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Old 09-03-14, 03:56 AM   #886
nionios
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IIRC this worked in SH I.While at navigation map with periscope up you had contact updates on map.
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Old 09-03-14, 03:35 PM   #887
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Yes, that's true, another nice feature... I do get contact updates with raised scope(s). I've tried to Mod my game as close to SHCE as I can get it.

I wish the Devs had spent some, or more time (at least 1 career) playing SH1 to get into the spirit of the action in the US Pacific theater, and features available in 'Silent Hunter'.

Of course budgets being what they are don't allow for activity like that : )

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Old 09-18-14, 01:23 PM   #888
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Default ASW capabilities

Is there a way to know if a X warship has hydrophones,active sonar,depth charges etc.?I encountered a Subchaser (corvette class) and i didn't know its ASW capabilities.
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Old 09-19-14, 06:26 AM   #889
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Well if it's a sub chaser you should expect active sonar, hydrophones, and depth charges at the least.

98% of the time it's guesswork. You could encounter a q ship and not know it till he's got his guns pointed down your throat and you're 1000 yards away.

Always assume everything's dangerous until proven otherwise
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Old 09-19-14, 12:33 PM   #890
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I always thought that battleships,for example, don't have ASW capabilities.The Subchaser pinged on me and dropped DC's.OK, someone may confirm the active sonar and depth charges but what about passive sonar?
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Old 09-30-14, 11:18 AM   #891
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Default Engine rpm

Is there a way to set the revs of the engine manually or i should just select certain knot speed?
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Old 09-30-14, 12:58 PM   #892
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You set the speed to a knots value on that dial, and the equivalent RPM results from that. You can't directly alter the RPM.
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Old 09-30-14, 03:01 PM   #893
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There is a plate in the command room with RPM and knot conversions.


I have seen Japanese Q-ships with not only big bore cannons but also Y launchers.
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Old 01-04-15, 12:46 AM   #894
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I finally installed Traveler's mod pack today. I'm not a novice at SH4, and I'm no expert either, but darn it if it feels like the enemy passive sonar is overkill.
Anyone have any tips on approaching a task force now? I used to get in front, go below thermal layer at silent, all engines stopped, then slowly rise to periscope depth to take my shots.
I tried this today and just sitting there pretending I was driftwood at 230', I got picked up and received a beating from 3 DDs.
I thought that TMO had some pretty sensitive enemy detection devices, but this blew my mind. I feel that I need a change of tactics to accomplish my original task. Not sure where to begin though, since what i'm doing seems to be the popular tactic here on the forums.


Edit: Now that I think of it, I maybe was spotted by two DDs while shadowing the TF to get ahead to a firing position. But at any rate, suggestions on how to tackle Traveler's mod?
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Old 01-04-15, 02:31 AM   #895
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I use TMO too and can't get my head round it either, therefore I use easier AI.

Most of the times you'll get picked up for some reason or another but what I do know is this, you need to keep your silhouette, in relation to any detroyer, as small as possible.
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Old 01-04-15, 11:36 AM   #896
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Traveler's mod adds a high altitude scouting plane. It's possible you were being watched and didn't know it. Once you're detected by the plane, it will stay out of sight, follow you, and continue to report your position.
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Old 01-04-15, 09:46 PM   #897
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I use TMO and RSRD and I do not seem to have an issue. For the most part I feel that issues can be tactics driven. Some of these mods make it more real so you have to be creative and think outside of the box.

230 feet is not deep enough. See that red line on the depth gauge?? Get there and below it if possible then as the first escorts go by rise up in the middle to end of the convoy. By the time you fire and get back down you can actually be fairly far away from your firing point by the time escorts arrive at the center point of that location.

After your first hits it wont matter if your heard so all head flank towards the least guarded area for a few minutes then stay deeper than deep and quiet and they will most likely not hear you.
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Old 01-08-15, 03:27 PM   #898
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Yep, I know that feeling

Today I had my first task force attack with TMO and RSRDC and I have to admit I had to reload 10 times, because I also couldn't figure it out. It was an night attack in mirror smooth waters at a stationary task force screening the Tarakan or Balikpapan landing, which consisted of 8-10 DDs and a Sendai class (Naka) CL. MAybe it wasn't the smartest idea ever to attack a DD group but anyway.

After several attempts to infiltrate failed (was never killed, just scared them too early to score) I decided to attack from outside their formation. In the end, I went deep (75m) at 2kn to 2'500m away from my target and about 1'300 from the nearest DD. Then I launched my four bow torpedoes (Narwhal class) at the Naka class and various points in front of it and luckily, two torpedoes scored me 5'000t of Japanese warship.

So in the future I'll only try infiltration during rough seas on a moving convoy/target if I have to but otherwise attack from outside.
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Old 01-12-15, 11:54 AM   #899
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Is there a way to take pictures of harbors after...?

I was given the mission of photographing a harbor. I sunk all the ships I found in harbor, but could not photograph the harbor because there were no ships left to "lock" on to. Is there a way of getting around this limitation?
I thought the brass would get a better idea of what the harbor looked like after we sent all the ships to the shallow, but maybe I'm wrong?
Thanks
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Old 01-12-15, 12:03 PM   #900
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A Warm Welcome To The Subsim Community > SpankerDanker

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Link To My > SH3SH4 – SH5 > Posts


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http://www.subsim.com/radioroom/showthread.php?t=211804


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http://www.subsim.com/radioroom/showthread.php?p=2033119%23post2033119
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