Log in

View Full Version : Playing with WoS mod - need help!


IcyWaters
06-30-15, 11:49 AM
I'm just picking up SH5 again but I never really played it thoroughly before. My last sub sim was SH3 so many, many years ago!

I've installed SH5 and added the Wolves of Steel mod. I'm playing the first mission, Baltic Operations. I've spotted a convoy of three ships while my sub was on the surface and I've spent most of the night just following it. Now the convoy has made a right turn and I've cut the corner to bring them closer. Rough estimate from the Nav map is that they're 10-15km away. I submerge and try to use the hydrophone to work out their speed and course. My operator can get the contacts and bearing, but cannot tell me their distance. Why is this? Is 10-15km too far away?

The sonar operator will just say "contact warship, moving slow, moving away, bearing 093, long range."

vdr1981
06-30-15, 12:06 PM
The sonar operator will just say "contact warship, moving slow, moving away, bearing 093, long range."

I don't get you there, what's wrong whit sonarmen's report?
What kind of report would you like to hear?:06:

This picture will help you a bit to understand how actually hydrophone detection works with WoS when sub is equipped with multiple hydrophone instruments... :yep:

http://s6.postimg.cc/w978qwjxt/Hydrophone_ranges_Copy.png

IcyWaters
06-30-15, 12:08 PM
When will he give me a numerical value for range? ie, instead of long/medium/short range, he'll say 10km or 8km...

Currently, it is night time in the game so I cannot visually engage the target.

vdr1981
06-30-15, 12:19 PM
When will he give me a numerical value for range? ie, instead of long/medium/short range, he'll say 10km or 8km...

Never, because it's not realistic at all...
You'll find command for sonar contact range estimation in sonarmen's GUI commands menu but it is highly randomized and very unreliable, just as it should be...
Precise range to target (aka active sonar) is removed in WoS because it is more a cheat than actual feature...

IcyWaters
06-30-15, 12:31 PM
Ah, I just watched stoianm1's video about engaging targets with hydrophone. I guess this is not possible under true realistic settings?

Does that mean that subs are unable to engage targets (using torps) at night or bad weather?

vdr1981
06-30-15, 12:44 PM
Ah, I just watched stoianm1's video about engaging targets with hydrophone. I guess this is not possible under true realistic settings?

Does that mean that subs are unable to engage targets (using torps) at night or bad weather?

Of course you can, just not by using badly simulated features.
Active sonar (S-Gerat) was rarely used in german U-boat operations because the device it self has more disadvantages than actual benefits. Those disadvantages are not simulated at all in SH5 so it has to be removed. If I remember correctly, it was eventually put out of use at some point during the WWII..Here's some good read...http://www.uboataces.com/hydrophones.shtml
It's all up to you captain...:salute:

IcyWaters
06-30-15, 01:02 PM
Well, I am playing the very first campaign and the very first mission so I guess this U-boat is as basic as it gets. So no active sonar for now.

I'm running into all sorts of issues now. I waited until it was daylight, had targets all around me, but I could not "lock" the target. I could press spacebar one time and the XO will come up with TDC info, but the periscope will not follow the target so I had to move it manually each time.

Second, I could not ID the ship as well.

Third, I found the ship on the book, sent mast info to TDC, but I could not use the stadimeter....

vdr1981
06-30-15, 01:47 PM
Well, I am playing the very first campaign and the very first mission so I guess this U-boat is as basic as it gets. So no active sonar for now.

I'm running into all sorts of issues now. I waited until it was daylight, had targets all around me, but I could not "lock" the target. I could press spacebar one time and the XO will come up with TDC info, but the periscope will not follow the target so I had to move it manually each time.


Third, I found the ship on the book, sent mast info to TDC, but I could not use the stadimeter....
Press X to lock on target, you can use stadimeter anytime you mark your target with "space". For the rest please check F.A.Q. , provided redme documentation or watch some video playtrough ...:yep:


Second, I could not ID the ship as well.
Sure you can, just take a good look at the target and find her in recognition manual...:D

THEBERBSTER
06-30-15, 02:23 PM
Hi IW

From my tutorial post #27

Crew Icon >3< Gunner.
Icon >1 <> Torpedo Attack.
1. Ships Identification.
2. Solution.
3. Fire Torpedo.
4. Tube Status.
5. Take Photo.

Icon >2 <> Choose Torpedo Target.
1. Nearest Ship.
2. Nearest Warship.
3. Nearest Merchant.
4. Recommended Target.

Icon >3 <> Weapons Management (H Key).
Opens the Sub System Screen.

Icon >4 <> Follow Selected Target.
Locks the Periscope on the Target and follows it’s movement.

Icon >5 <> Determine Targets Speed.
Set the Targets AOB & Distance in TDC before enabling and before every use.

Icon >6 <> Depth Under Keel.
Icon >7 <> Deploy Decoys.
Icon >8 <> Clock (O Key).
Icon >9 <> Teleport.

Peter

IcyWaters
06-30-15, 02:51 PM
I see, thank you!

Problem of following one video but using another set of mods, I guess.

IcyWaters
06-30-15, 04:20 PM
Hmmm... still can't seem to set bearing using mousewheel... any ideas?

THEBERBSTER
06-30-15, 05:50 PM
Hi IW

Not sure what you mean?

Which bearing are you referring too.

Peter

IcyWaters
06-30-15, 06:00 PM
Okay, I am stumped with this one.

Is the crew's ability to ID ships affected by time of day? It is 0500 in my game and the enemy ship is roughly 3000m away and I can't ID it.

For reference, on stoianm's video (https://www.youtube.com/watch?v=sMYz1Oxg6rY), at the 3:00 mark, he sees a tanker, presses spacebar, and the XO says "I have an unknown tanker", and the gun officer is asked to lock on the target, then he goes on "torpedo attack" and he has a "ship identification" button that he uses to ID the ship.

On TheNorseCast's video (https://www.youtube.com/watch?v=nsoWkM-yuFs), at the 8:43 mark, again, he sees a target, presses spacebar, the XO says "I have an unknown escort ship", then he asks the gun officer to lock the target and ID the ship.

Note that on both videos, the ship type (tanker/escort) was underlined.

In my game, it only says "I have an unknown warship", nothing underlined. I can ask the gun officer to lock the target but I do NOT have the "ship identification" button.

Bug?

IcyWaters
06-30-15, 06:04 PM
Peter, on the lower left of the screen, you have ship speed (-4 to 0 to 5) then some icons (gas can, battery, air bottle, CO2)... nearer the center is a dial/contraption (not sure what the proper term is) that will show you your current heading.

If you put your mouse cursor over it, it'll say "Heading XXX, Scroll mousewheel to change value." I've seen on some videos that you can set a desired heading by using the mousewheel. On my game, the mousewheel does nothing and pressing the dial/contraption brings up a compass rose that I can click on to set a heading but obviously this is not accurate at all.

THEBERBSTER
07-01-15, 06:15 AM
Hi IW

Place this mod last in your mod list and it will identify the target for you.

The Wolves Of Steel > Adds The Missing Target Identify Icon Back > Wind & Smoke addon Mod (http://www.subsim.com/radioroom/downloads.php?do=file&id=4703)

You can see the missing icon now in the picture.
http://i62.tinypic.com/27zm1qo.jpg


You may find these 3 settings a help also
http://i60.tinypic.com/mm4o3m.jpg

In the rectangular enhanced compass in the middle part when you put your mouse over it and using the scroll wheel should advance by 5 degrees for each mouse click.
http://i62.tinypic.com/2mobceg.jpg

When you continue rotating the mouse wheel you will see the compass showing you what your rotation settings are.

10 clicks will add 50 degrees and so on.

You also have the rudder bar below the compass rose.
http://i62.tinypic.com/2i8atk1.jpg

Here you can see the rudder is confirming the compass setting.
http://i62.tinypic.com/mhzgxi.jpg

Pressing any of the rudder degrees you will see the compass changing its degrees accordingly.

Press the 0ins Key and the rudder will go to 0 degrees midships.

Make sure your TC is 32 or below for any changes to happen.

Peter

IcyWaters
07-01-15, 06:53 AM
I had that mod added before but did not notice a difference. I left it out this time because I did not know what it was supposed to fix. Then I installed it again and noticed nothing new....

Then I started a new game and now it's working. I'm an idiot. Then again, I've probably installed SH5 4-5 times by now and it's annoying as well since uPlay has to download the entire 4GB or so installer each time.:wah:

Okay so ship identification is now working but the heading compass does not work like it did before. I used to be able to put my mouse cursor over it and it'll tell me my bearing/heading, now it doesn't. However, the mousewheel works.... but there is no tooltip/popup that tells me what bearing I've dialed it to so I just have to guess.

:/\\!!

IcyWaters
07-01-15, 08:07 AM
Like I said before, I'm an idiot! :up:

Ignore everything I said before, it seems like things are working as they should now. :subsim:

I'm practicing my shooting now, just using the map and the u-Jagd timer. I might try out the RAOBF wheel later on. Most of my shots are taken with my ship almost perpendicular to the target ship's course and I fire about +/-10 from my heading. IIRC there was a way to get the torpedo to turn somewhere along its course... maybe an extreme example was if the u-boat and the target ship were on parallel courses, the u-boat can still fire his torpedo and make the torp do a 90-degree turn to hit the target ship. Is there a tutorial for this?

Thanks!

THEBERBSTER
07-01-15, 02:37 PM
Hi IW

Sound like something you might see in a YouTube video.

Shaefers video's, see my tutorial post #24 has done a few shots that were not at 90 degrees.

I certainly am not aware of any actual tutorials.

Peter

IcyWaters
07-01-15, 03:48 PM
Yeah, well I've seen a few vids where the torp makes maybe a 30-40 degree turn. IIRC I may have made such shots in SH3. I guess a 90 degree torp turn is asking for a bit much, but I was just wondering if such shenanigans are at all possible at full realism? Or was this just some arcade showmanship?