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View Full Version : First Gameplay of SH5 Story


Harper
04-19-13, 08:59 PM
Well I have played the silent hunter games before but it has been a long time and did not even know that SH5 was out. Saw it on steam for 10 bucks and got it.

Started a new campaign and it was on whatever realism, I don't even know. But it was like an easy point and shoot then head to the base to get my mission for the first patrol. While in base, I just happened to change the realism setting to 100% and finding out later that you have to be docked to changed the realism settings during the campaign, so that worked out well.

So I head out to do the mission off the East coast of Britain. I cruised out there at half speed with no real idea how to play this game yet. Punching some buttons on the keyboard on the way out and familiarizing myself with the game a bit and seeing what the buttons do (found the F1 key). I have played Silent Hunter before so surely I would get the hang of it. By the way, has anyone else had the same German merchant just outside your 2nd main base that literally tries to run over you? That ship has literally like 3 times acted like he wanted to collide, throwing it in reverse twice and nearly hitting me.

Anyway, so I show up to the coast and decide I will just kill the engine and just hang out until I get a convoy report or my listener picks up some sounds.

And NOTHING, for a long time, finally I get a convoy report and I get a good heading off and come at them from the side, I first fired 3 torpedoes and a Liberty Merchant and quickly getting a fix on another ship and firing my 4th and I get one hit on the liberty merchant and missed with the other 3 torpedoes. I am just thinking darn!. So this liberty merchant just shuts down and sets there floating and on fire. So I get reloaded and fire again and my torpedo just went way off the wrong way. At this point I realize that the hit that I did get was just lucky and I have no Idea what I am doing since I just missed a merchant ship at a dead stop at around 500 meters broad sided. At this point of my SH5 experience I get to see my ship and the torpedoes on my map with the u-modded v1.2 game (I download Darkwraith's mod later).

So basically it takes all the torpedoes I got left to get this thing down and it is back to home for me to get some more torps. I will not cover the next 4 patrols but let me say I had a hard time finding ships out there but I had something really funny happen. While out tossing torpedoes in random directions not having a clue what I am doing, I fired 3 torpedoes at 1 ship, 1 torpedo at another, missed the 2 I was aiming at, and while kicking myself and trying to regroup and stay in position for the next shots, like a while later, I get a message. Torpedo impact! I am like Wha? I spin the periscope around and sure enough there is a merchant way in the back on fire. I was shocked. Well once I had overcame the shock I am trying to regroup again and another message. Torpedo impact! I am thinking "no way" at this point and spin the scope around and now there is a 2nd merchant on fire off on the other far corner of the convoy.

At this point it is just facepalm. But really how cool was that. I can't hit what I am aiming at but at least I am getting hits.

Anyway, I finally get frustrated at watching wounded merchants floating off. So I had just arrived at Britain to start a patrol and bam, there is a loan liberty merchant. I line up and fire away all 4 torpedoes at a spread and nothing. GRR, surface the boat! So I get on top of the water and the deck gun (after a bit of googling to figure out how to get that going) puts her on the ocean floor. Not my idea of being a sub captain but hey, it getting me some ships.

BTW, at this point my torpedo hit rate is about 1 in 4. And I am getting in close for them.

So now that I have found out about this amazing deck gun that makes torpedos look like a Molotov cocktail to mark targets with so that you can see them good when firing at them with the deck gun, I head back with another set of torpedos and almost instantly run into a big nice merchant convoy.

So I fire off all my torpedos and I end up with 1 hit, on a troop transport. So I surface the boat nearly in the middle of them with the troop transport I hit up ahead, it got away a little bit because I was trying to shoot some of the ships in the back. So I pop out of the water and start shooting the liberty merchants with the deck gun. 2 Liberty merchants down, and now I am thinking that I really want to get that high tonnage troop transport down before I am out of deck gun ammo and I have no torpedoes left. So I steam at the troop transport, nearly getting run over by a kamikaze liberty merchant.

Finally I am getting caught up to the troop transport on fire and I let the deck gun open up, thinking I should get up beside her so the gun does miss much.

SUDDENLY tracer rounds are whizzing all over the place and everything goes blurry. I didn't know whether to crash dive, turn, hit reverse, or jump overboard. I guess I was having too much fun to think that they would ever want to shoot at me, it never crossed my mind after all of the other ships not firing back. I ended up going with full reverse after seeing that the bullets didn't do much to us in the long time it took me to come out of shock and come up with a plan.

I fired deck guns out of her range until I was out of ammo and did get the ship so I headed home.

Anyway to wrap up this long post of nonsense that no one will probably read, I got Darkwraiths mod which I saw in a Youtube video (not to mention the nightmare of getting it to work) And it is a whole new mess. Like starting the game out from day one. But 1 patrol down with the new mod, loving it, and I haven't been sunk yet.

This patrol is to go to North shore of Britain to take down a carrier. I fear this will not end well and I am not yet too confident with my torpedo skills.

Sorry this story was a jumbled mess. So much has happened. I should've wrote it down to keep the story straight. Will keep track of what happens in my hunt for a carrier if anyone is interested and will replay with it here.

Sailor Steve
04-19-13, 09:38 PM
WELCOME ABOARD! :sunny:

Kessner
04-19-13, 10:27 PM
If you have downloaded the darkwraith's file NewUIs by darkwraith, then dissregard. From what I was seeing it fixes all sorts of things.

If you have not, and dertermin to play as is. Captain Targor Avelany has suggested this for torpedo targeting issues..

1) You need to lock target
2) Open tube doors
3) Unlock target
4) Move recticles (cross hairs) to the part of the ship you want to hit
5) Fire

I have tried it, and it dose work...strangly enough...

Kessner
04-19-13, 10:30 PM
Mr Sailor Steve...sir, I like your lil pic sig, cute. I was woundering what was wrong with your pic untill the cat showed up. :up:

Sorry for being off topic, was side tract for the moment...

Trevally.
04-20-13, 02:41 AM
Hi Harper and welcome to subsim:salute:


Anyway to wrap up this long post of nonsense that no one will probably read, I got Darkwraiths mod which I saw in a Youtube video (not to mention the nightmare of getting it to work).

I remember well going through a very similar experience and envy you your journey of learning and discovery with SH5:yep:

Harper
04-20-13, 02:02 PM
If you have downloaded the darkwraith's file NewUIs by darkwraith, then dissregard. From what I was seeing it fixes all sorts of things.

If you have not, and dertermin to play as is. Captain Targor Avelany has suggested this for torpedo targeting issues..

1) You need to lock target
2) Open tube doors
3) Unlock target
4) Move recticles (cross hairs) to the part of the ship you want to hit
5) Fire

I have tried it, and it dose work...strangly enough...

My process for targeting is this as follows I think.

1.) Select target by putting crosshairs over a ship and hitting spacebar. Most of the time it will not select the target I want and takes several tries. Before I downloaded Darkwraith's UIs I could put my crosshairs over the target and a button that said lock target came up. Was much better that way.

2.) Now to identify the ship which was a pain to figure out. Before DW's UI when you locked a target, a book popped up at the bottom and you began putting information in. With DW's UI it is actually there but off screen mostly. Finally found it and pulled it out. Now when you go to identify the ship, you can not just find the ship and check the box like before. At the moment I can't actually remember what makes it finally just accept it and take it, I think at the bottom where my crew members are, you click on far left guy and then click on identify target. It is insane to me that the new UI doesn't just have the same locking mechanism and identification system of flipping through the book and clicking a box when you have found it.

Next, after the ship is locked and identified, I use the rangefinder to range it, then I either guess the speed or ask the XO, then I punch in the AOB.

Then I range it again probably.

Then I fire.

I have noticed that since I got the UI that when I hit fire, it says it has to flood the tubes first. Takes about 5 seconds longer before the torpedo actually fires.



Some things that I have not liked about DW's UI.
1. The locking of targets. As far as I can figure out how it works, it is punching spacebar and hoping it decided to select the target that you wanted. Most of the time it did not, and the only way to find out is to click on the command to follow target with periscope at the bottom of your screen. If it did not target the right one, I am having to unfollow with the periscope, move back to the target I want, and try again. Takes several tries to get my target I want.

2. I do not like that the checkbox was taken out of the book to identify the target. I see the ship, I see it in the book, I just want to tell my stupid crew it is that one. I don't see why this had to get complicated. But maybe I am doing it wrong.

Harper
04-20-13, 03:54 PM
Alright, so I just found a lone merchant North of Britain, supposed to be killing some AMCs (whatever those are) and a carrier but I could not resist with the merchant lined up perfectly. So it did not go all that well.

First I locked the target with spacebar. I pulled up the book off of the left of the screen and clicked on freighter that is underlined, scrolled over to liberty merchant and clicked on the XO's (I think it is the XO) picture at the bottom and then clicked on the far left button that I think it called torpedo attack, it shows a periscope. Now I click the Identify target. Nothing happened and with a lot of tinkerings, I don't know what I did really, it finally changed the underlined word freighter to Large steamer.

I got tired of messing with that part and just went and used the range finder as it would let me do it know. Ranged the target at 2200 meters. Set the AOB and then clicked on the speed. It has an option to guess the speed so I hit that and it told me that there was not enough information yet. SO I punched in 10 knots and let the salvo go. I also closed up the salvo spread to the first notch.

I got one hit in the hind quarter of the ship.

I went back to fire another torpedo and this time it was more than happy to guess the speed for me at 4 knots for some reason. Went through same steps with some frustration with the identifying of the target, but got it to go back to large steamer. Also I had to relock the target for some reason when starting on the 2nd attack.

This time I fired and hit it dead center, I think he was 1800 meters on this attack.

Ship still did not look to be going down, It came to a stop and I waited a bit to see if it would decide to die, didn't look like it so I started working on one more shot and the game just closed out and went to the desktop
:(.

Kessner
04-20-13, 04:31 PM
I do not have the DW mod installed at the moment, but from what I see of it, looks like it clears up alot of issues. See I do what I had been doing in SH3's campaing...

1) ID the target ship and mark its direction with the compess. Use the ruler and draw the estamated travel point. Draw the estamated (in SH3 5km range to be sighted) in SH5 the 3Km range to be sighted. Draw my kill zone or box, draw my estamated intercept range to the kill zone. In between 3km and 2km or up to 2km to give room for distance change by target.

2) get into position and wait..

3) I fallow the steps that was given to me. Because I am still useing the default menue set, fire and sink the target..

This seems to work best for me... The target is reconized by it being a red object on the map, but then again it is a default setting.