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Floven de Sorezé
10-15-10, 09:28 AM
Hello subsim community,

I'm relatively new to Silent Hunter and thus have some newbie questions I hope you don't mind answering. I already searched for information, but there's simply so much to be found that after 2 days I decided to post my questions. I'm sorry if the answer sounds too obvious, but I'm really totaly new here.

Technically:
I installed the game out of the box, which was already patched up to v1.3.

Since I'm an avid supporter of the quality mods for IL2 (flight sim that I suppose most of you know) and I was quite sure Silent Hunter had its fair share too, I decided to search for your MegaMod Packs. If I understand correctly, SH4 has 2 main mod packs (cf. Wiki):

- TMO (now v2.0)
- RFB (now v1.52)

Small problem: I only have SH4 v1.4 (already patched my standard 1.3)

I did find a thread for v1.4 modpacks though: http://www.subsim.com/radioroom/showthread.php?t=157853

Here I find the following:
1) Stock 1.4 game with Run Silent Run Deep - The Campaign:
2) Trigger Maru, Trigger Maru Overhauled w/ RSRDC (optional):
3) Real Fleet Boat for v1.4 w/ RSRDC (optional):
4) FooFighter's Sub Skins:

So my questions are:

which of them should I install (What is the difference between TMO and RFB, what kind of player chooses what)? Are these all mod packs? Or can I for example install FooFighter's Sub Skins together with TMO and RSRD - The Campaign?


In-Game:
I already tried some missions of course, which I really thoroughly enjoyed (I think you'll see me appear more on this forum now!) but I couldn't quit a mission without having a LOT of questions.

for example, I understood the working of the Hydrophone (not the same as Sonar? Or the same?) but then I wondered why the enemy ships couldn't hear me coming? Or do they, but can't they follow my electric machines anymore when I dive?

How does it come that they can't detect me using Radar? Or is Radar surface only?

(so here another question: Is Radar for in air use only, while sonar in water only? I know I can look this up with wikipedia, but since I'm writing down questions here I might as well write these down as they pop up in my head).

What is a dud? A dysfunctional torpedo?

Tactically, when should I dive when attacking? I mean, when I dive I can't possibly catch my prey anymore because of my lack of speed (and limited battery time), but I daren't get too close neither for fear that I get spotted...

These are the first questions I can think of, no doubt some other ones will follow. In the meantime of course I will try to digest as many of your manuals as possible.

Thank you,
Floven de Sorezé Stockeir.

WernherVonTrapp
10-15-10, 10:35 AM
Welcome, Floven de Sorezé.:salute: First, I'd like to suggest that, if at all possible, you should purchase the SHIV Gold Edition with the U-Boat expansion pack. Why, you ask? Well, because it is patched to version 1.5 which is what all the latest mods are compatible with.
Now, as far as choosing between TMO & RFB, hmmmmm:hmmm:, that's a tricky one because both are great mods in their own right. RFB is geared more toward realism where TMO presents much more of a challenging game. You should be able to add the skinpack to TMO and RFB but also, read the "read me" files that accompany each mod. Sometimes certain skins are already incorporated into the mods.
Your hydrophones are considered as passive (listening) sonar where the active sonar sends out a sound pulse (or a ping sound) that can be detected by other ships. Regular merchant ships usually cannot hear you approach since they don't normally have any sound detection equipment on board. Destroyers (DDs) however, will be able to hear your approach but that all depends on a number of things, like your angle of approach and your speed, or rough and calm seas. These all affect the ability of the enemy to detect you.
Enemy radar came later on in the war. The major warships received radar first, followed by the destroyers. On your submarine, early radar could only detect airplanes. After a few patrols, you should be offered different upgrades like improved air search radar and eventually, surface search radar.
A "dud" is simply a torpedo (or any ordinance for that matter) that didn't explode, or detonate.
As far as diving before or after an attack, you'll have to play the game some in order to develope your own style. Generally, you go to periscope depth while approaching the enemy and, if there are escorts, dive deep and turn away after firing your torpedoes.
Again, welcome to the fleet.:up:

Floven de Sorezé
10-15-10, 12:09 PM
Thank you WhernerVonTrapp! I already suspected Radar would come in later...

So I suppose I'm left with choosing between TMO & RFB. I wonder if someone would be so kind to explain their differences?

TMO is more challenging, while RFB more realistic? What does that exactly mean?

Thanks very much

tomoose
10-15-10, 12:13 PM
Just to expand slightly on Werner's point about radar. Your air search radar is NOT represented as a station in your submarine. These types of contacts are announced but the operator/station are essentially "invisible" to you and work in the background. You will by now have noticed a surface search radar station in your sub which initially does not work. This is an oversight in the game in that the station is represented in your submarine but it didn't exist in the early submarines therefore despite it being represented it doesn't work until the technology is actually "installed" in your submarine later in the war. Again, an oversight by the developers but only a minor frustration at the beginning of a campaign.

Hope this makes sense.
:salute:

subskipper53
10-15-10, 11:59 PM
So I suppose I'm left with choosing between TMO & RFB. I wonder if someone would be so kind to explain their differences?

TMO is more challenging, while RFB more realistic? What does that exactly mean?


What it means is that destroyers are a lot more "tuned in" when it comes to hydrophones. They could hear a pin hit the bottom of the ocean floor from 3 miles away (heavily exaggerating, but when you're stalking a 50+ ship convoy, that's how it seems! :har:) as far as TMO goes.

Unfortunately, i don't really like RFB, so i cannot comment on it's ups and downs. But, should you choose TMO-RSRD, here are some of my guidelines to get you started. My own "Dicta-Boelcke" of Anti-shipping warfare, if you will. :D

1) In order to be successful in your career (i.e, become a second Dick O'Kane), do your homework! This means looking up historic Japanese shipping lane maps, download them if possible, and refer to them during your patrol. (Also note that there are RSRD-particular shipping lane maps you can find in the downloads section.)

2) Know your enemy: use the museum in the game. Study the ships and become familiar with them so a quick, on-the-fly eyeball-identification can be something along the lines of accurate (why i say "something along the lines of accurate" is because some ships can sometimes seem like clones of one another when they are entirely different. This is why this rule is important!). Look online for their weaknesses as they may be modeled in the game. Know their advantages and disadvantages: they may very well save your virtual-life later on! ;)

3) Always update your crew and sub: Keep the men and that big ol' metal tube that they practically live in for three months at a time fresh and sharp. Keep the sub up-to-date with the latest technology upgrades such as deck guns, sonar, radar, etc. Promote the men and use the medals they may earn, and assign specialties to a certain compartment (i.e, an engine mechanic will be at home in the engine compartment, and a torpedo specialist belongs to the forward-aft torpedo room, etc, etc.). This will boost their performance when that big ol' tanker is just too juicy a target to let slip away!

4) Use your good judgment. If your sub is damaged badly enough, consider calling the patrol. It doesn't matter if you haven't sunk a ship or even fired a torpedo. Your priorities are simple: Your crew, your sub and your mission. The boys back at the port bar won't think any less of you for bringing your men back safe and sound at the expense of a sub with a few dents in it and no tonnage. :up:

5) Don't be greedy! If you have already sunk 5 ships from a convoy (already having sunk 10,000 tons before) and now you have DD's bearing down on ya and droppin' charges like wildfire, don't try to attack again until they've decided that you're either dead, or you've slipped away. But, if you still have plenty of torpedoes, and you can keep up the the remainder of the convoy, by all means have at it!

These are rules to live by. Remember them, and you'll rise high!

Good Hunting! :salute:

P.S: For more tips and tactics, have a look at the thread entitled "Sub Skipper's Bag of Tricks". This thread is the reason why i'm able to truthfully tell you now that i'm running the most successful career in my Silent Hunter history (400,000+ plus GRT :D).

Floven de Sorezé
10-17-10, 08:48 AM
Jeez thank you Subskipper! That's one informative answer you wrote down! I'll sure keep these tips in mind.

After reading some other very helpful threads here I begin to understand more and more how things work and already my first question appear stupid to me, a good sign!

If I have any more questions I'll let you know. In the meantime, thank you very much!!

Good hunting,

Floven de Sorezé Stockeir

subskipper53
10-17-10, 01:25 PM
Jeez thank you Subskipper! That's one informative answer you wrote down! I'll sure keep these tips in mind.

After reading some other very helpful threads here I begin to understand more and more how things work and already my first question appear stupid to me, a good sign!

If I have any more questions I'll let you know. In the meantime, thank you very much!!

Good hunting,

Floven de Sorezé Stockeir


Pleasure to be of help, and you're very welcome. :D Good Hunting to you as well! :salute:

P.S: rules 4 & 5 coincide with one another, in case i wasn't clear. ;)

I'm goin' down
10-18-10, 12:26 AM
Subskipper53 hit the nail on the head. TMO destroyers hear you coming, find you when you are hiding, and flat out kick your ass. You like pain you say? Well bend over buddy, cause it will be coming your way if you load TMO and play at full realism. Plan your boat and cew's funderal. In fact plan lots of them. Make them wakes so we can get drunk. :wah:

Floven de Sorezé
10-18-10, 03:13 PM
So now I'm well into my campaign, end of July 1942, doing some choke point operations above Celebes Sea, which is going great. But I wondered if there is some mod somewhere which changes the captain's log, I would want to be able to write down what I'm doing myself. Helps for immersion, as I can write down a patrol report afterwards, and also helps when I load a saved game (so I know what I was up to..) Anyone know of such a mod? Thank you very much.

I'm goin' down
10-18-10, 06:31 PM
there is such a mod. I downloaded it at one point, but never spent the time to figure out how to use it. I deleted it and cannot recall its name. Someone may post the link. If not ask in a new thread. Alternatively, Rockin Robbins may know because I recall that he commented on it.

Floven de Sorezé
10-19-10, 09:27 AM
Maybe you mean this?

http://www.subsim.com/radioroom/showthread.php?t=169278&highlight=SH+4+Commander%2C+Microsoft+access&page=2

Thanks for your help though :)

I'm goin' down
10-21-10, 01:28 PM
Here is another one, but I do not know anything about it. It is posted under Rockin Robbins signature in his bag of tricks sticky in the main forum

http://www.subsim.com/radioroom/downloads.php?do=file&id=1155