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View Full Version : GAAARGH help me get a workable UI/workflow


psykopatsak
06-13-15, 01:54 PM
Helloings all,

I played SH3 with GWX a lot, but now when you can pick up SH5 dirt cheap, I did so, and after checking vanilla (and being completely horrified), I got a megamod - wolves of steel.

Now, I am stuck at the first mission, because it's damn near impossible to get a torpedo off in the right direction from 2200m - partly because these early war, probably hardly aware that there is a war, polish destroyers become alerted to my presence if I go nearer, even though it's night (WTF?). Also, if they start shooting aircraft while I am on the surface within say 8 000 metres, I get hit - automatically, what's up with that?

Now then, to get a good shot on a warship requires precision, requires speed in getting the solution. With everything hidden behind different menus and having to drag things around because there's not enough room in the periscope view/interface, I don't hit what I am shooting at.

Is there any way (i.e. compatible mods) to get it more like the OLC style, with recognition manual neatly behind the TDC interface, etc. I mean, I don't need it to be the exact same, but having to pull out the clock (much worse clock than SH3 btw), and the recognition manual is an unruly beast, all while having to tell the watch officer via a menu to follow target or not (the old "L" -key) is a pain! Also, a teleport menu that is always visible would help too. Of course, there might be some hotkeys that I'm missing, but where to find the hotkeys?

Glad to see the OLC disc there though, but it's resolution is not very pretty.

Damo
06-14-15, 04:00 AM
I feel your pain. My first foray into subsims was SH3 after my friend gave it to me one Sunday many moons ago. That led to me finding these forums, discovering Das Boot and becoming obsessed with the U-Boat war. I spent more time cooking up mod soup and editing files than I did playing the game, even making a lighting/ambiance mod that many still use today. So when SH5 was announced I was so excited about it and bought the game not long after release. To say I'd been spoiled by SH3 and the countless mods that have graced these pages over the years is a massive understatement and I was left feeling very empty with SH5, even after the leaps forward that the modders here achieved.

Whilst things have improved over time with SH5 the game fell into 2 traps that for me mean SH5 will never stand shoulder to shoulder with SH3, those being the emphasis on graphics over gameplay (pretty as it is) and the obvious targeting of the console market meaning the game felt like a bad port. I don't mean to come into this forum to rubbish SH5 as all of this is strictly my own personal opinion, but I tried my hardest to like SH5 but ultimately I couldn't find the same gritty gameplay and the feelings it conjured up when playing SH3.

What you wrote reflects the same frustrations I had where the AI either seemed like they were on a pleasure cruise with no cares in the world or hellbent on destroying me using psychic powers. In the end I went back to SH3 because when you invest as much time as is required with these sims into one session it's not meant to leave you feeling frustrated and unfulfilled. I wish I'd started with SH5 and then discovered SH3 as maybe then I wouldn't feel like I wasted my time (and money). SH4 is midway (no pun intended) between the two and is worth a look with the Uboats expansion, although it's a crying shame that it wasn't lavished with quite the same attention with modding as the others (cough GWX4 cough :/\\!! :haha:).

I'll probably get bashed by some for this but I think you'll understand once you've got some more gameplay hours under your belt.

maillemaker
06-14-15, 05:33 PM
Sad to say, with the Wolves of Steel mod (I assume it's the new AI in there) the escorts are not nearly as predictable as in SH3. I think the days of picking off escorts with magnetic torpedoes as they chase me down a line are over.

I picked off a heavy cruiser in the center of a task force and had 15 destroyers overhead. I could not shake them. I came to periscope depth and sank 2 of them for 6 fish fired. Not enough to get rid of them.

However, I may have found a way to "game" the escorts.

I went to 170 meters and they could not hit me with their depth charges in 1940. But I could not lose them even at silent speed. So I went full stop. They have up and went away.

I have done this twice now. Full stop seems to throw them off.

Can't go much deeper than this, though, as your boat will start to sink if you are stopped or moving too slowly.

Steve

psykopatsak
06-14-15, 08:01 PM
yes, so the escorts were dealt with, once I got in a good firing position and got the hang of the ropes.

Ok, one of them fled away after my torps missed and was sunk by Schelsweig Holstein or something I think.

However, the manual, clock and lock function are still a mess.

maillemaker
06-14-15, 08:10 PM
I have no problem with the clock (Press O, right-click on it to make it the speed measurer), and press E to get your recognition manual.

Spacebar and then the officer menu to follow target should work, but I never use that.

But I am also currently using map contacts on.

Steve

vdr1981
06-15-15, 08:49 AM
Sad to say, with the Wolves of Steel mod (I assume it's the new AI in there) the escorts are not nearly as predictable as in SH3. I think the days of picking off escorts with magnetic torpedoes as they chase me down a line are over.
So, what is "sad" about escorts been unpredictable?


Can't go much deeper than this, though, as your boat will start to sink if you are stopped or moving too slowly.

Steve
you need to learn how...https://www.youtube.com/watch?v=Inzh39SQtTY


Use X key to lock periscope on target...And guys, please read few readme files and check few video tutorial before you say something is crap...

psykopatsak
06-15-15, 11:10 AM
I never meant anything is crap - I quite enjoy a lot of the stuff that has been done. The unpredictability of escorts is quite nice, I was just suprised to see them acting like late-war experienced destroyers in first mission.

The X key sounds like what I need.

maillemaker
06-15-15, 11:31 AM
So, what is "sad" about escorts been unpredictable?

It's sad that I can't shoot them as easily as before! :har:

you need to learn how...https://www.youtube.com/watch?v=Inzh39SQtTY

So what's the trick here? I have to manually set the planes to zero in order to hold depth at deep depths?

I would have expected the Chief to do this automatically for any given depth I order.

Steve

vdr1981
06-15-15, 12:01 PM
It's sad that I can't shoot them as easily as before! :har:



So what's the trick here? I have to manually set the planes to zero in order to hold depth at deep depths?

I would have expected the Chief to do this automatically for any given depth I order.

Steve
The trick is to get rid of some water from ballast tanks in order to obtain positive buoyancy. Let say you want to dive to 190m.
When your sub sinks to something like 200m press "blow ballast" and quickly select desired depth, but not deeper than your current depth (in this case 190m). After that control your depth with dive planes and forward movement only...

maillemaker
06-15-15, 05:08 PM
Good to know, thanks. I will play with it and see if I can keep depth below 200m.

Strange that the Chief can manage depth keeping on his own above 200m but fails at the job below that. :hmm2:

Steve