Log in

View Full Version : Got a few questions!


BoxOfAids
02-18-15, 03:16 PM
Hey there guys! I've been picking SH4 back up recently and I was hoping to have some questions answered:

1. How would one go about attacking a ship or convoy in heavy fog or night conditions where you can't lock onto a ship to use the stadimeter? Is there any way to just "dial in" a distance and heading and speed without identifying and locking onto a target? How about if I wanted to just fire a torpedo straight ahead or behind?

2. What are the requirements to get medals and such? I've had at least 2 completed patrols where I've killed 2-3 ships and was wondering at what point I should start to expect to accrue some medals.

3. What are the requirements for transferring / swapping up to a new sub? I started early war down near Australia instead of Pearl Harbor, are the dates different for each starting location?

4. People mention keeping your engines' RPMs low in order to keep down noise when trying to run quiet, can someone point out where you can actually see these numbers inside the ship?

5. When going for keel shots, what depth am I looking for? Like if the draft says 5.7 meters, how deep should I be putting my torps to get them under the ship but still within magnetic detonator range?

6. For multiplayer, do your mods have to match exactly with whoever you play with? If I have a mod like realistic sinking mechanics, and something like improved stock environment, does the other person need both of these, or just sinking mechanics, or neither?


Thanks in advance for any replies! :up:

Aktungbby
02-18-15, 03:34 PM
BoxOfAids! :Kaleun_Salute:

merc4ulfate
02-18-15, 05:55 PM
1. Do it manually ... do it ... slowly ...

2. Medals are eye candy. I wouldn't worry about medals. Medal seekers either get killed or are promoted out of others way.

3. Requirement ... tonnage X year available = New Boat

4. They are on a plaque somewhere over by the forward hatch or christmas tree.

5. If the draft is 5.7 meters set your fish to run at zero ... they will most likely run deep anyway and hit right on the money.

6. Yes


==================================

Generic Mod Enabler - v2.6.0.157
OpsMonsun_V705
OMv705_to_V720
OMv720_Patch5
OMEGU_v300
OMEGU_v300_Patch7
#1 E5.0 Install main
#2 Other Clouds
#3 Submarines Splash Sound
#4 Ships Reflect
#5 Depthcharge Sound
11 New Ships + Yamato AA Fix by Miner1436
Aircraft_reflections
Battleships
ddpackv2_1
Dissappearing U-Boat Conning Tower Fix by ZeeWolf
GrafSpee_Scheer
Nav Map Make-Over for OM
Kriegsmarine Chart Colour Scheme 2
Office Mod
plants small
rocks small
Webster's Eliminate Floating Plankton for v1.4 and v1.5
Webster's Missing Voices for v1.4 & v1.5
Webster's Ship Manuvering Fix for v1.4 and v1.5
GE01 Operation Tiger
Alternate OM Loading Screen

Webster
02-18-15, 07:33 PM
all your answers are here for the reading: http://www.subsim.com/radioroom/showthread.php?t=108931

that's why we made stickies for things like this

BoxOfAids
02-18-15, 07:43 PM
all your answers are here for the reading: http://www.subsim.com/radioroom/showthread.php?t=108931

that's why we made stickies for things like this

Wow, I have no idea how I missed these. I guess because half the stickies were bolded and half weren't. I even looked for a tutorial section or subforum! Thanks though haha

Crannogman
02-18-15, 08:05 PM
Some of that depends on your settings. If you are using manual targetting, you can get real screwed up because it won't let you put in your own settings. Usually, if you can clearly visualize a ship (but the crew hasn't spotted them yet) you can hit the L key and get a lock for a few seconds, enough to hit the position-keeper button. Unfortunately, this tends to input an inaccurate speed (I think it defaults to that ship's max speed.
I noticed this when I was trying to finish off a dead-in-the-water Chitose without getting too close to its suspicious escorts. I could get a momentary lock, but the speed was inputted was 21 knots, and I couldn't bend the angle enough to get a good shot. I eventually lined up on an escort that was closer and stopped, then turned my torpedo angle to point at the Chitose.
Supposedly, with the targetting computer set to automatic, the torpedo will go in direction your scope is pointing if there is no target locked. However, it seems to me that this only true until you lock onto a target; afterwards, it will retain the same AOB/range/speed of your last target, which can negate your ability to shoot at a given heading.
I advise you pay attention to your tactical map when verifying your targeting solution. You can see the course of the torpedo and the calculated enemy ship position, and check this against what your sensors are telling you.

THEBERBSTER
02-19-15, 09:09 AM
A Warm Welcome Back > BoxOfAids :subsim:


You Will Always Find Someone Here To Help You :sunny:


Links To My > SH3 – SH4 – SH5 > Posts :salute:


Step By Step Tutorials & How To Do It. :up:

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



Some Special And Useful Download Links Included For SH3 <> SH4 <> SH5 :yep:



New To Silent Hunter Then My Thread Will Help To Get You Started. :ping:



Subsim <> How To Donate <> See The Benefits <> Support The Community :yeah:

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

Jimbuna
02-19-15, 10:09 AM
Welcome to SubSim :salute:

Sniper297
02-19-15, 10:54 AM
For manual targeting, "Kentucky windage" shooting;

Set target speed to zero, hit the - key to center the scope. Crank mast height to max, send range and bearing to TDC. That gives you a straight out the tube zero gyro angle run. After that you eyeball it, look at the target and note the bearing, move the crosshairs to lead the target by 5 to 15 degrees (depending on speed and AOB) then click the "send range and bearing to TDC" button again, fire a spread. Don't forget to have the tubes open before shooting, so there's no delay in firing.

As for depth I just use the target draft plus zero to five feet, bear in mind that if you have duds set ON, that setting includes all mechanical problems including depth control. Not advisable to try the magnetic exploder under the keel trick with duds on, as in real life it fails more often than it works.

tohowalk
02-19-15, 05:53 PM
For question #1 - particularly in heavy fog, I try to establish the course, speed, and heading with either radar or else active sonar. Then I close to less than 1000ft off the ship's course, check bearings, and shoot blindly with my deck gun - if I can't see him, then he can't see me to shoot back. Check course and range after every other shot, and adjust accordingly. If you get a hit, you will usually start a fire, which can be seen through the fog even if you can't see the ship - this makes targeting much easier, but you still need to check range often because he may start zigging away. I have never failed to sink a ship I attacked with this method, but I have never tried it on a convoy, just lone ships.

Tohowalk