old 08-04-07, 06:13 AM   #302
switch.dota
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Quote:
Originally Posted by CaptainKobuk
Which reminds me. One of the worst aspects of the "hitpoints model" in the stock game, is ship speeds too often seem oblivious to any torpedo hits that don't push the total hitpoints number over the limit and sink that ship. So i'd like to start to see with your new mod a ship slow down if a torpedo or two blast it's propellers.

It would be a useful crippling strategy to hit the props of ship if proper effects were achieved in the game. The strategy could shift the need away from having to have to kill DD's first to have free pickings of the rest of the entire convoy. We could shot for props, cripple several cargo ships and pick'em off later with the deck cannon after the DD's give up the search. . Destroyers always eventually return to the main fleet and leave the crips behind to fend for themselves.
Hitting a ship with a single torpedo just below the aft-most smokestack or hitting it damn close to the propellers will usually cripple the ship, even in stock SH IV. This is something I strive for when I get the chance to line up a proepr shot (usually using sonar since I can get within like 500m of the target. Just home in on the loudest engine sound and use that bearing for your firing solution. If you hit home the ship should stop dead in it's tracks.
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Old 08-04-07, 09:29 AM   #303
billko
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WernerSobe:

Amazingly, I just came across this mod just late last night and, boy, am I stoked! Even if the mod works half as good as everyone says it does here (but there's no reason for me to believe that the experience will be anything but amazing), playing SH4 will be so much more rewarding!

I'm tired of sinking a disabled ship just by shooting it a few times with the deck gun and magically sinking it in one massive explosion due to the ship running out of hit points.

Thank you for this super-mod, and I can't wait for the next version to come out! I applaud your devotion to the SH4 experience!!!

Bill
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Old 08-04-07, 10:47 PM   #304
CaptainKobuk
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[quote=switch.dota]
Quote:
Originally Posted by CaptainKobuk
Hitting a ship with a single torpedo just below the aft-most smokestack or hitting it damn close to the propellers will usually cripple the ship, even in stock SH IV. This is something I strive for when I get the chance to line up a proepr shot (usually using sonar since I can get within like 500m of the target. Just home in on the loudest engine sound and use that bearing for your firing solution. If you hit home the ship should stop dead in it's tracks.
Yeah i think the goal has to be maximizing tonnage sunk with the strategy pivoting on the escorts. Do we eliminate the low tonnage escorts at the expense of torpedoes and the risk, or cripple high tonnage ships if that can be accurately done?

At the moment i've no strategy to maximize like i should. It has to be well thought out. I tend to favor knocking out all destroyers. But in the real war and not the game, i think that could have quite possibly been an insane plan. I'm now into 1943 for the first time in a campaign and have never been sunk. But i've fought a lot of wild duels with Destroyers that in real sea warfare i'm guessing would make a crew mutiny with the help of ships physician to declare insanity:rotfl:
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Old 08-06-07, 08:53 AM   #305
nimitstexan
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There were a handful of captains that seemed to go out of their way to shoot at escorts, but they were a miniscule minority.
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Old 08-06-07, 08:59 AM   #306
tater
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I shoot at the biggest targets first assuming I have a shot.

Course I always play with the hardcore torpedo mod on, so before mid 1943, I expect maybe 70% of my fish to fail.
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Old 08-06-07, 03:59 PM   #307
Jhereg
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I tend to take out all escorts if it is a convoy of merchant ships, but if a task force just to target the biguns and skeedaddle out Most importantly, screw the MK14 I am done with wondering if they are gonna work LOL......MK X all the way Every now and then I load up the first salvo as 14s to check and Meh...maybe one outta six works, they are certainly useless for anti DD work as they always seem to run deep under them.
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Old 08-06-07, 11:53 PM   #308
nattydread
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I love this mod, but I was wondering if the ships can have their back broken by mag pistols or have ships obliterated by secondaries if carrying avgas or ammo? Granted if shouldnt happen all the time, but could hit points be adjusted to allow for smaller ships to take catastrophic damage on occassion and as appropriate considering the magnitude of secondary explosions for volatile cargo.

Im not trying to step on anyone's toes, but structural failure was a contributing factor in sinking ships sometimes...just sometimes

Anyway, ill sayit again, great mod, I love, its one of the most immersive mods I have.
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Old 08-07-07, 07:04 AM   #309
kikn79
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Quote:
Originally Posted by nimitstexan
There were a handful of captains that seemed to go out of their way to shoot at escorts, but they were a miniscule minority.
I have read somewhere that in somewhere between late '43 to mid '44, the captains were told to target the DDs ahead of merchants (except tankers).

Again, thanks for this mod!!! It ROCKS!!!

Chuck
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Old 08-07-07, 08:15 AM   #310
tater
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That's true, they did target escorts for a while. Course real skippers were lucky to sink a couple ships in a patrol, too. In the stock game you might as well be shooting photon torpedoes in a shooting gallery

tater
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Old 08-07-07, 03:54 PM   #311
leovampire
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Default Why don't you make a report of the convoy

and let the game decied what you should shoot at? That is what I do when I find a convoy and it switche's back and forth between killing the escorts and killing the freighters in orders.

That way there it adds a little more variety and makes it seem like you are answering to someone instead of free form playing. Plus doing that there is a better chance that the escorts might come after you before your ready to take the shot due to the radio message and creates more of a challenge in the game. Then try and sink what you were told to sink.

It's much harder trying to get 2 escorts and 3 cargo ships into view to make a radio report on a convoy to sub command and then take a chance on being spoted or what not.

Doing those things and dealing with WernerSobe's sinking mechanics add's much more to the realism of the game.
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Old 08-07-07, 04:08 PM   #312
chopped50ford
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Quote:
Originally Posted by leovampire
and let the game decied what you should shoot at? That is what I do when I find a convoy and it switche's back and forth between killing the escorts and killing the freighters in orders.

That way there it adds a little more variety and makes it seem like you are answering to someone instead of free form playing. Plus doing that there is a better chance that the escorts might come after you before your ready to take the shot due to the radio message and creates more of a challenge in the game. Then try and sink what you were told to sink.

It's much harder trying to get 2 escorts and 3 cargo ships into view to make a radio report on a convoy to sub command and then take a chance on being spoted or what not.

Doing those things and dealing with WernerSobe's sinking mechanics add's much more to the realism of the game.
[raises beer into the air] Here, Here...nicely said.
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Old 08-07-07, 04:19 PM   #313
sneekyzeke
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Quote:
Originally Posted by leovampire
and let the game decied what you should shoot at? That is what I do when I find a convoy and it switche's back and forth between killing the escorts and killing the freighters in orders.

That way there it adds a little more variety and makes it seem like you are answering to someone instead of free form playing. Plus doing that there is a better chance that the escorts might come after you before your ready to take the shot due to the radio message and creates more of a challenge in the game. Then try and sink what you were told to sink.

It's much harder trying to get 2 escorts and 3 cargo ships into view to make a radio report on a convoy to sub command and then take a chance on being spoted or what not.

Doing those things and dealing with WernerSobe's sinking mechanics add's much more to the realism of the game.
Wow, that's something I didn't know! If I spot a convoy and fire off a report, higher authority will dictate what I'm to shoot at? Neat! Do I have to visually ID the entire convoy or will radar suffice? Regards, Zeke.
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Old 08-07-07, 04:28 PM   #314
billko
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Quote:
Originally Posted by leovampire
and let the game decied what you should shoot at? That is what I do when I find a convoy and it switche's back and forth between killing the escorts and killing the freighters in orders.

That way there it adds a little more variety...<snip>
Wow, leovampire - I didn't know the contact report was so interactive! That is way cool. Thanks for this tip!!!

Bill
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Old 08-07-07, 05:24 PM   #315
leovampire
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Default your crew has to see 2 escorts and at least 3 cargo of any type

or for a task force at least 3 large war ships. Then you have to be at radar depth or above which is 35 feet to full surface to make a radio contact report nothing deeper. Then dive to pariscope depth and wait for the radio report from subcompack.

Depending on how your airstrike file is set up there is usualy a 50/50 chance that your radio message will be picked up by the enemy and when that happens there could be inbound planes to bomb your possition and escorts will come and take a look around your reported possition then the convoy or task force what ever you reported on the radio will go into a zig zag.

Again it is a 50/50 chance that it happens that they pick up your message but either way you will get instructions from subcompack they may even tell you good find but do not attack further assets will attack. Like if we have an airbase colse enough they will attack them or if there is a carrier force they will attack.

You can still attack even if your told not to do it with no worries.

If your told to attack escorts you have to sink at least 2 of them.

If your told to attack tankers you have to sink at least 1 medium to 1 large one.

If you are told to sink freighters then you must sink at least 8,000 to 10,000 tons worth of cargo ships.

If you are told to sink a capital ship in a task force or attack them in general you must sink over 10,000 tons.

Last edited by leovampire; 08-07-07 at 07:39 PM.
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