View Full Version : Let`s Play Silent Hunter 5 realistically!
Shaefer
09-30-13, 06:11 PM
Hey everyone!
I hope it`s ok to do a little shameless self-promotion here. :)
I am currently doing a let`s play of Silent Hunter 5 on realistic difficult settings. I have been searching for a let`s play on realistic setting, because I want to watch that, but found none. So then I desided to make my own.... And I wish that Stoianm will make one to, cause he got them skills:D
I`ve been dwelling on these forums for a long time, (with a different account:)), and have enjoyed some of the greate mods that where pupular some years back.
My game is modded with Open Horizon II and some other mods as well. These are listed in episode nr two.
I have had Silent Hunter 5 since release, but never played it much. So no I am back into it and plan to make it to the end of the war. :D
I am no expert at the game, and are still learning, so any feedback and critisism are much appreciated.:D
If a let`s play on realsitic settings sounds interesting, head over to my channel and check it out.
http://www.youtube.com/user/TheNorseCast1
Hey everyone!
I hope it`s ok to do a little shameless self-promotion here. :)
Why not? :03:
I am currently doing a let`s play of Silent Hunter 5 on realistic difficult settings. I have been searching for a let`s play on realistic setting, because I want to watch that, but found none. So then I desided to make my own.... And I wish that Stoianm will make one to, cause he got them skills:D
Well, most of the videos by stoianm were recorded using the most updated realism mods available at that time.
If a let`s play on realsitic settings sounds interesting, head over to my channel and check it out.
http://www.youtube.com/user/TheNorseCast1
I enjoyed your videos to the end. Keep them coming :up:
conus00
10-01-13, 01:14 AM
The only way how to play this game is (on Win7):
Start>Control Panel>Programs>Programs and Features
hit Uninstall
...and be done with it.
Sorry, I couldn't resist. Even with all the considerable effort (and hat down to all modders who spent all the time on the game :salute:) the game remains unplayable to me: multiple CTDs, annoying bugs, etc...
I have tried, many times, even spent quite a bit of time creating and releasing mods for it, but the game stays a big POS in my book.
The reason for playing games is, for me, enjoyment. Playing, or I should rather say "attempting to play" SH5, equals, in my book, in terms of enjoyment, to sticking rusty nails and needles under my fingernails. Painful and huge waste of time.
I'll pass... (For now, until there is, maybe in future, equivalent of GWX3 for it - SOLID and WORKING compilation of mods). R.I.P.
Trevally.
10-01-13, 07:42 AM
If a let`s play on realsitic settings sounds interesting, head over to my channel and check it out.
http://www.youtube.com/user/TheNorseCast1
Great + 1 subscribed:up:
The only way how to play this game is (on Win7):
Start>Control Panel>Programs>Programs and Features
hit Uninstall
...and be done with it.
Sorry, I couldn't resist. Even with all the considerable effort (and hat down to all modders who spent all the time on the game :salute:) the game remains unplayable to me: multiple CTDs, annoying bugs, etc...
I have tried, many times, even spent quite a bit of time creating and releasing mods for it, but the game stays a big POS in my book.
The reason for playing games is, for me, enjoyment. Playing, or I should rather say "attempting to play" SH5, equals, in my book, in terms of enjoyment, to sticking rusty nails and needles under my fingernails. Painful and huge waste of time.
I'll pass... (For now, until there is, maybe in future, equivalent of GWX3 for it - SOLID and WORKING compilation of mods). R.I.P.
:nope:
Some people are just not up to the task:haha::03::O::D
Kroenen
10-01-13, 07:54 AM
I'll pass... (For now, until there is, maybe in future, equivalent of GWX3 for it - SOLID and WORKING compilation of mods). R.I.P.
Not sure how that relates to this thread, but sorry you're having issues. If it's any consolations (probably not), I'm running Win7 with sobers megapack and it works pretty solid.
As for the OP, great videos, keep em coming!
:salute:
Trevally.
10-01-13, 07:58 AM
I'll pass... (For now, until there is, maybe in future, equivalent of GWX3 for it - SOLID and WORKING compilation of mods). R.I.P.
more:rotfl2:
http://www.subsim.com/radioroom/showpost.php?p=2096879&postcount=1
:O:
SnipersHunter
10-01-13, 08:42 AM
I like it :up:
A little question how do you get the U-jagd clock in your second vid?
Shaefer
10-01-13, 09:45 AM
Thank you very much guys. I appreciate the feedback. I was a little hesitant to promot the series here with all you pros around, so dont be afraid to butcher me if you catch me mess up:D
I`ll up the next episode tonight, so that will be on my cannel tomorrow.
I like it :up:
A little question how do you get the U-jagd clock in your second vid?
I right click on the clock. Have to love the u-jaged :D
SnipersHunter
10-01-13, 09:53 AM
Allright thank you trying it out later ^^.
PS You got 1 sup more :up:
conus00
10-01-13, 01:51 PM
more:rotfl2:
http://www.subsim.com/radioroom/showpost.php?p=2096879&postcount=1
:O:
Yeah, I'm starting to think that it's me rather than the games. LOL
Just FYI I got SH3 working to some extent (so it is right now my only "submarine fix" ;)) but it still runs like crap and CTDs more often than I'd like...
My point about SH5 still stands: even with all the modders effort included (I contributed in small way too) it still remains, (less than) half baked cookie. I really don't have time and lack patience to sift through all the murk of MOD soup...
Lots of modders are working at cross purposes on that game. That's we will probably never see "GWX5". But I can still dream...
Trevally.
10-01-13, 01:54 PM
Just finished watching the second vid :yeah:
I am looking forward to your next one and the attack on that Polish minesweeper (if the Luftwaffe does not get it first:03:)
Shaefer
10-01-13, 03:42 PM
Just finished watching the second vid :yeah:
I am looking forward to your next one and the attack on that Polish minesweeper (if the Luftwaffe does not get it first:03:)
Thank you :)
Yeah, that minelayer. Fast bugger that :o
adrians69
10-02-13, 03:07 AM
I've watched your videos right through. Great stuff, keep 'em coming. Liked and subscribed. :up:
Just finished watching the second vid :yeah:
I am looking forward to your next one and the attack on that Polish minesweeper (if the Luftwaffe does not get it first:03:)
@ Shaefer and Trevally
Something I don't get about your video: was the taskforce reporting mission completed as soon as you entered the assigned area? Shouldn't you have the taskforce in sight, and use the report convoy button for it to be accomplished?
Also, I hope that Trevally didn't put too much merchant traffic in Baltic Operations: I think that, in wait for the German-Russian attack, most of the Polish merchant fleet had already been secured in Allied ports when the war actually started. :yep:
Thank you :)
Yeah, that minelayer. Fast bugger that :o
I have found some mining racks in guns_radars_01.GR2 that we must fit on that ship for making more obvious that it is a minelayer ;)
volodya61
10-02-13, 08:17 AM
..in wait for the German-Russian attack..
:06: :-?
:06: :-?
Don't you know that Nazi Germany and USSR divided Poland in two parts, each under the sphere of influence of one of the two powers? :hmm2:
It was part of the Molotov–Ribbentrop Pact (http://en.wikipedia.org/wiki/Molotov%E2%80%93Ribbentrop_Pact), stipulated just one week before the German invasion. The Soviet aggression (http://en.wikipedia.org/wiki/Soviet_invasion_of_Poland) started only two and half weeks after the German one, by the way. :yep:
EDIT: I think I have finally grasped the reason of your disappointment. It is the close association of your Nation with Nazi Germany (which wrongly suggests a joined attack) that bothered you, isn't it?
Maybe I should have written "German / Soviet attacks" rather than "German-Russian attack". Sounds it better? :)
volodya61
10-02-13, 09:25 AM
Don't you know that Nazi Germany and USSR divided Poland in two parts, each under the sphere of influence of one of the two powers? :hmm2:
It was part of the Molotov–Ribbentrop Pact (http://en.wikipedia.org/wiki/Molotov%E2%80%93Ribbentrop_Pact), stipulated just one week before the German invasion. The Soviet aggression (http://en.wikipedia.org/wiki/Soviet_invasion_of_Poland) started only two and half weeks after the German one, by the way. :yep:
Yes, Gabriele :yep:.. I studied the history not only in the official Soviet sources of 80s.. and I know more about Pact than it's represented in wiki.. but if I remember correctly no one is called it aggression.. if it was aggression why didn't the Polish allies declared war on the Soviet Union?
EDIT: I think I have finally grasped the reason of your disappointment. It is the close association of your Nation with Nazi Germany (which wrongly suggests a joined attack) that bothered you, isn't it?
Maybe I should have written "German / Soviet attacks" rather than "German-Russian attack". Sounds it better? :)
Yes.. it sounds a bit better..
PS: In any case, I think that this subject is very complicated and has a lot of nuances that we do not know.. and will never know..
Shaefer
10-02-13, 10:03 AM
@ Shaefer and Trevally
Something I don't get about your video: was the taskforce reporting mission completed as soon as you entered the assigned area? Shouldn't you have the taskforce in sight, and use the report convoy button for it to be accomplished?
I was abit baffled about this as well. The taskforce Reporting mission completed as soon as I got a radio Message from BDU with green light to attack any polish ships in the bay area.
Also, I hope that Trevally didn't put too much merchant traffic in Baltic Operations: I think that, in wait for the German-Russian attack, most of the Polish merchant fleet had already been secured in Allied ports when the war actually started. :yep:
Diddent seem like there where to many at all. I had to search for quite some time to find the Merchant at the end of the video...
Thanks for watching:)
SnipersHunter
10-02-13, 10:21 AM
When do you upload the next episode ?
Yes, Gabriele :yep:.. I studied the history not only in the official Soviet sources of 80s.. and I know more about Pact than it's represented in wiki.. but if I remember correctly no one is called it aggression.. if it was aggression why didn't the Polish allies declared war on the Soviet Union?
Yes.. it sounds a bit better..
PS: In any case, I think that this subject is very complicated and has a lot of nuances that we do not know.. and will never know..
Yes, my friend it is very complicated. :yep:
Though admitting that both Nazi Germany and USSR were harsh regimes, I am obviously (or maybe not so obviously, but now you know it anyway) much more ideologically incline to excuse Soviet "mistakes" than Nazi ones, so to speak. Believe me, I am totally immune from all the ridiculous anti-communism and pro-capitalism propaganda that even in my country spread from the end of WWII to the Fall of the Berlin Wall (and which is still ridden by many anachronistic right-hand parties in Europe, including Italy).
Nonetheless we got to admit that, despite the fact that they were committed in the name of noble ideals, Soviet crimes weren't in many cases lesser fierce than the ones perpetrated by the worst dictatorships, and that your leaders betrayed the same ideals which had inspired the October Revolution. Admitting it costs to me almost as much as it probably does to you.
Talking more specifically about the Soviet invasion of Poland, I know about it only little more than it is written on the Wikipedia article or on school text books, but I remember having seen a documentary (and a couple of movies) describing the atrocities committed by Soviet occuping forces against the defenceless Polish population. What is more hideous, is that Soviet Regime tried to conceal them as Nazi crimes, when they weren't. :-?
But this is bringing us too far. Our initial point was the Soviet invasion of Poland. Fierce or not, its happening and its being planned together with the Nazi beasts shortly before the war actually broke out, is an historical fact which cannot be denied.
Sorry for the off topic :salute:
I was abit baffled about this as well. The taskforce Reporting mission completed as soon as I got a radio Message from BDU with green light to attack any polish ships in the bay area.
We should ask Trevally about it. Ideally, our research area should be wider, so to make the detection of the taskforce harder, and the mission should be passed only after detection and reporting of it.
Diddent seem like there where to many at all. I had to search for quite some time to find the Merchant at the end of the video...
Okay :up:
I also remember Trevally having said something on Polish subs in off the Bay of Danzig, by the way. Have you ever met one?
volodya61
10-02-13, 11:33 AM
me too sorry for the off topic
Yes, my friend it is very complicated. :yep:
Yes, crimes of the Soviet regime no less terrible than the crimes of the Nazis.. we all know and remember about Katyn massacre..
But for us, the people from the Soviet Union, those whom the world called Russian, they pale into insignificance before the crimes of the regime against its own people.. in my country there is no family that would not have been affected by the Stalin regime repressions..
Shaefer
10-02-13, 11:47 AM
When do you upload the next episode ?
Thursday as I go to bed. I will be on my channal Friday.
Making these episode takes a while, with all the dead time in this game.
I dont have time to crank out a episode each day, I have a full time job, and it is quite demanding right now. We are in the prosses of finnishing a big contract.
@ Gap: I have not seen another u-boat, but I have picked them up when I dived to do a sonar search. If they where friend or foe, I have no idea:)
Trevally.
10-02-13, 11:54 AM
Also, I hope that Trevally didn't put too much merchant traffic in Baltic Operations: I think that, in wait for the German-Russian attack, most of the Polish merchant fleet had already been secured in Allied ports when the war actually started. :yep:
I was abit baffled about this as well. The taskforce Reporting mission completed as soon as I got a radio Message from BDU with green light to attack any polish ships in the bay area.
Diddent seem like there where to many at all. I had to search for quite some time to find the Merchant at the end of the video...
Thanks for watching:)
Hi Guys:salute:
Ok - I need to come clean about the first objective - Danzig Bay
It has been written to play out like a movie
When your boat gets to within 8km of the orange marker (est visual range) a script is triggered.
This script is that either one of the two mine layer/sweeper will pass in front of you.
A huge German air attack (4 or 5 waves) will sweep in and attack the minelayers just before you have had time to set up an attack.
So this first mission is to watch SH5 in its glory and see spectacular air power demo.
There after the German fleet comes to town and mops up any leftovers.
Sit back and watch - the kill a cargo or two to finish the mission
We should ask Trevally about it. Ideally, our research area should be wider, so to make the detection of the taskforce harder, and the mission should be passed only after detection and reporting of it.
Okay :up:
I also remember Trevally having said something on Polish subs in off the Bay of Danzig, by the way. Have you ever met one?
The many hydro contact you are getting are the Polish subs x5 minelayers x2 and I think the odd sweeper - (all as per wiki history:D)
I have set the area like this to ensure that the script get triggered. This is after all the intro:D
Future campaigns, objectives and missions will have a LARGE search area:smug:
Yes, crimes of the Soviet regime no less terrible than the crimes of the Nazis.. we all know and remember about Katyn massacre..
But for us, the people from the Soviet Union, those whom the world called Russian, they pale into insignificance before the crimes of the regime against its own people.. in my country there is no family that would not have been affected by the Stalin regime repressions..
I am aware about it, Volodya, this is what I meant when I said that Sovied leaders betrayed revolution's ideals and, what is worst, their own People.
There is a secondary effect to it, probably lesser dramatic, but historically not lesser relevant: in the mentality of the standard western citizen, "communist" (i.e. egalitarian) ideology started being wrongly confuded with the repression by communist regimes. Unfortunately, this equivocation was exploited by the western economic lobbies, and provided them with the moral backing that they needed for creating this stupid world. In other words, Stalin and the likes missed a date with the history by failing to create a better world and, on the contrary, they contributed indirectly to this kind of soft dictatorship known as "liberalism", where everyone is TOTALLY FREE to do what someone else has conditioned him to do (at his own and his neighbour's expenses though).
Sorry again for the long OT, I got transported :D
Hi Guys:salute:
Ok - I need to come clean about the first objective - Danzig Bay
It has been written to play out like a movie
When your boat gets to within 8km of the orange marker (est visual range) a script is triggered.
This script is that either one of the two mine layer/sweeper will pass in front of you.
A huge German air attack (4 or 5 waves) will sweep in and attack the minelayers just before you have had time to set up an attack.
So this first mission is to watch SH5 in its glory and see spectacular air power demo.
There after the German fleet comes to town and mops up any leftovers.
Sit back and watch - the kill a cargo or two to finish the mission
The many hydro contact you are getting are the Polish subs x5 minelayers x2 and I think the odd sweeper - (all as per wiki history:D)
I have set the area like this to ensure that the script get triggered. This is after all the intro:D
Future campaigns, objectives and missions will have a LARGE search area:smug:
Thank you for your clarifications Trevally, :up:
I see your point about this heavily scripted objective. It is for making people happy with an easy starter, and to prevent them from throwing OH in the recycle bin after the first two patrol days. Isn't it? :D
Trevally.
10-02-13, 01:30 PM
Thank you for your clarifications Trevally, :up:
I see your point about this heavily scripted objective. It is for making people happy with an easy starter, and to prevent them from throwing OH in the recycle bin after the first two patrol days. Isn't it? :D
Yes - it was meant to give a wow factor to the start.
The less a player does - the more they will see in this objective.
I am just about to watch part three of the lets play - so lets hope:D
We should ask Trevally about it. Ideally, our research area should be wider, so to make the detection of the taskforce harder, and the mission should be passed only after detection and reporting of it.
I can confirm that this mission registers accomplished as soon as I get the green light.
I also remember Trevally having said something on Polish subs in off the Bay of Danzig, by the way. Have you ever met one?
I had a sub contact once on my hydro .. thought it was an error :o
Darkseed
10-02-13, 02:22 PM
Personally I don't want you to cut the recording so much. Searching for contacts is a big part of the game as well, and just skipping to contacts feels like something's missing. Maybe you could just record everything and then edit some really boring parts out later? Maybe it's just me though.
Trevally.
10-02-13, 02:38 PM
Just watched part 3 - nice shooting:up:
For me, the recording is very good. Where options allow, perhaps you could try a fast90 or perhaps just a solution using the scope only (no map). :arrgh!:
:sunny:
SnipersHunter
10-02-13, 04:16 PM
Thursday as I go to bed. I will be on my channal Friday.
Making these episode takes a while, with all the dead time in this game.
I dont have time to crank out a episode each day, I have a full time job, and it is quite demanding right now. We are in the prosses of finnishing a big contract.
@ Gap: I have not seen another u-boat, but I have picked them up when I dived to do a sonar search. If they where friend or foe, I have no idea:)
Okay i stay tuned :arrgh!:
Shaefer
10-02-13, 05:03 PM
Personally I don't want you to cut the recording so much. Searching for contacts is a big part of the game as well, and just skipping to contacts feels like something's missing. Maybe you could just record everything and then edit some really boring parts out later? Maybe it's just me though.
I understand what you are saying, and have been thinking about this. I`ll try to include some searching as well.
Just watched part 3 - nice shooting:up:
For me, the recording is very good. Where options allow, perhaps you could try a fast90 or perhaps just a solution using the scope only (no map). :arrgh!:
The option for a fast 90 will present itselfe as we start to hunt shipping around Greate Britain. Doing a solution with only the scope, I have never tryed before, but that sounds interesting:D. It`s nice to have several ways to engade the target for diversion.
Can you give me some hint about how to do this? I guess it involves the u-jaged, and the gun officer...
skidman
10-02-13, 05:36 PM
I had a sub contact once on my hydro .. thought it was an error :o
No error. There is at least one English sub in the bay near Danzig. It's no Polish boat (i.e. Orzel (http://upload.wikimedia.org/wikipedia/commons/c/c3/ORP_Orzel.jpg), Wilk (http://navypedia.org/images/pl_ss_13.gif)) but a S-Class (?).
http://i7.photobucket.com/albums/y291/captess/SH5Img2013-08-14_184242.png
I managed to hit her, peeping throught the scope at 14 meters depth. She sank to the bottom showing no visible damage and of course the kill didn't add to my tonnage.
http://i7.photobucket.com/albums/y291/captess/SH5Img2013-08-14_191506.png
http://i7.photobucket.com/albums/y291/captess/SH5Img2013-08-14_195503.png
Yes - it was meant to give a wow factor to the start.
The less a player does - the more they will see in this objective.
Being a fanatic of randomness and realism, personally I would have made that objective more free and more difficult, but I see your point and I respect it :up:
I am just about to watch part three of the lets play - so lets hope:D
Going to do it myself :up:
Just watched part 3 - nice shooting:up:
For me, the recording is very good. Where options allow, perhaps you could try a fast90 or perhaps just a solution using the scope only (no map). :arrgh!:
:sunny:
two more ideas:
- setting an intercept course with a far contact (BdU report)
- calculating a torpedo solution with no visual data, using hydrophone bearings (useful for foggy weather)
No error. There is at least one English sub in the bay near Danzig. It's no Polish boat (i.e. Orzel (http://upload.wikimedia.org/wikipedia/commons/c/c3/ORP_Orzel.jpg), Wilk (http://navypedia.org/images/pl_ss_13.gif)) but a S-Class (?).
That is an U-class submarine, the one non-German submarine modelled in stock game, exceptionally manned by a Polish crew in this case. :03:
Importing submarine models from other games of the SH series in not the same as importing planes or ships, because dat objects are rendered blurry underwater, and they would look rather ugly.
For submarines to look decent, we would need to convert them into GR2 objects, which is still a bit complicated at this stage. :yep:
skidman
10-02-13, 06:30 PM
That is an U-class submarine, the one non-German submarine modelled in stock game, exceptionally manned by a Polish crew in this case. :03:
I see :D Thanks for the explanation.
For submarines to look decent, we would need to convert them into GR2 objects, which is still a bit complicated at this stage. :yep:
Does this mean an enemy submarine (GR2 object) could show visible damage when hit while it is submerged?
From my experience an enemy submarine (submerged or at the surface) can be sunk but is not listed as a destroyed target. So fighting them is rather pointless (still fun though).
Being able to simulate the Venturer vs. U-864 torpedo duel (maybe this time with a better ending for U-864) would be a dream coming true.
Does this mean an enemy submarine (GR2 object) could show visible damage when hit while it is submerged?
Never messed with damage textures before. I don't know how the game renders them in the correct place when an unit is damaged, but I remember having read something on this subject on this forum.
What I meant is that, underwater, only GR2 objects are rendered as they should. Dat objects and particles get blurred, unless you look at them against the water surface. To understand what I say, try looking in game at bubbles coming out from your deck, or look at the picture below:
http://img221.imageshack.us/img221/6721/sh5img20120723231700.jpg
It depicts the whale featured in OH. You should notice how blurred is the fin tip at the bottom of the screenie, where the water surface blends with the underwater horizon. This undesired effect is even more perceptible in the following picture:
http://imageshack.us/a/img825/8541/sh5img20130423192422.png
This is the Japanese midget sub imported by Cybermat from SHIV. Everything but the conning tower (which lies on the water surface) is blurred this time. :yep:
From my experience an enemy submarine (submerged or at the surface) can be sunk but is not listed as a destroyed target. So fighting them is rather pointless (still fun though).
Yes, they don't count for tonnage calculation, but you should still get reward from sinking them. Other than this, they could be used for setting traps against our sub, if only TDW managed to make them more aggressive :03:
@ Shaefer
I have finished watching yourthird video. I have a few more remarks/suggestions:
- the ships you have attacked so far, sank pretty fast with just one or two, (for your last attack) torpedo hits. Since you are using Fx Updates, sinking mechanics should be much more realistic, i.e. ships should suffer several fires and/or heavy listing before you are credited for their sinking, eventually forcing you to long waits or to administer the classic coup de grace. :yep:
- this is for Trevally: :03:
I wonder where the destroyer which is heading toward you at the end of you last video, is coming from: British are not yet at war by your current date (not to mention the fact that they shouldn't be in the Baltic anyway), and the one Polish destroyer left in Baltic (ORP Wicher), should be busy facing the German attack in the Danzig Bay. :06:
- Don't forget showing us your evasive maneuvers in case the destroyer manages closing on you, and make sure not to use your echolot too much: enemies can hear its ping. :timeout:
- About your comment, on underwater being to clear in game: that's true. Many realism adicts like me and you tried making it darker and lesser transparent, but whenever they thought they were close to a solution, a weird side effect (sky getting visible under a certain depth, IIRC) popped up and spoiled their efforts :-?
- Show us how you approach Kiel using real navigation, and don't cheat censoring the scenes where you and your navigator will be lost :D
stoianm
10-03-13, 05:27 AM
Very nice videos.. I watched all 3 of them.. well donne!... keep them coming!
I wonder where the destroyer which is heading toward you at the end of you last video, is coming from: British are not yet at war by your current date (not to mention the fact that they shouldn't be in the Baltic anyway), and the one Polish destroyer left in Baltic (ORP Wicher), should be busy facing the German attack in the Danzig Bay. :06:
I havent watched, but 2 german destroyers seem to want to kill danzig bay targets before I get there .. if I dont flank it there, they have already killed the taskforce .. which may be the reason this mission is flagged succesfull while all we did was recieve a radio message and might explain this contact .. again, I didnt watch yet .. can't at work :(
- Show us how you approach Kiel using real navigation, and don't cheat censoring the scenes where you and your navigator will be lost :DLost ? Why ? Weather that bad over there ? Or plotting that impossible in SH5 ?
stoianm
10-03-13, 06:44 AM
Gap.. I see a picture with a whale on it.. did u managed to put whales in the campaign?... I remember that if u are submerged and u are close to a whale to intercept on the hydro.. CTDs appear.. did u fix that problem?
I havent watched, but 2 german destroyers seem to want to kill danzig bay targets before I get there .. if I dont flank it there, they have already killed the taskforce .. which may be the reason this mission is flagged succesfull while all we did was recieve a radio message and might explain this contact .. again, I didnt watch yet .. can't at work :(
German detroyers are historically correct: Baltic was full of them by that time. :up:
As for your remark on them destroying the Polish taskforce for you, Trevally has already answered this question here (http://www.subsim.com/radioroom/showpost.php?p=2122347&postcount=25): the first objective is heavily scripted, and once you enter the mission area everything goes on automatically (taskforce spawned and Kriegsmarine and Luftwaffe units dispatched).
It is a matter of tastes, but if it was on me I would make the hunt for the Polish minelaying taskforce "real", and I would make German Zerstörer's and Stuka's to be dispatched only after the player has reported the discussed enemy units, using the 'send contact report' button :yep:
Lost ? Why ? Weather that bad over there ? Or plotting that impossible in SH5 ?
Using real navigation, you are never 100% sure about your current position: you must rely on dead reckonings and celestial fixes provided by your navigator and/or on your knowledge of home coasts. A while back, TDW has also coded a fully working sextant in his UI mod which can provide pretty accurate position data, for the ones who know how to use it.
None of the above methods but the least accurate dead reckoning, are viable when weather is stormy/foggy. There starts the fun! :03:
Gap.. I see a picture with a whale on it.. did u managed to put whales in the campaign?... I remember that if u are submerged and u are close to a whale to intercept on the hydro.. CTDs appear.. did u fix that problem?
yes, I fixed that problem, and I also brong many improvements (new skins, sounds, particle effects, etc.), but there are many other details that could still be improved :up:
Trevally.
10-03-13, 08:52 AM
Doing a solution with only the scope, I have never tryed before, but that sounds interesting:D. It`s nice to have several ways to engade the target for diversion.
Can you give me some hint about how to do this? I guess it involves the u-jaged, and the gun officer...
Ah ha - now we are onto my fav subject:D
You can try the RAOBF see here http://www.subsim.com/radioroom/showpost.php?p=1563272&postcount=1
or just the plain old observ attack:-
Lock on IDed target (mast-height to tdc)
Use stadi to input range
Use guessing (:yep:) to enter aob
use u jag to get speed
redo range with stadi
point scope at target and
:Kaleun_Los:
Shaefer
10-03-13, 10:59 AM
Ah ha - now we are onto my fav subject:D
You can try the RAOBF see here http://www.subsim.com/radioroom/showpost.php?p=1563272&postcount=1
or just the plain old observ attack:-
Lock on IDed target (mast-height to tdc)
Use stadi to input range
Use guessing (:yep:) to enter aob
use u jag to get speed
redo range with stadi
point scope at target and
:Kaleun_Los:
Oh,boy!
The RAOBF looks really complicated:dead:. I think I need to play the tutorial for that thing several 100 times to get all that:D
Trevally.
10-03-13, 01:02 PM
Oh,boy!
The RAOBF looks really complicated:dead:. I think I need to play the tutorial for that thing several 100 times to get all that:D
Yes... take a bit of learning that one:arrgh!:
The other method I posted is easy and fast:yep:
Trevally.
10-04-13, 07:30 AM
Me again:D
When you use the rec manual - the is a line called "Additional Information" - if it is written in black ink, you can click on it for some historic facts on that ship:up:
Me again:D
When you use the rec manual - the is a line called "Additional Information" - if it is written in black ink, you can click on it for some historic facts on that ship:up:
Good suggestion :up:
I have one more: rather than entering numerical TDC data into the XO dialog, you can set AoB, target range and target speed directly using the TDC knobs on the right of the scope view :salute:
Shaefer
10-04-13, 09:25 AM
Good suggestion :up:
I have one more: rather than entering numerical TDC data into the XO dialog, you can set AoB, target range and target speed directly using the TDC knobs on the right of the scope view :salute:
Thanks Trevally and Gap.
Thats a few good suggestions:up:
I never thought about the knobs, I`ll definitely will start to use them.
BigWalleye
10-04-13, 11:32 AM
Better yet, you can activate voice command and tell your Weps what to put into the TVR. That's how R/L Kaleuns did it. I doubt you will find a first-person account of a real U-boat commander turning the knobs on the TVR. Voice command in SH5 is well-integrated, easy to use, and reliable. Data entry is accurate and you don't have to jump the mouse from periscope control to the TVR knobs. Or take your eyes off the scope view. You can keep tracking that escort while Weps sets up the TVR.
Trevally.
10-04-13, 12:03 PM
Better yet, you can activate voice command and tell your Weps what to put into the TVR. That's how R/L Kaleuns did it. I doubt you will find a first-person account of a real U-boat commander turning the knobs on the TVR. Voice command in SH5 is well-integrated, easy to use, and reliable. Data entry is accurate and you don't have to jump the mouse from periscope control to the TVR knobs. Or take your eyes off the scope view. You can keep tracking that escort while Weps sets up the TVR.
I'm sure we can assume that as we turn those knobs - it is a representation of the chain of command and at the end point - the knob is turned:yep:
Shaefer
10-04-13, 01:18 PM
Better yet, you can activate voice command and tell your Weps what to put into the TVR. That's how R/L Kaleuns did it. I doubt you will find a first-person account of a real U-boat commander turning the knobs on the TVR. Voice command in SH5 is well-integrated, easy to use, and reliable. Data entry is accurate and you don't have to jump the mouse from periscope control to the TVR knobs. Or take your eyes off the scope view. You can keep tracking that escort while Weps sets up the TVR.
Is this another mod? I`ve seen Stoianm use it.
Seems like allot of fun, though. Maybe I use that for season two:D
Trevally.
10-04-13, 01:40 PM
Just watched part 4 - very good:up:
For your patrol - I would head to Scapa and attempt that mission. Time is short for that one and you have lots of time for the coastal water mission. You do not need to select it to complete it.
If you do go - my vote would be to enter from the east as U-47 did (plus you get to see the nice block ships:D)
:up:
Just watched part 4 - very good:up:
For your patrol - I would head to Scapa and attempt that mission. Time is short for that one and you have lots of time for the coastal water mission. You do not need to select it to complete it.
If you do go - my vote would be to enter from the east as U-47 did (plus you get to see the nice block ships:D)
:up:
Hey Trevally,
I just started this up again after a good time away (taken me so far about a week to sort out mods and get it working up to scratch), and am just onto coastal waters, must be late Sept at the moment just off Edinburgh. Whats the time scale for Scapa?
Thanks.
SnipersHunter
10-04-13, 04:22 PM
Yes the scapa flow attack would be great. I think the best entrance is on the east site too.
Trevally.
10-04-13, 04:40 PM
Hey Trevally,
I just started this up again after a good time away (taken me so far about a week to sort out mods and get it working up to scratch), and am just onto coastal waters, must be late Sept at the moment just off Edinburgh. Whats the time scale for Scapa?
Thanks.
see here for dates:up:
http://www.subsim.com/radioroom/showpost.php?p=1791497&postcount=2
see here for dates:up:
http://www.subsim.com/radioroom/showpost.php?p=1791497&postcount=2
Does the Scapa fleet stay up till 1st Dec? IIRC, in SH3 it moved around a bit. Long time since I played that though. And...is it as tough avoiding the DDs at the entrance as SH3?
Thank you.
I have watched the fourth video as well and, as usual, I have got a few comments:
- warship contacts: if you have a destroyer within your visual range (as in the final minutes of your third episode) she for sure got you in the range of her hydrophone or, later during the war, of her sonar. This doesn't necessarily means that she has already detected you: don't panic, but be on the alert! There is nonetheless something that you should be aware of: sometimes a warship or an auxiliary ship, enemy or friendly, can become "sticky". She starts following you without taking any other initiative. Sometimes she will keep a constant distance from you, other times she will try ramming you if you let her closing. In no case she will use her armaments on you. This is a known game bug. Usually saving and reloading solves the problem. A few save/reload cycles in the worst cases.
- contacts on map: those are not cheats but contact reports by B.d.U, and they are very useful when you have not a strict area assigned for patrol.
If you look at the Captain's log, you will find there the B.d.U. messages associated with each contact marked on map. IIRC, there should be a way to pass them on to the regular radio message engine, for us not to miss them. You can get information on speed and heading of the contacts from their log entry, or directly on map, moving the mouse cursor over them. There is a New UI's option (accesible through TDW's option viewer/editor) for having speeds reported as slow, medium, and fast, and headings as N, SE, WNW, etc. instead of precise speeds and headings; this is making the feature much more realistic. There is also a second option which lets you set the maximum range from your position that contacts must have for being reported by BdU. You can use that option for filtering contact reports, or you can set it to 0, if you don't want to see them anymore. :03:
- hydrophone sweeping: I think you have missed a faint sound contact at a bearing of about 30 deg on your starboard side. You can hear it shortly at ca. 24:04, and again at 24:49 of your 4th episode. When manning the hydrophone manually, you should sweep it more slowly. Also, it usually takes a few sweeps to the AI hydrophone operator (depending on his skill level), for him to pick any contact. Don't rush on your hydrophone, it is your main attack/defence weapon :know: :yep:
Shaefer
10-05-13, 08:28 AM
I have watched the fourth video as well and, as usual, I have got a few comments:
Thank you Gap. Lots of good suggestions, as usual. I appreciate it. As I said earlier I am no pro at this game at all, and that is starting to show :D. Keep`em coming:up:
There is a New UI's option (accesible through TDW's option viewer/editor) for having speeds reported as slow, medium, and fast, and headings as N, SE, WNW, etc. instead of precise speeds and headings; this is making the feature much more realistic. There is also a second option which lets you set the maximum range from your position that contacts must have for being reported by BdU. You can use that option for filtering contact reports, or you can set it to 0, if you don't want to see them anymore. :03:
To fix this I guess I have to disable the mod in JSGME, and disable every mod I have installed after New UI, before enable it again in the right order? I am hesitant to do this since the game runs so well now.
- hydrophone sweeping: I think you have missed a faint sound contact at a bearing of about 30 deg on your starboard side. You can hear it shortly at ca. 24:04, and again at 24:49 of your 4th episode. :know: :yep:
Good catch:o. You are absolutely right. Cant belive I missed that, saw it when rewatching ...
Trevally.
10-05-13, 10:43 AM
To fix this I guess I have to disable the mod in JSGME, and disable every mod I have installed after New UI, before enable it again in the right order? I am hesitant to do this since the game runs so well now.
No need to uninstall - there are some options in the command bar running alone the top right of your screen. That is where you will find the setting to adjust the range of these Bdu reports (+-) and setting to zero will as Gap said stop them
adrians69
10-05-13, 04:05 PM
I have been looking for a series like this on YouTube for ages. Watched the 4th vid and looking forward to the next one. Well dons Shaefer!! :D
Trevally.
10-08-13, 11:43 AM
any news:06:
You taught me loads from watching this, I am replaying watching your videos. I just need to get the courage to use Real Navigation and no map updates...that is gonna be so challenging.
any news:06:
I think Shaefer was killed during his second patrol, and being the realism adict that we know, he can't answer our queries until he is reincarnated in another U-boat commander / forum member :yep:
Shaefer
10-09-13, 03:09 AM
I think Shaefer was killed during his second patrol, and being the realism adict that we know, he can't answer our queries until he is reincarnated in another U-boat commander / forum member :yep:
Alive and kicking guys:D.
Episode 5 are up.
As allways, any critisism and feedback ar much appreciated:up:
THEBERBSTER
10-09-13, 07:41 AM
Hi Shaefer
Just enjoyed watching your first video on the big screen. It would be useful to know what mods you are using so I can relate to what I am watching and what is happening. I have never had the courage to go realistic so I will be on a learning curve. It looks like it could be a good tutorial into real navigation so I am looking forward to watching your second video. Keep up the good work and thanks for putting the time in so we can all enjoy your hard work.
Trevally.
10-09-13, 08:21 AM
Part 5 :up: nice job
Loved the OMG! what is that - oh its a tree:har:
Shaefer
10-09-13, 08:31 AM
Hi Shaefer
Just enjoyed watching your first video on the big screen. It would be useful to know what mods you are using so I can relate to what I am watching and what is happening. I have never had the courage to go realistic so I will be on a learning curve. It looks like it could be a good tutorial into real navigation so I am looking forward to watching your second video. Keep up the good work and thanks for putting the time in so we can all enjoy your hard work.
Thank you for watching.:)
The mods are listed in the description of episode 2.
If my let`s play can be a stepping stone for you to go all out realistic, and actually learn something by watching, that exceeds all expectation I had for this series:D
I urge You and Sparrs to take it all out, it is very rewarding when you succeed.
Shaefer
10-09-13, 08:38 AM
Part 5 :up: nice job
Loved the OMG! what is that - oh its a tree:har:
Hehe. All the stupid things I say:o. I cant help it, I am so into the game, and in nr5 my nerves got the better of me.....again!:O:
Trevally.
10-09-13, 09:11 AM
Hehe. All the stupid things I say:o. I cant help it, I am so into the game, and in nr5 my nerves got the better of me.....again!:O:
Ya - its great - you gotta just love the tension that fog + scapa + DDs bring
Thank you for watching.:)
The mods are listed in the description of episode 2.
If my let`s play can be a stepping stone for you to go all out realistic, and actually learn something by watching, that exceeds all expectation I had for this series:D
I urge You and Sparrs to take it all out, it is very rewarding when you succeed.
Will have to do it sometime, currently I am just learning to actually use the map tools with a greater effectiveness that I had been using before, and thats from your second video. Great stuff.
Just a question on the No.5 video. How do I get the Decks Awash icon? I use the same TDW UI mod, but its not an option? Its either surface or periscope depth icon? Is it part of the .exe patcher? I think I turned that on when I altered things using that, like the hydrophone bug and a few others?
Thanks.
volodya61
10-09-13, 12:15 PM
Just a question on the No.5 video. How do I get the Decks Awash icon? I use the same TDW UI mod, but its not an option? Its either surface or periscope depth icon? Is it part of the .exe patcher? I think I turned that on when I altered things using that, like the hydrophone bug and a few others?
Thanks.
You should enable 'decks awash' in the OptionsFileEditorViewer also to make it work..
You should enable 'decks awash' in the OptionsFileEditorViewer also to make it work..
Thanks for the answer. Do I need to disable the mod before I can alter changes, or can I do that with the options editor whilst already installed? This confuses me...
volodya61
10-09-13, 01:31 PM
Thanks for the answer. Do I need to disable the mod before I can alter changes, or can I do that with the options editor whilst already installed? This confuses me...
You can find the link to 'How to use OptionsEditor' thread by Trevally at the bottom of the post #1 of NewUIs thread :up:
BINGO:up: and happy (belated) birthday:yeah:. I follow your technical tips closely thanks much!:Kaleun_Salute:PS: on the birthdays we quote the First Sealord himself, Winston Churchill: "Old age is a Privilege denied to many!" ( the ultimate tonnage flag(s) on this old tub:rotfl2:)
Thank you :salute:
Alive and kicking guys:D.
Episode 5 are up.
As allways, any critisism and feedback ar much appreciated:up:
Hi Shaefer,
hope you didn't mind the little joke :D
I am glad you made it through the dangerous approaches to Scapa. When I watched your last video I could feel the tension, and on more than one occasion I literally jumped on my chair. Can't wait for the next episode!
As usual, I have one little advise for you: you can get rid of the fastidious dialog indicator above the WO, if you want. What you need for is the No Damn Bubbles, No Damn Halo Mod (http://www.subsim.com/radioroom/showthread.php?p=1285059#post1285059) (enable it any time) or if you prefer, you can use the SteelViking's Interior Mod (http://www.subsim.com/radioroom/showpost.php?p=1425969&postcount=1) and/or my Alternative Cursors & Kriegsmarine Map Tools (http://www.subsim.com/radioroom/showthread.php?p=1621025#post1621025), which also include the former mod :up:
Shaefer
10-10-13, 02:09 PM
Hi Shaefer,
hope you didn't mind the little joke :D
Not at all! I am allways up for jokes and fun:har: Especially when the joke are on me. :smug:
As usual, I have one little advise for you: you can get rid of the fastidious dialog indicator above the WO, if you want. What you need for is the No Damn Bubbles, No Damn Halo Mod (http://www.subsim.com/radioroom/showthread.php?p=1285059#post1285059) (enable it any time) or if you prefer, you can use the SteelViking's Interior Mod (http://www.subsim.com/radioroom/showpost.php?p=1425969&postcount=1) and/or my Alternative Cursors & Kriegsmarine Map Tools (http://www.subsim.com/radioroom/showthread.php?p=1621025#post1621025), which also include the former mod :up:
Oh yes! Thank you very much! :rock:
I am so sick of talking to the WO several times during each episode, allready enabled.:O:
Not at all! I am allways up for jokes and fun:har: Especially when the joke are on me. :smug:
So do I :-j :woot:
Oh yes! Thank you very much! :rock:
I am so sick of talking to the WO several times during each episode, allready enabled.:O:
:har:
Maybe he needs for a friend to open his heart? :hmm2: As an U-boat commander it is your duty listening to you crew and relieve their angst when they feel homesick. P.S: have you tried putting one of those juicy lemons I saw in the crew mess directly into his mouth? :D
SnipersHunter
10-12-13, 01:20 AM
Hey shaefer with torpedo options did you activated in your tdw patcher.
Shaefer
10-12-13, 05:09 AM
Hey shaefer with torpedo options did you activated in your tdw patcher.
I have:
Broken torpedo magnetic detonator
Collateral damage.
And under the "Torpedoes" section, all enabled. Thats about it!
Next episode are on my channel. A little longer than usual, but I could not edit away any more. Hope you enjoy it. :O:
Next episode are on my channel. A little longer than usual, but I could not edit away any more. Hope you enjoy it. :O:
I did, as usual :yeah:
Sorry for the late feed-back, by the way. My customary remarks:
- Wrecked ships at the Scapa Flow entrance: those are not recently sunk ships, but blockships that, like subnets, were meant to defended the port from u-boat intrusions. They are an historical fact, and Trevally put them there on purpose :yep:
- Ships locking bug: I think it is not a real bug but a flaw of the game, happening especially at night and on medium to heavy fog. The game can't lock the periscope on a target that you and/or your crew can't see. This is fair enough. the problem is that you shouldn't have really seen some of the targets of your last episode. You knew they were there just because of their water reflections, but reflections shouldn't be there on foggy weather and/or at night. A workaround to this problem is removing ship reflections (there is a mod (http://www.subsim.com/radioroom/downloads.php?do=file&id=1717) doing it already), or decreasing the range at which they become visible :03:
- Firing at unlocked targets: this is surely feasible. Play Trevally's 90 degrees torpedo solution tutorial for an example of it :03:
- Firing at stationary targets: I think you are correct into assuming that AoB is not a required TDC imput in this particular case. The same should also apply to target range (only useful for impact time estimation). In my opinion, the one relevant information is target bearing.
- Destroyer's reaction: I was a bit surprised to see that none of the destroyers patrolling the area came on support of the attacked capital ships. The latter should have radioed for assistance since the first torpedo impact. I have two possible explanations for it not happening: either ships can't radio in for assistance if they are set as docked, or the Scapa Flow entrance is too narrow for destroyers getting in fast enough :hmmm:
fleshcutter
10-13-13, 03:02 PM
Love your vids. Keep up the good work.
I wanted to start playing SH5 with your mod setup after watching you play but i have the steam version so i guess that wont work without the bugfixes. :wah:
Guess i will have to stick to SH3 and SH4 for now.
Shaefer
10-13-13, 03:29 PM
I was allso somewhat baffled that no ships came looking for me, I felt like this was a little "cheaty", sinking all those ships for free. I was sure that I would get hunted in a situation like that, inflicting such a heavy loss upon the British Navy.
I am sure though, that the brits will have more than one opportunity to settle the score later.:shifty:
So I downloaded the "No ship reflection". I cant have me playing on easy mode anymore. Can this be enabled at all times or just in the bunker?
Thank you Gap, for the very useful comment, as allways.:D
Shaefer
10-13-13, 03:37 PM
Love your vids. Keep up the good work.
I wanted to start playing SH5 with your mod setup after watching you play but i have the steam version so i guess that wont work without the bugfixes. :wah:
Guess i will have to stick to SH3 and SH4 for now.
Thanks for watching!
Take a look at this thread: http://www.subsim.com/radioroom/showthread.php?t=208190 Might make you able to play with mods :D
I was allso somewhat baffled that no ships came looking for me, I felt like this was a little "cheaty", sinking all those ships for free. I was sure that I would get hunted in a situation like that, inflicting such a heavy loss upon the British Navy.
Let's hope that Trevally will give us some insight on the issue :up:
I am sure though, that the brits will have more than one opportunity to settle the score later.:shifty:
Be sure about it :03:
So I downloaded the "No ship reflection". I cant have me playing on easy mode anymore. Can this be enabled at all times or just in the bunker?
IIRC, the mod only affects water reflection controllers in ships' sim files. Since no campaign setting is touched, it should be possible enabling it anytime during patrol with no adverse effects. To be sure, after enabling the mod avoid overwriting the last savegame ;)
Thank you Gap, for the very useful comment, as allways.:D
Answering the interesting questions arising during your patrols, is always a good excercise and an extreme pleasure for me. Thank you too for showing us so much of our beautiful game :salute:
lodebeard
10-15-13, 08:36 PM
These are great - I watched all six :) Thanks for posting them, and I hope you make more!
THE_MASK
10-16-13, 06:02 AM
Best SH5 videos so far :salute:
2 mod suggestions
Fixes game reflections
http://www.subsim.com/radioroom/showthread.php?t=208307
No childish bullet trasers
http://www.subsim.com/radioroom/downloads.php?do=file&id=3521
I was a bit surprised to see that none of the destroyers patrolling the area came on support of the attacked capital ships.
I was allso somewhat baffled that no ships came looking for me...
Hi Shaefer, have you seen this (http://www.subsim.com/radioroom/showpost.php?p=2129231&postcount=2802)?
THEBERBSTER
10-17-13, 06:54 AM
Just started playing with real nav for the first time thanks to Shaefer. I am sure I saw Shaefer had an additional sub icon that was for Decks Awash. What do I need to do to get this as I am surely going to need this stealth tactic?
SnipersHunter
10-17-13, 08:27 AM
If i get my sh5 run correctly i think i will start with real nav too thanks shaefer
THEBERBSTER
10-17-13, 09:43 AM
Sorted! I just select 8 metres from the advance depth gauge. Yipee:yeah:
Shaefer
10-18-13, 05:24 PM
Thanks everyone for the wondeful feedback.
There has not been an episode for a week now, due to brutal workhours. Real life sucks :D
Next episode will be recorded on sunday.
Hi Shaefer, have you seen this (http://www.subsim.com/radioroom/showpost.php?p=2129231&postcount=2802)?
Dang it. That one was not enabled. It is now though:salute:
(Hope it wont mess Things up)
THEBERBSTER
10-19-13, 11:17 AM
Can't wait! Seen all 6 twice now. Brilliant. Am living the tension when viewing, need a coffee.
Shaefer
10-21-13, 10:22 AM
Next episode are up. I`m being somewhat a noob in this one:D. To long time has passed since the previous episode.
Trevally.
10-21-13, 01:31 PM
@Webster (http://www.subsim.com/radioroom/member.php?u=229883) , McBeck (http://www.subsim.com/radioroom/member.php?u=209982)
Can this thread get the sticky and move the old one off:06:
Trevally.
10-21-13, 01:36 PM
That black texture ship needs to go:nope:
Some tips:D
When looking through your binos - press space bar to select a target for your crew to fire the deck gun at.
This will allow you to remain on the bridge and watch out for slow moving ramming ships:O:
If you "resupply" at port and do not "end patrol" - your patrol will continue. This is good if you are short of time (no time passes with resupply) but, your patrol does not end. This will result in your save file getting larger and larger (it clears when you start a new patrol) and can cause ctds if it gets too big
That black texture ship needs to go:nope:
The hospital ship one ? It's kinda annoying yeah .. gap tried to fix it, but that didnt work for me :(
jibouil
10-21-13, 03:30 PM
Very Nice Video !! I love it !
Thanks a lot
Shaefer
10-21-13, 03:50 PM
Thanks allot everyone! :O:
That black texture ship needs to go:nope:
Some tips:D
When looking through your binos - press space bar to select a target for your crew to fire the deck gun at.
This will allow you to remain on the bridge and watch out for slow moving ramming ships:O:
Yes Trevally. My Place are on the bridge for sure:D. If that ship have moved faster,---> disaster!
If you "resupply" at port and do not "end patrol" - your patrol will continue. This is good if you are short of time (no time passes with resupply) but, your patrol does not end. This will result in your save file getting larger and larger (it clears when you start a new patrol) and can cause ctds if it gets too big
Very good to know. Thanks.
If I ended my patrol at Helgoland, would it put me back to Kiel then?
Trevally.
10-21-13, 04:03 PM
Ah - no
to end patrol you must go back to base
if that is still Kiel (look for blue diamond symbol) - you can use the harbour pilot to take you back
when you end patrol and start a new one - a default 14 days will pass
THEBERBSTER
10-23-13, 05:03 PM
Hi Shaefer
Really enjoyed video number 7
I am still learning how to use real nav so you working out the bearings to the targets was a good lesson to take notes on.
You were lucky that at this early period in the war the merchants you came across were not armed. This changes quite quickly so beware!
I always start firing first with H.E. at the superstructure, this usually gets some good fires going.then switch ammo
I did not know about the radio in TDW's GP or his reflections mod so thanks for that:up:
I could not believe the size of that black hulk suddenly appearing I really thought you had had it.
I like the honesty with the way that you play. It would be easy to reload and give us perfect situations that have been worked out. I think this is why your videos really work because we get caught up in the tension with you, and with you we never really know what is going to happen next. Good or bad, warts and all.
lodebeard
10-23-13, 09:35 PM
I am no expert, but I will offer a bit of feedback on Ep 7, since you asked for more ;)
1) When you finally found the scope button on the deck gun i was so relieved. I didn't realize it until then, but my whole body had become tense. I wanted to yell at the screen to tell you how to do it! The only time to aim 'from the hip' with the deck gun is when you are too close to drop rounds below the waterline. For some reason the deck gun can be lowered below zero elevation if you don't use the scope. I don't think it is realistic, but I am guilty of doing it from time to time hehe.
2) One big explosion does not a sunk ship make. Often the big fireball explosions are flammable materials on the deck exploding, doing little hull damage. You can burn a ship all day long, but if the hull stays intact it will float forever. Keep hitting the ship until you can tell it is taking on water, or better yet when they shoot off their distress flare. Use HE rounds for hitting the superstructure, for instance knocking out the bridge of a ship with your first couple of shots will stop them from sending a radio signal. Use AP rounds for penetrating the hull and sinking the ship.
3) You had a full complement of torps. I know you were really itchin' to try the deck gun, but I think the thing to do would have been to empty your tubes into the densest part of the convoy and then get your torpedo crew busy reloading while you emptied your deck gun out. With the scope :P
4) Also, I am surprised to see no Hurricanes showed up. There was still enough daylight, I should think. I would have thought one of those thirty or so ships would have called for air support! How long were you surfaced and attacking the convoy? I am not sure how long the response time is for a ship radio-ing for air support. Maybe someone who knows more about the radio patch could weigh in on this?
5) Some advice on how to quickly determine true bearings to sound contacts so you can plot them on the map:
heading + bearing = true bearing. If the result is greater than 360, continue the sum from 0.
So, if you are heading 090 and your sound contact is at bearing 038, then do this calculation: 90 + 38 = 128
True bearing of sound contact is 128 degrees.
If you are heading 315 and you get a sound contact at bearing 103, then quickly do this arithmetic: 315 + 103 = 418 418 is more than 360, so we do 418 - 360 = 58
True bearing to sound contact is 058 degrees.
This was my least favourite of your seven episodes so far, not because it was poorly made, but because your deck gun methods were stressin' me out! But it was still plenty good enough to watch it all in spite of that. I am enjoying the series, and thanks for taking the time to share your realistic SH5 adventures with us all!!
-Lode
Hi Shaefer
Really enjoyed video number 7...
I am no expert, but I will offer a bit of feedback on Ep 7, since you asked for more ;)
I agree on every single comment and suggestion you have expressed guys :yep:
@ Shaefer
Keep them coming!
I am surprised to see no Hurricanes showed up. There was still enough daylight, I should think. I would have thought one of those thirty or so ships would have called for air support! How long were you surfaced and attacking the convoy? I am not sure how long the response time is for a ship radio-ing for air support. Maybe someone who knows more about the radio patch could weigh in on this?
There's a random interval comprised between 1.5 and 6 minutes, from when a ship detects a menace to when she brodacasts an alert radio message to surrounding units. IIRC, the maximum range for a rescueing unit to react to the call for help, is governed by the "Lost contact time" in Sim.cfg. IRAI has the parameter set to half an hour. If a ship/plane can join the area within this time, she will react to the call; if not, she will ignore it. I think this is also applicable to air bases, which can spawn their assigned planes or not, depending on how long reaching the area would take to them. In addition, each aircraft has its own maximum range in km and I am pretty sure that airbases have a similar range as well, though Trevally is surely more informed than me on this topic.
In any case, I would be curious to know how far from land where the ships attacked by Shaefer, and if it was within the range of an airfield. :hmm2:
THEBERBSTER
10-24-13, 03:03 PM
A couple of points from Episode 7
The ship that sneaks up on you and nearly rams you. If it was in live play surely your deck watch would be shouting out to warn you long before it could get that close to you.
I do not have Sobers bad weather gun mod as I get a ctd. The gun sight icon in the top left corner when you click on it, does it not have more than one sight magnification?
Shaefer
10-24-13, 03:58 PM
I am no expert, but I will offer a bit of feedback on Ep 7, since you asked for more ;)
Bring it :D
1) When you finally found the scope button on the deck gun i was so relieved. I didn't realize it until then, but my whole body had become tense. I wanted to yell at the screen to tell you how to do it! The only time to aim 'from the hip' with the deck gun is when you are too close to drop rounds below the waterline. For some reason the deck gun can be lowered below zero elevation if you don't use the scope. I don't think it is realistic, but I am guilty of doing it from time to time hehe.
Hehe.
2) One big explosion does not a sunk ship make. Often the big fireball explosions are flammable materials on the deck exploding, doing little hull damage. You can burn a ship all day long, but if the hull stays intact it will float forever. Keep hitting the ship until you can tell it is taking on water, or better yet when they shoot off their distress flare. Use HE rounds for hitting the superstructure, for instance knocking out the bridge of a ship with your first couple of shots will stop them from sending a radio signal. Use AP rounds for penetrating the hull and sinking the ship.
Yeah. I think I was a little eager to confirm those explosion as kills :)
3) You had a full complement of torps. I know you were really itchin' to try the deck gun, but I think the thing to do would have been to empty your tubes into the densest part of the convoy and then get your torpedo crew busy reloading while you emptied your deck gun out. With the scope :P
You are very right about this. I got a sudden attack of tunnel vision. :o
4) Also, I am surprised to see no Hurricanes showed up. There was still enough daylight, I should think. I would have thought one of those thirty or so ships would have called for air support! How long were you surfaced and attacking the convoy? I am not sure how long the response time is for a ship radio-ing for air support. Maybe someone who knows more about the radio patch could weigh in on this?
I think I was within the range of the airfields, but I am happy they diddent come :O:
heading + bearing = true bearing. If the result is greater than 360, continue the sum from 0.
So, if you are heading 090 and your sound contact is at bearing 038, then do this calculation: 90 + 38 = 128
True bearing of sound contact is 128 degrees.
If you are heading 315 and you get a sound contact at bearing 103, then quickly do this arithmetic: 315 + 103 = 418 418 is more than 360, so we do 418 - 360 = 58
True bearing to sound contact is 058 degrees.
This is a very useful methode, so simple to do. I learned something here:D. Thanks a bunch:up:
This was my least favourite of your seven episodes so far, not because it was poorly made, but because your deck gun methods were stressin' me out! But it was still plenty good enough to watch it all in spite of that. I am enjoying the series, and thanks for taking the time to share your realistic SH5 adventures with us all!!
Thanks for taking the time to write this lengthy post. I enjoyed reading this.
I appreciate honest criticism and feedback. This helps me to improve my videos, and make better content.
@ Gap.
I`ll show on the map in the next episode where I encountered the convoys.
@ TheBerbster
I cant recall if I tryed to zoom or not, but maybe the deckgun are similar to the flak, where we have two stages of zoom...
As allways ---> Thanks for the feedback guys. :yep:
Next episode are being upped tomorrow. And I want to give a mild spoiler... but I wont :timeout:
THEBERBSTER
10-24-13, 06:32 PM
Teaser:wah:
lodebeard
10-24-13, 08:32 PM
@ TheBerbster
I cant recall if I tryed to zoom or not, but maybe the deckgun are similar to the flak, where we have two stages of zoom...
Yes the deck gun scope has 2 levels of zoom. Shootin up ships from several thousand meters away is a highly entertaining way to pass the time :) You zoom the deck gun scope by clicking the button a second time, not with the mouse wheel.
There's a random interval comprised between 1.5 and 6 minutes, from when a ship detects a menace to when she brodacasts an alert radio message to surrounding units. IIRC, the maximum range for a rescueing unit to react to the call for help, is governed by the "Lost contact time" in Sim.cfg. IRAI has the parameter set to half an hour. If a ship/plane can join the area within this time, she will react to the call; if not, she will ignore it. I think this is also applicable to air bases, which can spawn their assigned planes or not, depending on how long reaching the area would take to them. In addition, each aircraft has its own maximum range in km and I am pretty sure that airbases have a similar range as well, though Trevally is surely more informed than me on this topic.
In any case, I would be curious to know how far from land where the ships attacked by Shaefer, and if it was within the range of an airfield. :hmm2:
Thanks for this information, Gap. All of it makes sense. I wonder if lost contact time could be made to depend not on when the initial radio report is sent, but on when the ship loses contact with the sub? I think a real freighter skipper would keep screaming into the radio for air support until long after the sub disappeared, not just send one distress call and then turn off his radio :P
Now, I am a big WWII aviation nerd, so forgive me a moment while I indulge myself...
From what I recall of Shaefer's position and its distance from the airfield in question is that he was no more than 100-200 km away, tops. That is well within the real life effective range of a Mk.I Hurricane (almost a thousand km). Any sub within 400 km of Hurricanes ought to be in danger. Hurricanes cruised at a little over 300 km/h. Factor in ramp time, takeoff, and climb, if he was much more than 100 - 150 km from the base that would mean it would take longer than the 30 minute time limit for Hurris to get there. Even if they hurry.
Sorry, couldn't resist.
So I guess it was not the size of the Hurricanes' fuel tanks, but this 30 minute time limit that stopped them from intercepting. I have mixed feelings about that, because I am glad Shaefer and his gallant crew are alive and well to fight on, but I also would have liked to see the show of 8 .303's lighting that boat up!
lodebeard
10-24-13, 08:45 PM
This is a very useful methode, so simple to do. I learned something here:D. Thanks a bunch:up:
It was my pleasure:)
If you havent already, I highly recommend you run through Trevally's tutorial called "four bearings". It will teach you so much about how to hunt ships with realistic navigation. I think every Real Nav skipper should do the tutorial at least twice. It is a long series of very simple steps, and your effectiveness will be greatly affected by the speed and precision with which you can do them. If you wanted to, it would be very cool to see a special episode where players can watch you learn the four bearings method!
Also, if you are so inclined, learn to use the Range Angle On Bow Finder on your periscope. There is a tutorial for it calle RAOBF Practice. And also look in the New UIs documentation folder for a great guide for using the Whiz-Wheel for doing quick AOB and contact course calcs, etc. It's called Angriffsscheibe_Handbuch_3.pdf
Let's Play Silent Hunter 5 Realistically, after all!
:rock:
It was my pleasure:)
If you havent already, I highly recommend you run through Trevally's tutorial called "four bearings". It will teach you so much about how to hunt ships with realistic navigation. I think every Real Nav skipper should do the tutorial at least twice. It is a long series of very simple steps, and your effectiveness will be greatly affected by the speed and precision with which you can do them. If you wanted to, it would be very cool to see a special episode where players can watch you learn the four bearings method!
Also, if you are so inclined, learn to use the Range Angle On Bow Finder on your periscope. There is a tutorial for it calle RAOBF Practice. And also look in the New UIs documentation folder for a great guide for using the Whiz-Wheel for doing quick AOB and contact course calcs, etc. It's called Angriffsscheibe_Handbuch_3.pdf
Let's Play Silent Hunter 5 Realistically, after all!
:rock:
Quoted for truth.
4 bearings is fatest way to plot intercept and get a 90 solution ready by the time you arive.
RAOBF is learned in 5 tries, and the fastest way to get a torpedo solution. Takes as long as the ship takes to cross the periscope center from bow to stern to have your solution.
SnipersHunter
10-28-13, 03:15 AM
Hey i enjoyed the new episode. Keep them coming :up:
But i dont know why you went down when you are at 90 meters . You had no floodings and your depth rudder didnt take any damage ?
THE_MASK
10-28-13, 05:28 AM
The radio room had 96% flooding in episode 8 ! The radio room and hydrophone room don't show flooding afaik .
Trevally.
10-28-13, 08:16 AM
@Shaefer
Wasserbomben! (http://www.subsim.com/radioroom/downloads.php?do=file&id=3906)
:up:
SnipersHunter
10-28-13, 08:20 AM
The radio room had 96% flooding in episode 8 ! The radio room and hydrophone room don't show flooding afaik .
Oh i didnt noticed that.
@Trevally thats a great mod why it isnt included in great modlist like sjizzles sobers or fifis?
Trevally.
10-28-13, 01:01 PM
Oh i didnt noticed that.
@Trevally thats a great mod why it isnt included in great modlist like sjizzles sobers or fifis?
Perhaps it is in another mod - DBSM:hmmm:
I am not sure what mods Shaefer is using
SnipersHunter
10-28-13, 01:06 PM
In stromys dbsm?? I use it but never have had the " wasserbomben!" sound :06:
Shaefer
10-28-13, 02:56 PM
The radio room had 96% flooding in episode 8 ! The radio room and hydrophone room don't show flooding afaik .
Yes. I notised this as well when rewatching the video. Nice catsh:D Poor radio guy...
@Shaefer
Wasserbomben! (http://www.subsim.com/radioroom/downloads.php?do=file&id=3906)
:up:
Oh yes!:Kaleun_Cheers:
Thank you very much. With this it`s allot easyer to avoid those deapth charges.
Edit: By the way, is this a enable anywhere mod, or only in bunker?
SnipersHunter
10-28-13, 03:03 PM
Hi shaefer i cant say it often enough i love this lp :arrgh!:
If you stay alive which campaign path would you choose later ?
Trevally.
10-28-13, 03:17 PM
Edit: By the way, is this a enable anywhere mod, or only in bunker?
:hmmm: not sure about sound files
I would think this is ok to add while at sea
Sartoris
10-28-13, 03:56 PM
Brilliant videos, please keep them coming!
I've been hoping for a realistic Let's Play, and this is perfect. :)
By the way, I don't mind seeing you gathering information and plotting your attack, to answer one of your questions from one of the videos. It actually makes it more suspenseful and interesting.:)
Shaefer
10-28-13, 06:17 PM
Hi shaefer i cant say it often enough i love this lp :arrgh!:
If you stay alive which campaign path would you choose later ?
I am not sure about that yet :hmmm:, I deside on the fly when we get there. And yes, I`ll stay alive.....:D
:hmmm: not sure about sound files
I would think this is ok to add while at sea
I`ll have a go at it. If things get messed up I just disable it again and do it in port.
Thanks:up:
Brilliant videos, please keep them coming!
I've been hoping for a realistic Let's Play, and this is perfect. :)
By the way, I don't mind seeing you gathering information and plotting your attack, to answer one of your questions from one of the videos. It actually makes it more suspenseful and interesting.:)
Thank you very much. I appreciate it.:)
In the latest episodes I did not have to do any plotting, but there will be more plotting for sure. :know:
THEBERBSTER
11-01-13, 12:40 PM
Wasserbomben in DBSM. I had my Gamecom headphones on and heard the crew shout Wasserbomben, it took me by surprise, the explosions were so loud they nearly took my head off
THEBERBSTER
11-01-13, 01:23 PM
I agree with Sartoris. It would be good for anyone trying to learn RN etc., and for those who find this thread at a later date and will use it as a tutorial now and again show how the data is collected and used, especially when an interesting scenario arises. For example I would like to see how the attack is planned when all you have is the bearing in the message box. Most examples of single targets seem to have the target already viewable. At the moment I am struggling when all I have is my bearing and the targets bearing, it is nighttime, the target is way over the horizon and cannot be seen. So how can I get close enough to find it just using my map tools?
Shaefer has encouraged me to go RN and I am sure will also encourage others having seen his videos. I am enjoying the game more even though I seem to be struggling. Part of the reason for this is the game is being played at a much slower pace which is good and demands more thought process.
Sorry for going on a bit Peter
lodebeard
11-01-13, 09:57 PM
I agree with Sartoris. It would be good for anyone trying to learn RN etc., and for those who find this thread at a later date and will use it as a tutorial now and again show how the data is collected and used....r
As I said before, please try Travally's tutorial mission called 'four bearings'. It teaches you how to act in the situation you describe :)
And it is fun!
Shaefer
11-02-13, 07:16 AM
As I said before, please try Travally's tutorial mission called 'four bearings'. It teaches you how to act in the situation you describe :)
And it is fun!
I have allso done the tutorial several times allready, but I am struggeling with it a bit to be honest. The tutorial have map icons on, I dont, and I am having problems with this. I dont know how to proceed with the tutorial with no map contact...
I am allso trying to learn the RAOBF, so I have lots of option on how to engage the enemy ships. :know:
THEBERBSTER
11-03-13, 02:02 PM
Go to YouTube and enter "4 bearing method for SH5" You will find 4 x 14 minute tutorials that run concurrently reference to Stoianm/Kabul. This is easier to follow than Trevally,s as you can go back through the video frames to pick the point you want to go back to, either a picture, a timed point, and then move forward to where you left it.
The tutorial with 100% realism will plan from the first hydrophone contact to the final kill. 1 hour of enjoyment well spent. Easy to pause and make notes.
stoianm
11-03-13, 02:39 PM
Go to YouTube and enter "4 bearing method for SH5" You will find 4 x 14 minute tutorials that run concurrently reference to Stoianm/Kabul. This is easier to follow than Trevally,s as you can go back through the video frames to pick the point you want to go back to, either a picture, a timed point, and then move forward to where you left it.
The tutorial with 100% realism will plan from the first hydrophone contact to the final kill. 1 hour of enjoyment well spent. Easy to pause and make notes.
Kuikueg method :)
lodebeard
11-03-13, 03:02 PM
I have allso done the tutorial several times allready, but I am struggeling with it a bit to be honest. The tutorial have map icons on, I dont, and I am having problems with this. I dont know how to proceed with the tutorial with no map contact...
I am allso trying to learn the RAOBF, so I have lots of option on how to engage the enemy ships. :know:
The map icons are only on because you have them turned on !! ;)
The tutorial is intended to be used with no map icons and with real nav.
1) from the main menu go into options and set your realism levels.
2) At the bottom of the main menu choose 'tutorial' and select the script called 'four-bearings'
3) again from the main menu choose 'historical missions' and find the mission called 'four bearings'.
4) when you start, the mission will begin with whatever realism settings you have set. The script will run and take you through a hands-on tutorial.
If you dont have the four bearings tutorial then you need to install Trevally's tutorial mod (can be found in sober's or fifi's lists I believe)
My RAOBF tip-of-the-day: Learn how to use it to find range and AOB of a target, but usually when in a real combat situation I use the stadimeter to find range and then I use the RAOBF only to quickly determine angle on bow. For me this is more accurate and much faster.
THEBERBSTER
11-03-13, 04:10 PM
Hi Stoianm
Apologies for getting Kuikueg name wrong your accent caught me out.
I said part 4 was 14 minutes long but is actually just over 9 minutes long.
Shaefer
11-08-13, 01:09 PM
Episode nr 9 are on my channel.
If I did anything wrong in this episode, I`d love to hear it.:)
Trevally.
11-08-13, 01:16 PM
Episode nr 9 are on my channel.
:woot:
Trevally.
11-08-13, 03:12 PM
Good job with the four bearings.
I also love the map work that this option gives:yep:
When you set up for the fast 90 and found out that you were not fast enough:haha: - it still worked as you did set the range. With the fast 90, range does not matter - so when your target passed you zero gyro angle and you moved the scope to follow - this worked because the extra info that the four bearings gave you - the range:yeah:
THEBERBSTER
11-10-13, 01:10 PM
I thought I read about a mod that when you go to Battle Stations it closes the water tight doors. Would keeping the flooding within compartments have any effect on the game?
THEBERBSTER
11-10-13, 01:11 PM
Hi Shaefer
When are we going to see an updated mod list from you?
Shaefer
11-10-13, 02:02 PM
Hi Shaefer
When are we going to see an updated mod list from you?
Do you mean update the list in video nr two?
I dont use that many more than the previous list, but I can put an updated modlist in the next episode description.
THEBERBSTER
11-11-13, 10:06 AM
Yes. :up:
Shaefer
11-15-13, 08:13 AM
Hey guys!
Episode Nr 10 are up :-)
This episode are somewhat talky, there was a few thing I needed to adress, just for clarification. And it might get a tad boring :-)
Nevertheless, try to enjoy the attack :D
Trevally.
11-16-13, 10:49 AM
@Shaefer
See this short vid for how to use your google+ acc without your real name etc:up:
http://www.youtube.com/watch?v=LdKNk-tSbhw&feature=c4-overview&list=UUIeaxRCoSLFLHvrCInghqcw
Trevally.
11-16-13, 10:56 AM
Vid 10 fast ships:D
Yes sorry Shaefer, the fast ships is the fault of OHII. A fix was made to stop this some versions ago with mixed results.
I will look again at the speeds for traffic layers (single ships) and see if I can sort this issue.
It may be a game error:O: and if so I will message TDW so he can keep an eye of when he is working in SH5.exe
When the next version of OHII is ready - I will send you a patch that you can add to your mod list (last) and this will update your campaign without having to remove or change your list order.
:salute:
Shaefer
11-17-13, 11:10 AM
@Shaefer
See this short vid for how to use your google+ acc without your real name etc:up:
http://www.youtube.com/watch?v=LdKNk-tSbhw&feature=c4-overview&list=UUIeaxRCoSLFLHvrCInghqcw
Thank you very much. I`ll think I try this methode, and hope it wont mess up my channel :D
Vid 10 fast ships:D
Yes sorry Shaefer, the fast ships is the fault of OHII. A fix was made to stop this some versions ago with mixed results.
I will look again at the speeds for traffic layers (single ships) and see if I can sort this issue.
It may be a game error:O: and if so I will message TDW so he can keep an eye of when he is working in SH5.exe
When the next version of OHII is ready - I will send you a patch that you can add to your mod list (last) and this will update your campaign without having to remove or change your list order.
:salute:
Sounds good. Hope it`s a easy fix for you :D.
THEBERBSTER
11-18-13, 06:27 PM
Thanks for remembering the updated mod list
more:rotfl2:
http://www.subsim.com/radioroom/showpost.php?p=2096879&postcount=1
:O:
classic! :D
THEBERBSTER
11-22-13, 06:43 AM
U-Jagd is either right click on the watch face or right click on the watch icon in Officers works for me
THEBERBSTER
11-22-13, 07:43 AM
In video 9 what was the purpose of putting the ruler on the 4th line?
Trevally.
11-22-13, 09:02 AM
Video 11 - good job:yeah:
Shaefer
11-22-13, 10:42 AM
In video 9 what was the purpose of putting the ruler on the 4th line?
After rewatching my backup, You are absolutely right :up:, that was not necessary at all. :D
Video 11 - good job:yeah:
Thanks Trevally! :O:
THE_MASK
11-26-13, 01:46 AM
Loved the last video . Check out the CO2 warning at the top of the screen .
Shaefer
11-26-13, 10:50 AM
Loved the last video . Check out the CO2 warning at the top of the screen .
Thanks Sober! :D
Yea, I had my eyes :o on it. Never got to a dangerous high Level though. (Or maybe over 10% are quite dangerous?)
Hey Trevally, any eta on fast ship fix? :D
THEBERBSTER
11-26-13, 01:02 PM
Schaefer that stopwatch ticking driving you mad especially when using the 4 bearing method. Highly recommended mod 'Less annoying stopwatch ticking' Ah Bliss. Found in Downloads, Sounds.
THE_MASK
12-01-13, 07:50 PM
I think the reason you don't have any camo skins is because you need mods .
Equipment_Upgrades_Fix_v1_4_byTheBeast
Equipment_Upgrades_Fix_v1_4_Patch_1
#Equipment_Upgrades_Fix_v1_4_Patch_1_HotFix
Equipment_Upgrades_Fix_v1_4_Patch_1 (available by date) V9 by sober
You would need to start a new campaign so its not worth it or is it ?
Trevally.
12-02-13, 10:07 AM
Hey Trevally, any eta on fast ship fix? :D
Its full steam ahead:arrgh!:
Shaefer
12-02-13, 10:25 AM
I think the reason you don't have any camo skins is because you need mods .
Equipment_Upgrades_Fix_v1_4_byTheBeast
Equipment_Upgrades_Fix_v1_4_Patch_1
#Equipment_Upgrades_Fix_v1_4_Patch_1_HotFix
Equipment_Upgrades_Fix_v1_4_Patch_1 (available by date) V9 by sober
You would need to start a new campaign so its not worth it or is it ?
No, it`s not worth it. I dont care that much about the camo anyway. I want guns and sensors, bigger sub, and all the fun stuff:D
Its full steam ahead:arrgh!:
I cant wait! :yeah:
Trevally.
12-03-13, 09:53 AM
Just watched part 12:yeah:
You gave your torp man max upgrade points.
There is a stock bug that will now kick in here (unless TDW has fixed in the exe patcher?)
This bug is where your torps will now travel further, faster and hit with more damage. Sounds good.
The problem is the way that your torps travel further. They will travel for the same time only now they are faster and thus will go further.
This is bad because the TDC does not know this.
All your shots will now pass in-front of their targets bow
To fix this - install this mod http://www.subsim.com/radioroom/showthread.php?t=169477
:up:
Shaefer
12-03-13, 11:17 AM
Just watched part 12:yeah:
-snip-
To fix this - install this mod http://www.subsim.com/radioroom/showthread.php?t=169477
:up:
Oh snap. That could have gone horrible wrong for me. I just start from the bunker again, when installed this, and hope I get the same objective :O:
:timeout: Dont tell anyone :smug:
Thank you very much, Trevally. :salute:
Petross
12-05-13, 01:31 AM
Good job Shaefer, I really enjoy the series so far.
Aktungbby
12-05-13, 02:52 PM
Welcome back after two years Petross!:salute:
P821 Heroj
12-05-13, 05:02 PM
Hello folks, im new to SH5, and it was my most disappointing purchase. Took me only couple of hours to uninstall it.
Disappointment was bigger due to the fact that i was at first very delighted to see navigable submarine for the first time in the series.
I wonder if there is a megamod available yet that fixed bugs in the game, without modifying too much the appearance of the game. Game is unplayable for many reasons, starting from behavior of my own submarine,to behavior of ships, no collision ignoring anymore when speeding up game etc..
Aktungbby
12-05-13, 10:29 PM
welcome P821 Heroj:salute:start with Fifi's or Sober's mega mod list and ask any questions in the 3/4/5 forum as issues arise. good luck!:Kaleun_Salute:
THEBERBSTER
12-06-13, 07:23 AM
I disagree, the game is extremely playable, you just need to find what works for you. The modders have done a fantastic job over the years to give us a game today that we subsimmers can be proud of. Just remember you are playing a game and not a simulator.
Shaefer
12-06-13, 07:35 AM
Good job Shaefer, I really enjoy the series so far.Thank you. Happy to hear that. :Kaleun_Cheers:
Hello folks, im new to SH5, and it was my most disappointing purchase. Took me only couple of hours to uninstall it.
Disappointment was bigger due to the fact that i was at first very delighted to see navigable submarine for the first time in the series.
I wonder if there is a megamod available yet that fixed bugs in the game, without modifying too much the appearance of the game. Game is unplayable for many reasons, starting from behavior of my own submarine,to behavior of ships, no collision ignoring anymore when speeding up game etc..
Modding SH5 can be very hard since there are so many mods, and it will take you hours to tweak all the mods. You still have to do the tewaking if you download a mega pack.
I only use a handful of mods in my game, and did not have crash yet. So my suggestion to you are to start out With a few mods, do some testing ingame, and apply another mod you want, then test again.
This will take time, but the reward are greate.
Trevally.
12-07-13, 06:10 AM
I only use a handful of mods in my game, and did not have crash yet. So my suggestion to you are to start out With a few mods, do some testing ingame, and apply another mod you want, then test again.
This will take time, but the reward are greate.
:agree:
Good advice for all new captains
THE_MASK
12-11-13, 04:43 PM
North western approaches can be a real pain to find things . That's why its 3 iron cross mission I guess . I think each small square on the navmap is over 14 thousand square kilometers of search area . Send patrol reports to have a chance of BDU to send back a convoy sighted marker that shows up on the navmap as a red marker . Sometimes I have spent 2 weeks real time tearing my hair out trying to find something . Sometimes in a previous campaign I have stumbled across convoys easily . The campaign is dynamic so every campaign is different . Keep sending patrol reports via the officer shortcuts bar at the bottom of your screen . Do you have the TDW EXE patcher installed ? You can turn those water drops off that appear on the screen . You can raid a port like Stornaway and tonnage will count . Scapa doesn't count in NWA . Be aware that sometimes I have raided ports with ease . Other times it meant certain death . Try west of the Faroes bank around Baileys bank . Do you just acknowledge that you wont get any tonnage on this patrol or go and raid a port and risk lives ? Are you feeling a tiny bit like a real Uboat Captain now ? Be more aggressive .
Shaefer
12-11-13, 11:45 PM
Yes, Sober. It`s a pain up there.
I will try a little around the Baileys bank to see if I can pick up any contact there. And yes, if it comes to that, I will raid another port if I get to bored of searching in vain the vast NWA. :arrgh!:
I kinda do feel like a real u-boat captain, my crew are thirsty for blood and are starting to get grumpy soon if I don`t deliver. :-) I haven`t gotten "be more agressive" yet :D, they told me "keep up the good work" :smug:
I have the patcher installed, and will look into getting those drops off my screen, they are somewhat anoying...
Thanks for you`re suggestions. Here`s to hope I find something soon..:Kaleun_Cheers:
THE_MASK
12-11-13, 11:52 PM
Be careful with the patcher , somethings break the game . The one you want to enable is the Advanced users/Render patches/Change 2 . One mod you should use is the moon light mod . You can enable anytime either in port or on patrol . Its a SH3 mod but works great for SH5 . Lets just say that it makes raiding ports at night a lot harder and realistic .
http://www.subsim.com/radioroom/showthread.php?t=207581 Link on bottom of page .
THEBERBSTER
12-12-13, 11:50 AM
I know that each of the 3 requested missions for Operation Drumbeat which takes you to the coast of the United States will give you 'Request a supply'.
Shaefer
12-12-13, 12:59 PM
Be careful with the patcher , somethings break the game . The one you want to enable is the Advanced users/Render patches/Change 2 . One mod you should use is the moon light mod . You can enable anytime either in port or on patrol . Its a SH3 mod but works great for SH5 . Lets just say that it makes raiding ports at night a lot harder and realistic .
http://www.subsim.com/radioroom/showthread.php?t=207581 Link on bottom of page .
Thank you!
I took away the water from my screen, and enabled the mod. :subsim:
I know that each of the 3 requested missions for Operation Drumbeat which takes you to the coast of the United States will give you 'Request a supply'.
Cool. So I have to wait for one of those mission to unlock "resupply"? Looking forward to it since I have never done that before.
THEBERBSTER
12-12-13, 01:42 PM
There is military and merchant traffic below Scapa going West across the top of Scotland.
Loch Ewe has Troop transports and AMC's going in and out. AMC's dock in Loch Ewe. Not sure if a sinking in there counts?
Stornoway has merchants going South towards Londonderry
Londonderry has merchants coming in and going out.
Other merchant movements above Loch Ewe going W to E
Londonderry towards Stornoway if you go up you should be able to catch something coming down. As you go up watch out for patrols travelling across E to W and W to E. You should be able to time your movement pass them ok if you wait for them to move away from you on their patrol path.
Worth patrolling off the area, tip of the East coast of Ireland to the tip of West coast of Scotland. Draw a line across as a base for making a triangle will also give you a chance of catching anything heading to and from Scapa.
Just a few ideas hope this helps.
Paajtor
12-12-13, 03:09 PM
This is a great Let'sPlay series, and I've enjoyed every episode.
I also have a busy job right now :88) (just like you, Shaefer...untill after newyear), but we have internet on our tv-set, and I love firing up youtube when I get home and can lay down on the couch for a bit.
When I finally manage to get up after an hour or so, I'm all motivated to take command of my U021.
SH5 is the only game I have time for now, so thank you for keeping me going.
happy hunting!:salute:
Trevally.
12-12-13, 04:36 PM
.
Refuelling.
Refueling and spares was one of the biggest challenges that the boat faced (other than air attacks) and OHII tries to add this. Resupply tankers are used in most objectives in the campaign, but a game limitation restricks you to one refuel only (I had always wanted to use two) per patrol (leaving and returning to dock).
EDIT: Resupply is now fixed by TDW - Use his patcher (http://www.subsim.com/radioroom/showthread.php?t=181433) to fix this bug
Historical refittings from German tankers moored in Spanish ports:
http://www.subsim.com/radioroom/show...postcount=2078 (http://www.subsim.com/radioroom/showpost.php?p=1944568&postcount=2078)
http://www.subsim.com/radioroom/show...postcount=2088 (http://www.subsim.com/radioroom/showpost.php?p=1945193&postcount=2088)
Historical refittings from German tankers in the Atlantic and Indian Ocean:
http://www.subsim.com/radioroom/show...postcount=2158 (http://www.subsim.com/radioroom/showpost.php?p=1950598&postcount=2158)
http://www.subsim.com/radioroom/show...postcount=2159
OHII mostly follows the information from the above links for resupply.
When there is a tanker option - click the request command from the radio officer text.
An icon will appear on the map. When you get close a tanker will be marked on your map - head towards it straight away as it will start moving and you don't want to lose it.
Get very close and you will get a dock icon (just like when in port)
Beware of a stock bug where the tanker will then head towards you - so leave it at full speed.
http://imageshack.com/a/img72/7521/tankerf.jpg
THE_MASK
12-12-13, 04:52 PM
What do you mean ''when there is a tanker option'' ?
Shaefer
12-14-13, 10:00 AM
This looks so cool. I cant wait to try it.
Will this tanker give me New torpedoes and Shells as well?
Thank you Trevally.
@ Shafer
I haven't posted on this thread for a while now, but I still enjoy your series, especially the 'tedious' moments and your remarks on the game.
Keep new episoded coming, and don't hesitate reporting things that you think are 'wrong' :yeah:
Will this tanker give me New torpedoes and Shells as well?
Thank you Trevally.
I think so, but you won't be able to choose your torpedo loadout (a random selection of the currently available torpedoes will be loaded instead).
THEBERBSTER
12-14-13, 07:20 PM
I am pretty sure from memory that whatever you chose in the bunker originally for the mission is what you will be replaced with as well as fuel and ammunition.
The mission Tanker Alley will test your fuel reserves as it takes place much further up the coast and away from replenishments. Replenish too soon and you won't have enough fuel to get home. Leave it too late and you will lose your replenishment.
Freddy083
12-14-13, 10:14 PM
Great videos Shaefer, looking for the next episode ! :up:
Aktungbby
12-15-13, 12:04 AM
Welcome back after 6 years Freddie083!:salute:
THE_MASK
12-16-13, 03:45 AM
OMG , I was laughing so hard I nearly fell off the chair . How do you like my deck gun mod , better than the boring auto shooting vanilla one or not . What are your tactics for meeting a large enemy convoy with 5 to 10 escorts ?
To get rid of the comment sign above the WO head install this mod anytime .
NDB,NDH OM#1 - No Dialog Indicator
http://www.subsim.com/radioroom/downloads.php?do=file&id=1556
Lucky you havnt got the mod R.S.D. - Reworked Submarine Damage v5.5 by vdr1981 installed (requires campaign restart) . Half the deck crew would be shot up and loss of a lot of deck equipment and hull shot up by the small arms enemy guns . Any sort of larger gun and game over .
Shaefer
12-16-13, 10:20 AM
Thats good to hear Sober, I was a little afraid it would offend you, and I almost edited it out. :D
The deck gun mod are somewhat annoying :O: but it's realistic though...and I appreciate that. :)
I cant wait for a large convoy with allot of escort ships. That is what I enjoy the most in this game, trying to evade those destroyers. It is so tense and nerve wrecking.
Trevally.
12-16-13, 03:38 PM
When looking at a ship with the binos - press space to tell crew to man deck gun and engage the ship you are looking at.
There can be a few seconds delay as crew put on their welly boots
Also in the watch officer icons (bottom centre screen) you can set your watch crew to man deck gun (easier than through the speech command)
:up:
THE_MASK
12-16-13, 08:19 PM
I am at the same point in the game as you , NWA . I just reached Stornaway in heavy fog . I took a calculated risk that the fog wouldn't lift before I reached the dock area and I wouldn't run aground . In heavy fog the navigator can only do dead reckoning and I was worried that my course might run us aground . I made it to the dock area but still heavy fog and now its getting dark . I can hear marker bouys bell and an stationary engine nearby . I will have to wait until tomorrow to see if the fog lifts . The fog lifted straight away and I had a free for all with the torps and deck gun . Other times trying to get into stornaway was impossible with enemy DDs and patrol boats .
http://i41.tinypic.com/23qyws8.jpg
Shaefer
12-17-13, 05:38 AM
Awesome stuff, Sober :up: Do a let`s play!
But that is pretty funny, episode nr 15 are allready done, and you might be closer than you think. :smug: (It`s not Public yet)
THEBERBSTER
12-17-13, 12:09 PM
Just watched video 14 and it was interesting to see that you had the same problem with the deck gun crew as I have been having. No traverse means no crew on deck. Is it a bug or the conditions we are asking the deck gun crew to fight under?
If you look at it logically you are travelling at 9 knots with a pitching deck and your crew man needs to get a shell from the locker and place it in the guns breach. He is going to need two hands to carry the shell so he is likely to be staggering about the deck like a drunken sailor, so it could easily be man overboard.
If you are firing the gun yourself it needs to be fired when you start to ride the wave otherwise it looks like you are trying to shoot your bow off.
Personally I would sacrifice closing the distance at speed for accuracy. I prefer to be at 0 knots with the swell of the waves and once I have the range I use the guns trajectory as the target moves away. Using the higher powered gun sight obviously helps.
If you get to close you will start to take return fire.
When you opened fire you were not sure what you were firing at. If your troop transport had been an A.M.C. it would have been game over.
THEBERBSTER
12-17-13, 12:11 PM
Sobers scenario looks awesome. I can't wait to have a crack at that when the time comes.
THE_MASK
12-18-13, 02:49 AM
Install these mods anytime .
radio mod
http://www.subsim.com/radioroom/showthread.php?p=1317881
Gramaphone mod
http://www.subsim.com/radioroom/downloads.php?do=file&id=1891
Enable both with jsgme anytime either in port or on patrol .
Trevally.
12-24-13, 08:25 AM
Just watched part 16:yeah:
Don't you just love the minches:03:
Shaefer
12-24-13, 08:38 AM
Just watched part 16:yeah:
Don't you just love the minches:03:
Thanks :O:
What is minches? I am not familiar with that term.:hmm2: (and Google translate didn`t want to help either)
EDIT: Never mind :-) The Minch (Scottish Gaelic (http://en.wikipedia.org/wiki/Scottish_Gaelic) An Cuan Sgìth, Cuan na Hearadh, An Cuan Leòdhasach), also called The North Minch, is a strait (http://en.wikipedia.org/wiki/Strait) in north-west Scotland (http://en.wikipedia.org/wiki/Scotland), separating the north-west Highlands (http://en.wikipedia.org/wiki/Scottish_Highlands), and the northern Inner Hebrides (http://en.wikipedia.org/wiki/Inner_Hebrides), from Lewis (http://en.wikipedia.org/wiki/Lewis) and Harris (http://en.wikipedia.org/wiki/Harris,_Outer_Hebrides) in the Outer Hebrides (http://en.wikipedia.org/wiki/Outer_Hebrides). It was known as "Skotlandsfjörð" ("Scotland's fjord (http://en.wikipedia.org/wiki/Fjord)/firth") in Old Norse (http://en.wikipedia.org/wiki/Old_Norse). Yup, I love the minches..
Install these mods anytime .
radio mod
http://www.subsim.com/radioroom/showthread.php?p=1317881
Gramaphone mod
http://www.subsim.com/radioroom/downloads.php?do=file&id=1891
Enable both with jsgme anytime either in port or on patrol .
Lovely mods, Sober.
To bad I can`t show them on my channel anymore. The mods contain music, and youtube loves to put id claims/copyright strikes on channels that use copyrighted music. :nope:
Have to tread lightly, three strikes, and you're out.:D
THEBERBSTER
12-24-13, 04:00 PM
Great video 16 enjoyed that. Like I said previously this is a great position for locating A.M.C.'s that use Loch Ewe.
Do you feel brave enough to go into Loch Ewe and sink some lying at anchor? Big tonnage if it counts towards your patrol total.
A Happy Christmas to you from Peter (Theberbster)
MoldyTyler
01-03-14, 12:45 AM
The enthusiasm behind your lets play is awesome! Can't wait for the next video, and keep up the nice work.
When you do the transitions showing the U-boat slowly making its way it reminds me 100% of Das Boot when it does exactly that, ended up watching it again once after Episode 16 :P (5 hours later)
Anywho, thanks again! (And I borrowed your Mod list and it works great for me. Thanks :P) :yeah:
Shaefer
01-04-14, 07:57 AM
The enthusiasm behind your lets play is awesome! Can't wait for the next video, and keep up the nice work.
When you do the transitions showing the U-boat slowly making its way it reminds me 100% of Das Boot when it does exactly that, ended up watching it again once after Episode 16 :P (5 hours later)
Anywho, thanks again! (And I borrowed your Mod list and it works great for me. Thanks :P) :yeah:
Thank you very much, buddy.
Das Boot is one of my favorite Movies of all times, I guess it shows...:O:
Yeah, these mods are working together like a symphony. :up:
ended up watching it again once after Episode 16 :P
:rock: Well done! Even I can't take that much of myself. :D
Trevally.
01-10-14, 05:36 AM
Any news on part 17:06:
:yeah:
Sich Rifleman
01-19-14, 07:21 AM
A persistent Youtube commenter popping on here as well, to commend your ongoing submariner crusader. Hoping to see you blow up a battleship again, soon.
MoldyTyler
01-27-14, 07:20 PM
A persistent Youtube commenter popping on here as well, to commend your ongoing submariner crusader. Hoping to see you blow up a battleship again, soon.
Any news on part 17:06:
:yeah:
:hmm2:
nomad71
01-29-14, 10:22 PM
Im am anxiously waiting for the next episode. Come on! ...Please? :)
hunter 64
01-29-14, 10:38 PM
Shaefer, I picked up your series a week ago and have really enjoyed it. Along with the mega-mods coming out it makes me think it's time to give this game another try.
17 on the way?
Aktungbby
01-29-14, 11:04 PM
Welcome aboard(belatedly) Hunter 64 on your third post!:Kaleun_Salute:
SnipersHunter
02-27-14, 03:30 PM
Saw that last uploaded epsiode is from december last year. Hope everything is fine for u.
I really enjoyed the 16 episodes that are up, and even my wife was poking her head in and chuckling along to the commentary. Any news on when the next episode's due?
Looks like Shaefer hasn't posted on the forums in a while - anyone know if he's active elsewhere?
Captain_Leavitt
06-15-14, 12:38 PM
Wow, Been watching this series and must say it's one of the best sh5 lets play series I've come across so far. Good job and keep up the great work. Looking forward to seeing more from you.
Yagashura
06-23-14, 02:29 AM
It's really a pity, Shaefer is not active anymore, enjoyed his LP very much. Does anyone of you know a good comparable LP? I prefer realistic settings/mods and a Kaleun that can get through the Kiel canal without accident...
THEBERBSTER
06-23-14, 03:59 AM
That's what the 'Harbour Pilot' is for.
Dragonlord47
09-24-14, 12:04 AM
Love your Let's Play videos. You turned me on to Silent Hunter 5. First and only SH game I have. You have taught me a lot too. Only at video 8 but loving them so far. Thanks
THEBERBSTER
09-24-14, 06:35 PM
A warm welcome ‘Dragonlord47’ to the Subsim family.:subsim:
You will always find someone here to help you.:)
Link to my SH5 – SH4 posts::salute:
Step By Step Tutorials & How To Do It
Also Included Are Some Useful Download Links
http://www.subsim.com/radioroom/showthread.php?t=211804 (http://www.subsim.com/radioroom/showthread.php?t=211804)
You can use TDW’Generic File Patcher with STEAM see my Tutorial Post #125
Shaefer
11-04-14, 03:53 PM
Hello everyone. I am back.
I will dust of this old thread and call on you guys for some guidelines.
First of all, I am sorry for the abrupt end on my series, and just falling of the grid. When you stopped hearing from me suddenly, I moved to a new house, and there where no internet connection in this building. It`s been a long battle and a lot of frustration, but I am connected again, finally!. And here I am again because I am starting a new series of this lovely game. (The old save is lost, since I have build a new rig)
Am I going to finnish this new series, you may ask. The answer is a solid yes. There is a lot we didn't get to do in the videos I have made so far, and I owe it to the subscribers. I still get a few questions every day when the next episode are to be launched....
But this time I want to mod the game to the core, with the best realistic mods there are, and the best visual mods as well. I want to pimp the looks of the game to the max, and also I want the game to challenge me with brutal ai. (no shaddow cheat :oops:) I can not use any Das Boot music because of copy rights.
So this time I ask for pointers before I start modding the game. You guys helped me a lot during the first series, and ths is the go to place if I want all the above in my mods.
Let`s recap: Brutally realistic. ( I want to be terrified being on the surface)
Most impressive visual mods. ( My new rig can handle everything I throw at it, and I want to be amazed of the stunning graphic in SH 5)
Thank you.
Regards Shaefer
THEBERBSTER
11-04-14, 06:07 PM
A very warm welcome back Shaefer:woot:
You have been truly missed by us here.:wah:
I look forward to your new adventure/s:yeah:
Peter :sunny:
grujo86
11-06-14, 10:06 AM
Hello everyone. I am back.
I will dust of this old thread and call on you guys for some guidelines.
First of all, I am sorry for the abrupt end on my series, and just falling of the grid. When you stopped hearing from me suddenly, I moved to a new house, and there where no internet connection in this building. It`s been a long battle and a lot of frustration, but I am connected again, finally!. And here I am again because I am starting a new series of this lovely game. (The old save is lost, since I have build a new rig)
Am I going to finnish this new series, you may ask. The answer is a solid yes. There is a lot we didn't get to do in the videos I have made so far, and I owe it to the subscribers. I still get a few questions every day when the next episode are to be launched....
But this time I want to mod the game to the core, with the best realistic mods there are, and the best visual mods as well. I want to pimp the looks of the game to the max, and also I want the game to challenge me with brutal ai. (no shaddow cheat :oops:) I can not use any Das Boot music because of copy rights.
So this time I ask for pointers before I start modding the game. You guys helped me a lot during the first series, and ths is the go to place if I want all the above in my mods.
Let`s recap: Brutally realistic. ( I want to be terrified being on the surface)
Most impressive visual mods. ( My new rig can handle everything I throw at it, and I want to be amazed of the stunning graphic in SH 5)
Thank you.
Regards Shaefer
Welcome back Shaefer :rock::rock::rock::rock::rock::woot::woot::woot::w oot: we have been waiting for you!!!!!:Kaleun_Cheers:
nomad71
11-06-14, 08:23 PM
I am so looking forward to the new videos :up:
mischti
11-07-14, 06:32 AM
Comeback of the year :Kaleun_Applaud:
Please consider "The Sober Mod" or "The Wolves of Steel Mod"
I play them without CTD an with 100% realism.:yeah:
If you start your own soup please be aware of fustration:/\\!!
Hope to see you soon in the atlantic - Can't wait :ping:
Cheers mate
Alex Rosenthal U-71
PS: Thank you to all the modders - just fantastic
Shaefer
11-08-14, 01:12 PM
Comeback of the year :Kaleun_Applaud:
Please consider "The Sober Mod" or "The Wolves of Steel Mod"
I play them without CTD an with 100% realism.:yeah:
If you start your own soup please be aware of fustration:/\\!!
Hope to see you soon in the atlantic - Can't wait :ping:
Cheers mate
Alex Rosenthal U-71
PS: Thank you to all the modders - just fantastic
Thank you very much, Mischti.
Do you use a combination of the two modpacks, or only one of them?
Edit: I have downloaded the full Sober list. Now start the fun stuff. :-)
mischti
11-09-14, 01:58 AM
Good morning
no mixture just with "Mods List sobers 1600 24092014 :agree:
Cheers
Shaefer
11-11-14, 07:36 PM
Hi folks!
I am done modding the game with Sober`s massive mod list, and it looks awesome. :up:
Now I am doing some stability tests, to see if the game runs without crashing...
There is a few things that worries me a bit. The mod called "dead is dead", how does it work? If I die due to a bug, will this mod make it impossible to continue the campaign then?
And where is the "load" button? :D Can I bring it back? It`s handy to have when recording...
The last time I played, I had a little program that I started up, before starting SH 5, ( I dont remember what it was called) but it did log the game session... I dont need this anymore?
Other than that I followed the install instuction to the letter...:88)
Thank you.
Shaefer.
mischti
11-12-14, 01:24 AM
Just delete dead is dead and then you have the load button back.:up:
100% realism = dead is dead:Kaleun_Wink:
I dont use another startprog
Regards
Shaefer
11-12-14, 03:39 PM
Just delete dead is dead and then you have the load button back.:up:
100% realism = dead is dead:Kaleun_Wink:
I dont use another startprog
Regards
Thank you. :sunny:
Now I can use two profiles, sweet.
Yagashura
11-19-14, 03:00 PM
Yes, you are back! i just tried to find realistic silent hunter 5 lets plays that are properly commentated etc, there are almost none besides yours. :-/
Im really looking forward to the next episodes!
grujo86
11-20-14, 05:28 PM
Uhhhh I am so excited....when can we expect to see first LP live on youtube, so i could go to buy some popcorns???? I am your subscriber also.:rock::cool::sunny::up:
Hello everyone. I am back.
Great news Kaleun!
I've watched all your videos and enjoyed them really a lot. I like your way of playing and how you make the game even more immersive and fun with your comments and so on, plus I learned more watching your playlist than playing SH5 for a week (I'm a complete n00b on manual TDC :oops:)
It's also good you switched to Sobers mod list because I'm using it right now and so I can have a similar configuration to learn something of the game.
Can't wait for a new video :salute:
Shaefer
11-26-14, 04:02 PM
Uhhhh I am so excited....when can we expect to see first LP live on youtube, so i could go to buy some popcorns???? I am your subscriber also.:rock::cool::sunny::up:
First I set a deadline at january, then I installed Sobers mod list, then I tested the game for many hours and it seems like I can run it for hours on end with no weird crash/freez/CTD...... So it might happen sooner than january. :D
Yes, you are back! i just tried to find realistic silent hunter 5 lets plays that are properly commentated etc, there are almost none besides yours. :-/
Im really looking forward to the next episodes!
Thank you. I was in the same boat :D searching for a realistic lets play, and did not find any, you know the rest.
Great news Kaleun!
I've watched all your videos and enjoyed them really a lot. I like your way of playing and how you make the game even more immersive and fun with your comments and so on, plus I learned more watching your playlist than playing SH5 for a week (I'm a complete n00b on manual TDC :oops:)
Nobody like realistic gaming, besides me, and you guys :-)
It's also good you switched to Sobers mod list because I'm using it right now and so I can have a similar configuration to learn something of the game.
Awesome.
steve450
12-01-14, 05:48 PM
The sooner the better from my perspective. I am looking forward to your LP.
Shaefer
12-03-14, 04:03 PM
When I recorded last, I remember using a mod call "wasserbomb" something. This mod made one of my crew shout "Wasserbomben" when beeing deapth bombed...
Can I use this mod with Sober`s mega mod pack? I love this mod.
And do I slap it in last in my load order?
Tengo problemas al instalar Maugnum Opus patch 2. Creo que lo he instalado segun las instrucciones, estando en el bunker tras una campaña.
Al volver a cargar la campaña me aparecen un monton de pantallas que no puedo cerrar y es muy dificil jugar.
¿Alguien me puede ayudar?
Welcome back Shaefer :up: Can't wait for new episodes.
Aktungbby
12-04-14, 01:52 PM
¡Tico! :Kaleun_Salute:
Jimbuna
12-04-14, 02:28 PM
Welcome to SubSim Tico :sunny:
SilentHunts
12-06-14, 04:10 PM
This was such a good series! I use to watch it until no part came out. It was fun while it lasted!
Stormboot
12-10-14, 02:34 PM
I can't wait for this serie to begin !
Aktungbby
12-10-14, 02:43 PM
Stormboot! :salute:
THEBERBSTER
12-10-14, 06:49 PM
A warm welcome back ‘Stormboot ’
You will always find someone here to help you.:subsim:
Link to my SH3 – SH4 – SH5 posts::)
Step By Step Tutorials & How To Do It:salute:
Also Included Are Some Useful Download Links:up:
http://www.subsim.com/radioroom/showthread.php?t=211804 (http://www.subsim.com/radioroom/showthread.php?t=211804)
You can use TDW’Generic File Patcher with STEAM see my Tutorial Post #125
Jimbuna
12-11-14, 07:37 AM
Welcome to SubSim Stormboot :sunny:
Stormboot
12-11-14, 01:10 PM
Thanks for the welcoming party guys :up:
steve450
12-26-14, 02:08 AM
Hey there... Any word on updates for your highly anticipated let's play? :up:
Kriki4000
12-30-14, 07:55 AM
I can't wait to see the new videos :D
Aktungbby
12-30-14, 10:26 AM
Kriki4000!:Kaleun_Salute:After a long silent run!
Jimbuna
12-30-14, 10:42 AM
Welcome to SubSim Kriki :sunny:
THEBERBSTER
12-30-14, 03:27 PM
A warm welcome back ‘Kriki4000’ :subsim:
You will always find someone here to help you.:)
Link to my SH3 – SH4 – SH5 posts::salute:
Step By Step Tutorials & How To Do It.:up:
Also Included Are Some Useful Download Links.
http://www.subsim.com/radioroom/showthread.php?t=211804 (http://www.subsim.com/radioroom/showthread.php?t=211804)
If you Are A New Subber My Thread Might Save You Some Time.
You can now use TDW’s Generic File Patcher with STEAM see my Tutorial Post #125
Lanzfeld
12-30-14, 03:37 PM
It seems Shaefer has not reported to Bdu in awhile.
Put one star by his name.:06:
Shaefer
01-04-15, 06:47 AM
It seems Shaefer has not reported to Bdu in awhile.
Put one star by his name.:06:
Repoting for duty! :Kaleun_Salute:
We are on again, series have started.
I do need some help though. The night in "Sobers" modpack are just to dark. When recording during night, all you can see is a black periscope. :O: Even when the moon is out, it`s pitch black :D. I dont want it to bright, but something in the middle would be fine, so that people that watch can see what is going on at least.....That would have been grand! :O:
Thanks.
THEBERBSTER
01-04-15, 07:25 AM
Hi guys
What we have all been waiting for.
YouTube link
▶ Let`s Play Silent Hunter 5 - Season 2 - 100% Realism # 1 (It Begins) - YouTube (https://www.youtube.com/watch?v=TdaZYQtujf4)
I do know what your views are but I think it would be a good idea if Shaefer were to post his mod list to this thread.
Most of us are familiar with his first series and knowing what mods he will be using in this new series would give us a better understanding of what we will be seeing and hearing.
Some of us will not know what sobers mod pack contains.
Peter
Shaefer
01-04-15, 07:57 AM
Thank you, TheBerbster!
You are right, here is a complete list of the mods I am using:
NDB,NDH OM#1 - No Dialog Indicator
sobers multi color mod V5
DynEnv v2.9 - 1. Main Mod
DynEnv v2.9 - 5.c Ambient Settings - Darker Nights-No Murky Waters
DynEnv v2.9 - 2. Main Mod Low Resolution Patch
sobers best ever fog V31 SH5
sobers base sky mechanics V1
sobers waves mod V30 SH5
Water reflections intensity varied by available sunlight by TheDarkWraith
Small_trees_SH5_V1
sobers smoke screen V1 SH5 (DynEnv compatible)
sobers more trees SH5
sobers storm Clouds v2 SH5
SH5_7A_Conning_Fix
Equipment_Upgrades_Fix_v1_4_byTheBeast
Equipment_Upgrades_Fix_v1_4_Patch_1
#Equipment_Upgrades_Fix_v1_4_Patch_1_HotFix
Equipment_Upgrades_Fix_v1_4_Patch_1 (available by date) V9 by sober
EUF_UBoat_FX_v0_0_3_ byTheBeast
MightyFine Crew Mod 1.2.1 Stock w beards
MCCD_1.04_MFCM_1.2.1_compatible
Reworked Morale and Abilities v.1.1
Speech fixes and additions (english version)
FX_Update_0_0_22_ByTheDarkWraith
FX_Update_0_0_22_Torpedoes (modified for torpedoes failure patches)
NewUIs_TDC_7_5_0_ByTheDarkWraith
NewUIs_TDC_7_5_0_alt_officer_wounded_by_Torpedo
NewUIs_TDC_7_5_0_Real_Navigation
NewUIs_TDC_7_5_0_RadCapTools_0_2_alpha
Manos Scopes-patch for 16x9
IRAI_0_0_41_ByTheDarkWraith
sobers TDWUserOptions for mega mod +Menu SH5 V13
Sjizzle's - Charts for NewUIs part1_07.06.2013
Sjizzle's - Charts for NewUIs part 2_07.06.2013
Sjizzle's - Charts for NewUIs part 4_20.07.2013
Sjizzle's - MarineQuadrat Charts for NewUIs v. 0.00.2
Equip_Upgrade_Dates_Chart
R.E.M_by_Xrundel_TheBeast_1.2
sobers green crew training V4 SH5
Church's Compass Dials Mod v2.2 - Option Two
OPEN HORIZONS II v2.5
sobers OH2.5 Kiel Lite mod V4 SH5
OH II v2.5 Flag_Wind_Patch
OH II v2.5 Grid Request fix Patch SH5
sobers shipwreck mod V8 SH5
R.S.D. - Reworked Submarine Damage v5.7 by vdr1981_Main mod
R.S.D. v5.7 - Indestructible UZO patch
R.S.D. & R.E.M. - GHG Hydrophone add-on (no hyd on surface)
MQK Gradient_IO
MQK LocationMaps_IO
MQK ShapeTextures_NO
sobers Lights Cfg V10 SH5
Trevally Tutorial - All v0.2(for OHIIv1.3)
Trevally Automated Scripts v0.6
Trevally Harbour & Kiel Canal Pilot v3.1
Trevally TDC Help v2
Patrolsearch autoscriptsV04
MadMaxs_SH5_Subdiesel (mono) v2
sobers hud sounds V1 SH5
sobers no footstep sound mod SH5 V2
sobers Realistic contrast V15 SH5
sobers realistic underwater FX8 SH5
sobers Blackout lights V2 SH5
sobers NO ship bow wave mod SH5
Shadow Improvement ModLR
EQuaTool 01.01 by AvM - Large Style
AOB slide ruller for TDW UIs and MO by stoianm
Warfox deck crew always whispering SH5 German Version
WHF-FUC_We Have Flooding-Flooding Under Control_Fix
Shallow Waters Voice Be Gone
gap - HD 1 deg Scope Bearing v 1.0
sobers No bullet trasers SH5
AMMO_v1.0_SH5_by_Raven_2012
This is allso the load order I am using.
Shaefer.
THEBERBSTER
01-04-15, 11:03 AM
Hi Shaefer
If you go to the UI Tab in TDW’s Options File Editor Viewer and go to the UI Tab if you have not already done so you can then Enable the Night Filters.
This will allow you to use the Hud Button in the Periscope Station so you can adjust the different filters in your Periscope for better night vision.
If you are going to fire the Deck Gun yourself then press the Binocular Icon in the top left corner and this will then give you a larger optical sight.
I would not use the officer on the bridge for giving the man the Deck Gun order.
I would use the Watch Officer Icon and then also always use the Battle Station Icon.
You can then use the Watch Officers Icons to suit your firing situation.
Importantly also when you click the Battle Station Icon to off through the Watch Officer the Deck Gun will always be placed back in its correct position.
When secure the Deck Gun order is done through the Bridge Officer the gun is often left pointing in the last direction you were firing at.
Peter
THEBERBSTER
01-04-15, 11:17 AM
Hi Shaefer
Thanks for the mod list and order very useful.
Your darkness may be down to these 2 mods
DynEnv v2.9 - 5.c Ambient Settings - Darker Nights-No Murky Waters
sobers Blackout lights V2 SH5
Is this a contradiction?
Speech fixes and additions (english version)
Warfox deck crew always whispering SH5 German Version
Should this not be
Speech fixes and additions (german version)
Warfox deck crew always whispering SH5 German Version
Peter
Shaefer
01-04-15, 12:13 PM
Hi Shaefer
Is this a contradiction?
Speech fixes and additions (english version)
Warfox deck crew always whispering SH5 German Version
Should this not be
Speech fixes and additions (german version)
Warfox deck crew always whispering SH5 German Version
Peter
Thanks for the useful deckgun tip :-)
I fixed the dark nights by swapping to a brighter night option mod.
You are right about the speech fixes, but I only copied the german files to the english folder. :-)
I think I got it right...
steve450
01-05-15, 07:04 PM
Sweet. I'll be putting your series on my watch list for sure!
Shaefer, you mentioned that you added the brighter nights option... did you update your mod list above as well? The way I handled it on sobers mods was simply delete the "no murky waters - darker nights" mod from the list in JSGME since it appeared to have no dependencies... So far it didn't ruin my save and I kind of like the murky waters look.
Shaefer
01-07-15, 02:58 PM
Sweet. I'll be putting your series on my watch list for sure!
Shaefer, you mentioned that you added the brighter nights option... did you update your mod list above as well? The way I handled it on sobers mods was simply delete the "no murky waters - darker nights" mod from the list in JSGME since it appeared to have no dependencies... So far it didn't ruin my save and I kind of like the murky waters look.
I did the same thing. I had to remove the brighter night mod, it did not do anything. I did not see any changes either by deleting "darker nighs - no murky waters".
I will try to reinstal the mods when getting back to Kiel, so I get the right install order ...
LesBaker
01-07-15, 06:18 PM
Hi Shaefer, had the same problem with sobers mod,
however after removing 'sobers realistic contrast V15 SH5' and ' DynEnv 2.9 - 5.c Ambient setting - Darker nights-no murky waters' things looked better at least you could see the horizon at night.
on adding DynEnv v2.9 3a enhanced visibility, 4a camera filters-realistic colours, 5b ambient settings-no murky waters, 6 sleet for winter, 7 clear water surface, 10.I seafloor and 11.a.I sea plants.
I found that I could then see ships and their smoke at a distance on the darkest of nights.
I have been using this mod order for about six months now without any problems see attachment.
eagerly waiting for the next instalment :rock:
spearman745
01-07-15, 06:52 PM
I have also just started a series of Silent Hunter 5 its not 100% realism but i hope it is entertaining.
Here check it out and i hope you like it
http://youtu.be/y-WXPYXTvGg
Like and subscribe if you want.:salute:
Jimbuna
01-08-15, 07:55 AM
Welcome to SubSim spearman :sunny:
spearman745
01-08-15, 01:24 PM
Thanks
Aktungbby
01-08-15, 01:27 PM
spearman745! :Kaleun_Salute:
THEBERBSTER
01-08-15, 03:35 PM
A Warm Welcome To The Subsim Community spearman745 :subsim:
You Will Always Find Someone Here To Help You :sunny:
Link To My > SH3 – SH4 – SH5 > Posts:salute:
Step By Step Tutorials & How To Do It. :up:
Also Included Are Some Useful Download Links
http://www.subsim.com/radioroom/showthread.php?t=211804 (http://www.subsim.com/radioroom/showthread.php?t=211804)
If You Are New To Subsim My Thread Link Might Save You Some Time. :salute:
Subsim <> How To Donate <> See The Benefits <> Support The Community :yeah:
http://www.subsim.com/radioroom/showthread.php?p=2033119%23post2033119
spearman745
01-08-15, 04:25 PM
Please tell me if you enjoy the video guys :)
I just want to know if people want to see this.
Shaefer
01-08-15, 05:42 PM
Hi Shaefer, had the same problem with sobers mod,
however after removing 'sobers realistic contrast V15 SH5' and ' DynEnv 2.9 - 5.c Ambient setting - Darker nights-no murky waters' things looked better at least you could see the horizon at night.
on adding DynEnv v2.9 3a enhanced visibility, 4a camera filters-realistic colours, 5b ambient settings-no murky waters, 6 sleet for winter, 7 clear water surface, 10.I seafloor and 11.a.I sea plants.
I found that I could then see ships and their smoke at a distance on the darkest of nights.
I have been using this mod order for about six months now without any problems see attachment.
eagerly waiting for the next instalment :rock:
Thanks allot mate. I will have a look at this. I do like the dark nights personaly, but for recording it is not good... I dont want it to bright though....
Do I have to be in base to do this?
LesBaker
01-09-15, 04:27 AM
I have changed to this mod order before during a patrol with no adverse effects, but I would suggest that you only change it in port to be certain that you don't.
doctrine
02-03-15, 05:42 AM
Hi Schaefer,
After a long time i decided to command a submarine again, and this time trying to do it realistically. But since I'm still a n00b after all those years, your video's are awesome!
So thanks for that! I just watched the second episode and your explanation is very clear (and funny sometimes ;)).
:yeah:
Sittingwolf
02-03-15, 07:47 AM
Although my relations with 5 are rather symbolic and
I enjoy the campaign by Tailmange on youtube I think its a good idea!
doctrine
02-05-15, 02:51 AM
Hey Shaefer, me again!
Currently watching episode 3 (again, since i am a noob).
I am interested in how you intercept contacts. Is this is subject shown in next video's perhaps?
:salute:
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