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Old 10-01-15, 02:23 PM   #256
THEBERBSTER
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Hi drronnie

The activation key cannot be the same as any previous dvd as it is unique to that disk.
The fact that you bought it from Ebay is a bit worrying as unless it is a sealed package you might have ended up with a second hand dvd.
Did the seller state that it was new and unused?
1. The dvd must be new not second hand.
2. You need a new Uplay login.
3. Set up a new Uplay account.
4. Use a new email address.
5. Use a new password.
6. Activate the dvd.

Peter
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Old 10-02-15, 04:14 AM   #257
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OK to be on the safe side I bought a brand new activation key only. Let's see if that works
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Old 10-02-15, 05:02 AM   #258
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Quote:
Originally Posted by THEBERBSTER View Post
Hi drronnie

The activation key cannot be the same as any previous dvd as it is unique to that disk.
The fact that you bought it from Ebay is a bit worrying as unless it is a sealed package you might have ended up with a second hand dvd.
Did the seller state that it was new and unused?
1. The dvd must be new not second hand.
2. You need a new Uplay login.
3. Set up a new Uplay account.
4. Use a new email address.
5. Use a new password.
6. Activate the dvd.

Peter
The DVD I got was sealed but I seem to have over read the small part where it said it's a refund item. So shame on me. The seller claims it was returned on the same day
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Old 10-02-15, 12:49 PM   #259
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Quote:
Originally Posted by drronnie View Post
The DVD I got was sealed but I seem to have over read the small part where it said it's a refund item. So shame on me. The seller claims it was returned on the same day
The new key worked. Now I am patched to 1.2
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Old 10-18-15, 11:49 AM   #260
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wow, thats a lot of information, tanks a lot
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Old 10-18-15, 06:14 PM   #261
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Hi Robert

Glad you like it.
As a newcomer it can save you a lot of time and it will give you answers to questions you never thought of asking.

Peter
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Old 11-24-15, 04:24 AM   #262
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Is the method described in intercepting a convoy really necessary? I remember there was some sort of quicker method in SH3 I learned about years ago (maybe it wouldn't work in sh5)- it involved making a couple circles with the compass, some basic calculations and marking where the circles intercepted - I used it alot and it worked. Wish I could remember what it was - any ideas?
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Old 11-24-15, 05:34 AM   #263
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Hi stbw

I am not aware of the 2 circles method.

You do not describe the method that you do not want to use
Is the convoy visible on hydrophne?
Is a radio message telling you of a convoy and giving you the co-ordinates?
Stoianm did a YouTube video where he intercepted a convoy just by receiving a radio message.

Post #37 Intercepting A Convoy Having Received BDU Radio Message By Stoianm

Peter
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Old 11-24-15, 11:12 PM   #264
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yes that's the method I was referring to - are there alternatives? I remember one that I learned on the forums years ago that you could use when getting the radio contact info on a concoy position that worked with SH3 and it was much simpler with fewer calculations - involved a couple compass circle markings, couple angles and marking an intersection at some point. Wish I could remember where I saw it and what it was. Anyways, I guess I'm just lazy and don't want to go through all the steps listed in that method (the one with theyoutube video-3 of them).

I currently don't use real navigation = using the Wolves from the Deep 1.03 mega mod. Trying to figure out manual TDC using the mod. I used to have it down to a science in SH3, but it seems like in SH5 there are all sorts of idiosyncracies with the rec manual, and code in general, that you have to keep in mind and know about as different mods effect your periscope view and rec manual, stadimeter, etc. I just can't seem to keep track of it all. I barely play the game anymore because keeping everything straight has gotten so complicated for me.

Last edited by supposedtobeworking; 11-24-15 at 11:18 PM.
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Old 11-25-15, 06:11 AM   #265
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I can visualize using the compass to create the 2 circles or using the ruler to create an intercept position.
A certain amount of plotting would still need to be done from the radio information.

Time first reported.
Time now.
Contacts speed.
Contacts course.

Using the compass or ruler you can estimate where the target is likely to be at anytime by measuring time-distance-speed.

Taking the same actions with your sub theoretically you would meet where you cross each other.

At some point you should be able to get a more accurate plot by diving and getting a sonar report and adjusting your position to the contacts position accordingly.

Peter
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Old 12-10-15, 06:31 AM   #266
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hello, I have a problem with controlling the manual torpedo . I now have 5 tutorials looked at but I have the problem that I always overshoots . I draw a direction of travel and the distance . then look I measure the angle of my boat to the direction of the enemy . after the enemy has moved to the distance line past I visors and shoot but every my Torps arrive too early .

may I AOB enter only when the ship moves through my line ?

Last edited by bloks1; 12-10-15 at 06:48 AM.
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Old 12-10-15, 09:05 AM   #267
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Hi bloks
Manual targeting is not difficult once you know what the basics are and I have explained a simple 90 degree fast shoot that you can use with great success.
I am assuming you are using map contacts where you see ships on the maps.
Draw out a course line (TCL) from the target past your sub.
Make a 90 degree angle with the protractor on the TCL.
Position your sub on the line to take up a firing point 800-1000 metres.
It is very important to get the targets speed correctly.
Use the 3 minutes and 15 seconds method to do this.
Pause the game.
Expand the map so you can place a tool mark X on the bow.
Start the stopwatch un-pause the game.
At 3 minutes 15 seconds pause the game again.
Place another tool mark X on the bow.
With the compass measure the distance across the 2 X marks.
600 metres = 6 knots and so on.
Press the TDC button to open it manually.
Put your periscope bearing on 0 degrees.
Enter your AOB 90 degrees either port or starboard.
Enter the speed 6 knots.
Enter the range 1000 metres.
Press the TDC button again to close it.
It is important now to set your torpedo speed as the TDC needs to calculate the impact point taking into account the targets speed (where it will be) and the speed of the torpedo (what bearing to fire from).
Now turn your periscope until you see both of the gyro dials pointing vertically.
The periscopes bearing degrees and the 2 vertical gyro's is the position it needs to be in when you press the torpedo fire button.
As you move the periscope on to the target the TDC will automatically adjust as you will see from the gyro angles changing.
You can lock the target to identify it if you wish.
This will allow you to set the torpedo/s depth.
You will see your manual data showing in the TDC.
You do not need to be locked to the target to the fire the torpedo/s
You can for example put the periscope bearing on to the firing bearing and just wait for the target to cross over it and then fire at different places on the hull without having to move the periscope.
Always make sure your torpedo doors are open other wise you will most likely miss.
The range on a 90 degree fast shoot is not important but a range still needs to be entered in the TDC.

Anything you are not sure about just let me know.

Peter
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Old 12-10-15, 11:11 AM   #268
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Very very thanks. you are my hero....!!!
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Old 12-10-15, 12:41 PM   #269
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Hi bloks
You are more than welcome, anytime.

Peter
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Old 03-16-16, 11:10 AM   #270
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Quote:
Downloads & Post Links For > TWOS Compatibile Mod Additions<
Correct enabling order after main TWOS mods (No ctd's).

[B][FONT=&quot][SIZE=5][COLOR=Silver][B][FONT=&quot][COLOR=Silver][B][FONT=&quot][COLOR=#ffff00][B][SIZE=2][COLOR=Silver][B]
Hi Peter...
You know, it would be much easier for all if you could be a bit more restrained when declaring mods compatibility.
I'm not quite sure what do you assume by term "compatible mods" but it certainly should not be just "no CTD" or "no problems so far"...If you aren't very well familiar with every single file contained within the mods how can you be so sure that some temporarily hidden problems will not eventually emerge?

Right now, your modlist contains several mods which are already included in TWoS for some time, plus few incompatible mods. This wont do any good to anyone...

Also , how can you claim that SM Interior is compatible if you are very well aware the fact that TWoS already contains SW Interior mod? I know that you use this mod for some time, apparently "without CTDs and other issues", but this is just not enough. Both of them are very complex mods and to declare them compatible without actual understanding of files/changes is not much helpful.

I understand that you just wont to help, but please, for now leave mods compatibility to me and when I eventually create list of TWoS compatible mods I will send it to you ASAP...
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