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View Full Version : Outgunned, Outmanuevered, Outnumbered HELP!


AvikemArruters
10-07-13, 05:07 AM
I was playing Silent Hunter 5 and I made the stupid mistake of engaging the Narvik Task Force with only four torpedoes left. Well, that's when hell broke loose. Depth Charges forced me to surface and I discovered that enemy warships were invulnerable to my deck gun even when fired at close range. ****! Any solution to this problem? Oh and btw, I can't get load my Autosave because its corrupted.

plj
10-07-13, 05:11 AM
grinn...


Your deckgun needs about 10 to 15 rounds, all well placed, for those ships to go down. You dont use your deckgun on warships. You use it on unarmed merchants ;)

As for your current situation, best you can hope for is to survive in one piece ... or reload to a previous situation.


Relax, take your time, this is like chess, not like whack-a-mole ;)

gap
10-07-13, 12:57 PM
Relax, take your time, this is like chess, not like whack-a-mole ;)

Well said :up:

We should start a "do you like chess?" poll here.
Everyone clicking on "no" should be banned. I would probably... always doing a mess with keyboard imputs and mouse clicks.
I once referred to my analyst on this problem, and he told me that I am affected by the PIBKAC syndrome :dead: :D

Oleander
10-07-13, 03:59 PM
Take her deeper, Chief! That's your best bet, get under their sonar and run silent and hope to evade them. Most Destroyers at the point of the game will go down with one eel, hit what you can and run like hell.

plj
10-07-13, 05:45 PM
Ya but iff u don't make it look like whack-a-mole they take your oak cluster and brillenten avay und giff you a Mauser, an overcoat und an easterly course...by train...for lack of aggression. King's Pawn to D-4 Kaleun!:dead:
Well .. if you find yourself between destroyers by surprise, you missed a few clues that a chess minded player could have turned into carnage that would have been percieved as whack-a-mole by the English .. instead of feeling like the mole yourself :p

Like the clue that 4 torpedo's would never be enough for the destroyers so better save them for a longshot on the merchants .. and evade those destroyers as you are seriously outgunned :p

AvikemArruters
10-07-13, 10:56 PM
I tried trying to separate the taskforce and destroy them individually and that worked... to a certain extent. Out of Deck Gun Rounds. Out of Torpedoes. Got enough fuel to reach a nearby port. Chief Engineer, Torpedoman, Navigator and Chef are all Wounded. Badly. Hull Integrity at 17%. Both Diesel Engines destroyed. Compressor Badly Damaged. One of my two electric engines destroyed. Low on Oxygen. The remaining electric engine is at 32%. Flooding level is at 6%. I've got three destroyers, two Escorts and a King George V battleship rapidly closing at a speed of around 30 knots. Cannot Dive. Cannot Outrun. Does anyone have any tips? Also, I just discovered that the ship I sunk wasn't a Taskforce ship. It was a merchant. OOPS! Anyway, the King George V battleship is giving me grief. Does anyone know how to sink a Battleship with AA Guns?

Oleander
10-07-13, 11:34 PM
Does anyone know how to sink a Battleship with AA Guns?
Ten U-boats don't carry enough AA ammunition to sink a battleship. I think if you fix the compressor you can dive again, that's you're only choice at this point unless its getting dark and you can manage to slip away unseen.

I think its time to consider loading a past save.

AvikemArruters
10-08-13, 01:15 AM
Are spotlights or searchlights destructible? I got five pointing at me!

V13dweller
10-08-13, 02:06 AM
I tried trying to separate the taskforce and destroy them individually and that worked... to a certain extent. Out of Deck Gun Rounds. Out of Torpedoes. Got enough fuel to reach a nearby port. Chief Engineer, Torpedoman, Navigator and Chef are all Wounded. Badly. Hull Integrity at 17%. Both Diesel Engines destroyed. Compressor Badly Damaged. One of my two electric engines destroyed. Low on Oxygen. The remaining electric engine is at 32%. Flooding level is at 6%. I've got three destroyers, two Escorts and a King George V battleship rapidly closing at a speed of around 30 knots. Cannot Dive. Cannot Outrun. Does anyone have any tips? Also, I just discovered that the ship I sunk wasn't a Taskforce ship. It was a merchant. OOPS! Anyway, the King George V battleship is giving me grief. Does anyone know how to sink a Battleship with AA Guns?

You are screwed, there is no way you can escape that!:har:(Questionable)
I estimate you can dive ~34 meters before your hull gives out at 17% integrity.
Even if you got out of that, you batteries would not get you far enough if both diesels are destroyed.
I suggest loading a past save as Oleander said.

Otherwise, wave a white flag and let the tommies capture you, and spend the next years in a POW camp with all your crewmen blaming you for their early retirement.

plj
10-08-13, 02:34 AM
Are spotlights or searchlights destructible? I got five pointing at me!
No worries, they are just pointing at you and laughing for trying the AA gun on a battleship :p (for perspective .. 2cm rounds .. on heavy ship armor .. that's like knocking on a door to them)

I must give you that you dont give up easy tho .. but this one was lost when you decided to go for it with 4 torpedo's, with reinforcements nearby (unless I got you wrong). Best you can do now, is load that save, and make sure you learned from that ;)

Oleander
10-08-13, 03:30 AM
Are spotlights or searchlights destructible? I got five pointing at me!

That just means you're the star of the show. Sit back and enjoy the fireworks.

The destroyers will more than likely ram you to save ammunition. There's no hope for it, if you can't get below the sonar its useless to continue running.

gap
10-08-13, 04:04 AM
...Otherwise, wave a white flag and let the tommies capture you...

http://www.subsim.com/radioroom/showpost.php?p=2022555&postcount=289 :03:

V13dweller
10-08-13, 04:14 AM
http://www.subsim.com/radioroom/showpost.php?p=2022555&postcount=289 :03:

Exactly what was needed! :har:

Best part it, can be added during the mission! :D

gap
10-08-13, 04:27 AM
Exactly what was needed! :har:

Best part it, can be added during the mission! :D

not sure if subflags can be enabled amid patrol, but once enabled you can switch flag at your wish (only save/reload required) :up:

V13dweller
10-08-13, 04:32 AM
not sure if subflags can be enabled amid patrol, but once enabled you can switch flag at your wish (only save/reload required) :up:

That's yeah. what I meant. :)

AvikemArruters
10-08-13, 05:11 PM
What's the success rate of ramming attacks against a King George V Battleship?

InvisibleDeath
10-08-13, 08:49 PM
grinn...

Relax, take your time, this is like chess, not like whack-a-mole ;)

Well spoken.

If you took them on with your 4 torps, you should have dived and done a hard turn going for a screaming run to 200 feet. Then as the destroyers start to come towards you, shut down your engines and wait. You know you are in deep doo doo when you can hear screws above you but it is THEN you start up your motors and turn again. If you did this right your first turn would make you perpendicular with the war ships. The second run and turn should have you passing the ships in the opposite direction.

Now as the destroyers overshoot you (and assuming you are still alive) run at 2 knots and do another turn so that you are now moving at a 45 degree angle away from the killing zone. If you now run slow and silent and keep running in that direction (stopping engines when they come near you) then you should be able to slowly slip away.

If the ships start moving back in your direction, do another 90 degree turn to try and keep them from driving on top of you.

V13dweller
10-08-13, 09:31 PM
What's the success rate of ramming attacks against a King George V Battleship?

The player submarine is not capable of damaging the King George V battleship by ramming, but it can ram you, and that would be catastrophic.

AvikemArruters
10-08-13, 11:55 PM
Great. Ramming doesn't work. That means that I'll have to start a new game...:wah:

V13dweller
10-09-13, 12:21 AM
You could just load a previous save? :hmmm:

A good Idea is to make a save every time you encounter a convoy or ship you want to sink.

That's what I do, and it helps in case of a CTD or other problem.

I hope you don't have to restart your game :up:

AvikemArruters
10-09-13, 05:15 PM
I started a new game. After two hours playing...
I'm in a bit of a jingle right now, fortunately I saved the game. I decided to attack a task force. I sank three escorts with my torpedoes and then I surfaced and discovered that the Deck Gun doesn't work on Warships so I decided to make a run for it. I did not realise that there was another task force heading for me so now I'm engaged front and rear. But this gets better. I cannot dive. Compressor's damaged and I'm in shallow waters. Depth under keel is 5 metres. Current location is the Strait of Dover. Need urgent help.

And btw, Aktungbby I didn't die in my last save. I was in a very dangerous situation so I don't think ur message is justified.

sparrs
10-09-13, 06:28 PM
I started a new game. After two hours playing...
I'm in a bit of a jingle right now, fortunately I saved the game. I decided to attack a task force. I sank three escorts with my torpedoes and then I surfaced and discovered that the Deck Gun doesn't work on Warships so I decided to make a run for it. I did not realise that there was another task force heading for me so now I'm engaged front and rear. But this gets better. I cannot dive. Compressor's damaged and I'm in shallow waters. Depth under keel is 5 metres. Current location is the Strait of Dover. Need urgent help.

And btw, Aktungbby I didn't die in my last save. I was in a very dangerous situation so I don't think ur message is justified.

A few words: You are screwed. Reload or restart. Deck gun no no against ANY warship; if its modded then say hello to the deep blue. This including Armed Merchants.

V13dweller
10-09-13, 08:11 PM
I started a new game. After two hours playing...
I'm in a bit of a jingle right now, fortunately I saved the game. I decided to attack a task force. I sank three escorts with my torpedoes and then I surfaced and discovered that the Deck Gun doesn't work on Warships so I decided to make a run for it. I did not realise that there was another task force heading for me so now I'm engaged front and rear. But this gets better. I cannot dive. Compressor's damaged and I'm in shallow waters. Depth under keel is 5 metres. Current location is the Strait of Dover. Need urgent help.

And btw, Aktungbby I didn't die in my last save. I was in a very dangerous situation so I don't think ur message is justified.

I stated in another thread that the 8.8CM deck gun has a. Armour piecing level of 22 while most escorts have an armor level of 25 making the deck gun useless against them, and that is for the AP rounds.

All of the destroyers have a minimum AP of 25 and the U-boats have 11 armour level making all of ther weapons bar the 20mm rounds deadly.

Also, I should have said this before, but never get caught in the Dover-Carlisle gap, or anywhere in the British isles for that matter, it is a death sentence.

AvikemArruters
10-09-13, 08:38 PM
Does anyone know of a mod that edits the Armour Penetration of an 8.8 Deck Gun? I need to engage some warships.

V13dweller
10-09-13, 09:37 PM
No such mod exists, because it is highly unrealistic and that there are no reports of U-boats ever engaging warships.

But if you really need it I could create the mod for you, but I would need your shells.ZON because mine is too heavily modified.

AvikemArruters
10-09-13, 10:45 PM
V13dweller how do I upload files? It says that I can only attach bmp gif jpe jpeg jpg pdf png psd txt files. I can't upload a .Zon file. Can u help me plz?

V13dweller
10-09-13, 11:11 PM
You will need to use a File Hosting website such as Mediafire or Dropbox to upload the .ZON file.

AvikemArruters
10-09-13, 11:17 PM
Stay on just a bit longer. I'm going to upload now.

AvikemArruters
10-09-13, 11:20 PM
http://www.mediafire.com/?11a8sc199f2v1e6
That's my shells.zon

V13dweller
10-09-13, 11:33 PM
I have sent you a PM containing the end product, the deckgun's AP level has been moved from 22 to 30, so you should go through the armour of all destroyers.:salute:

V13dweller
10-09-13, 11:34 PM
A few words: You are screwed. Reload or restart. Deck gun no no against ANY warship; if its modded then say hello to the deep blue. This including Armed Merchants.

The Rawalpindi Armed Merchant Cruiser is vulnerable to deckgun attacks, I attack them all the time, but conditions need to be optimal to not get wrecked by the returning fire.

AvikemArruters
10-10-13, 12:19 AM
Thnx V13dweller, Now the British tabloids and the London Times are back in business with plenty to write about the war...

British Task Force Sunk in the Strait of Dover by U-30
Large Convoy Annihilated in the Atlantic by U-30
British Port Ravaged at Portsmouth, 12 ships lost

All thanks to you. Thank you V13dweller for everything you've done.:up::up::up:
I :salute: you.
:D:D:D:D

V13dweller
10-10-13, 01:32 AM
I am happy to help, I have nothing really to do in my few spare hours each day. :salute:

Just remember, this is not realistic at all, and only made for you to use.

Most people don't use deck guns for attacking warships in real life, nor did it happen.

AvikemArruters
10-11-13, 01:08 AM
V13, do you know how to edit Hydrophones, Radars and Radar Warning Systems to improve their range and effectiveness? I need help finding ships to complete British Coastal Waters...

V13dweller
10-11-13, 01:21 AM
It is not that hard to find ships in the coastal waters.

But I have never edited the hydrophones on the U-boat before, only on ships, so I cannot be sure on how well it will work.
:hmmm:
I made an attempt many months ago, it gives the hydrophone 100 km of listen distance (Only for the AI operator) so you should get the lines pointing to them at 100 km.

As I said before, I cannot guarantee the effectiveness.

http://www.mediafire.com/download/va73c10q6jz6u7f/UBoot_Sensors.sim

This link should contain the download.

gap
10-11-13, 01:50 AM
:hmmm:
I made an attempt many months ago, it gives the hydrophone 100 km of listen distance (Only for the AI operator) so you should get the lines pointing to them at 100 km.

To the best of my knowledge, setting sensor ranges so high won't help in any way. :yep:

IIRC, SH5 rendered world ends in a radius of about 40 km from player's unit. Outside this radius, the game will still keep track of other units, but it will treat them as dimensionless points with a nationlity, a class, a veterancy level, a speed, a route to follow or a destination to reach, and probably no much more than this. I am not sure if anything can disturb them while they are in this status, but it is probable that the outcome of any possible event (as the clash with enemy units) is decided by rolling dices. Also note that any information on previously suffered damage, or used ordnance, will be lost. Moreover, not being "physical" objects, units beyond the rendered world can't be detected, neither by the player, nor by the u-boat crew.

AvikemArruters
10-11-13, 02:44 AM
Great...
Gap, U've left a great GAP in my heart...
Anyone know of a mod that adds a new submarine?
I'm sick and tired of the VIIA:wah:

V13, U know how to edit the Radar? If Gap says that there's no Hydrophone, I'll be happy for a Radar
V13, I'm sorry but I won't download ur file. Its not that I don't appreciate the effort but what Gap's said will make it obsolete. Anyway, thnx for the effort.

V13dweller
10-11-13, 02:58 AM
Great...
Gap, U've left a great GAP in my heart...
Anyone know of a mod that adds a new submarine?
I'm sick and tired of the VIIA:wah:

V13, U know how to edit the Radar? If Gap says that there's no Hydrophone, I'll be happy for a Radar
V13, I'm sorry but I won't download ur file. Its not that I don't appreciate the effort but what Gap's said will make it obsolete. Anyway, thnx for the effort.


Sorry to say, but you will be in a VII forever, you can only move through different versions of the VII, like the VIIB, VIIC and the final VIIC/41.

The Radar has less range than the Visual line of sight, and is really just a supplement when in fog, other than that, Visual sight is more effective.

And there are already mods on the workshop that allow the most advanced sub at the beginning and have access to everything like radars when the war begins, but again, this is highly unrealistic and takes the challenge away.

You also get the VIIB halfway (?) through the Coastal waters (OHII) campaign.

I cannot remember because I have not played since a silly low-res shadows are always present, regardless of my settings.

aschar
10-11-13, 04:33 PM
Umm... are you trying to command a U-boat, or a battleship? A U-boat's deckgun is not only useless against warships, but realistically impractical, to the point where doing so is akin to ordering the same gun crew to jump overboard in high seas. For one, it'll do very little structural damage if any to a destroyer, all the while the same warship is armed to the teeth and will sink you before you sink it. And most importantly, deckgun crews are wide open without cover and completely vulnerable to even small arms fire, something that a warship will be more than happy to dish out. Torpedoes are the only way to go with these guys.

I'll only ever attack destroyers if conditions are ideal: if I'm submerged and/or can't easily be seen, if the destroyer is stationary or moving at an angle where a torpedo doesn't have to be led so much, if it's at close range, if it's not moving too fast, if I can predict its movements, if I have ample torpedoes, if I'm only engaging "a few" escorts rather than many, and/or if I can dive below 90 meters where enemy sonar starts to become ineffective. It's a lot of "if's", that's why U-boat commanders seldom attacked escorts openly. Even "Silent Otto" Kretschmer found himself on the receiving end of destroyers; he was lucky, only getting captured while other uboat aces like Prien and Schepke went down with their boats.

AvikemArruters
10-11-13, 10:48 PM
Damn. I recently installed The below: #Equipment_Upgrades_Fix_v1_4_Patch_1_HotFix
Equip_Upgrades_Fix_1_4_Patch_1_AFFOE_151
Equipment_Upgrades_Fix_v1_4_Patch_1

And I discovered the hundreds (I'm Exaggerating) of textures from these mods which are not appearing... Does anyone else have this problem.
I'm using SH5 V1.2. I'm posting it here cuz I think the thread for this is DEAD and might be buried...

FILES THAT DO NOT APPEAR (BELOW):

TYPE VIIA Hinged Snorkel

EMBLEMS WHICH DO NOT WORK
Merchant Raider
Feral Wolf
Haben eine shonen Tag
Skull-N-Bones
U-69 Laughing Cow
U-47
U-48
U-53
U-69
U-76
U-101
U-96 (Green)
U-96 (Red)
U-201
U-207
U-208
U-209
U-225
U-231
U-236
U-255
U-256
U-265
U-271
U-276
U-287
U-309
U-313
U-333
U-335
U-350
U-403
U-406
U-451
U-455
U-481
U-482
U-484
U-554
U-575
U-577
U-579
U-586
U-598
U-605
U-634
U-664
U-666
U-672
U-763
U-987
U-1051
U-1206
U-299
U-320
U-995
U-1004
U-1007
U-1064
U-1302
U-1304
1st Flotilla
2nd Flotilla
3rd Flotilla
5th Flotilla
6th Flotilla
8th Flotilla
10th Flotilla
12th Flotilla
13th Flotilla
14th Flotilla
19th Flotilla
21st Flotilla
23rd Flotilla
24th Flotilla
24th Flotilla (Alt)
25th Flotilla
26th Flotilla
29th Flotilla
Crew of 28
Crew of 36
Crew of 37a
Crew of 37b
Crew of 37b (Alt)
Crew of X/39
Crew of XII/39
Crew of V/41
Crew of VII/42
ALL GUNFIGHTER EMBLEMS