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View Full Version : Where should I start learning how to play Wolves of Steel properly?


moeburn
07-25-15, 03:40 AM
I'm sorry if this seems like an often-asked question, I'm sure you guys get a lot of new players asking the same thing over and over, but my searching skills were not enough to help me find the answers I needed.

So after failing to get past the first mission on stock SH5 campaign because of the tonnage bar bug, I decided to look up some mods, and found Wolves of Steel. Did a fresh SH5 install, followed WoS instructions (which were ridiculously easy), and it installed perfectly, haven't had a single crash yet. The only possible bug I've encountered is my ship randomly self-destructing in the middle of nowhere on 512x TC, but it's only happened twice so far.

But man is it ever overwhelming and daunting. I've discovered a few things myself, like how to edit the navigation map settings to put contacts back on, and I vaguely know how to aim torpedos.

But is there a more thorough guide in how to use all the tools to perfectly aim a torpedo? I've seen youtube videos of it, but I'm not really sure how to use things like the stopwatch speed calculator, or the brown spinning disc thing. I've tried googling for guides, haven't found anything. I found a documentation folder in my SH5 directory, but there are so many and I don't know where to start. What I do know how to do is identify a ship (with my best guess using the ship book, anyway), how to estimate its range using the stadimeter, and how to estimate its speed using 2 stadimeter readings (provided I am at 0 knots).

So where would I start to learn how to properly aim torpedos? Does it really make a difference whether or not you fire them under the keel with a magnetic detonator vs on the side with a pistol detonator? And if so, just how far under the keel do you fire them? If the ship book says "draft 6.0m", do I set a magnetic torpedo to fire at a depth of exactly 6.0m, or 5.9, or 6.1?

And what happened to my minimap? I didn't see anything about that in the WoS FAQ, but my minimap is gone.

Without the tonnage bar, how do I know if I am completing the mission objectives properly? I sunk two merchants in the "british coastal waters" zone, but I have no idea if they count towards the objective or not. I know the objectives only end by date now, not by progress completion, does the game even notice how well I complete my objectives? Or am I just supposed to pretend and imagine that it does?

Thanks for any help! I'm sure I have lots more questions that I can't think of right now, that I'm sure you've all heard before and are sick of answering :)

Riekopo
07-25-15, 03:52 AM
I have the same questions. This kind of game really needs good documentation and tutorials. Sadly there's no manual for the Wolves of Steel mod. Maybe some of the veterans here could show us how to play using multiplayer.

Aktungbby
07-25-15, 05:38 AM
moeburn!:Kaleun_Salute:HANG TOUGH; help to arrive shortly!

Jimbuna
07-25-15, 08:05 AM
Welcome, hopefully a WoS player can and will assist :sunny:

THEBERBSTER
07-25-15, 12:38 PM
Hi Guys

The TAI Map is opened from the little button above and to the left of the word “Depth”
Use the tab key to see 3 positions> minimize/fully open/close.

To get the speed the easiest way for you currently as you state that you are using “Map contacts”
Use the “O” key or an Officer icon to bring up the stopwatch.
Pause the game.
Open up the target on the map so that you can see its full shape.
With the marker place an X on the bow.
Press the stopwatch start/stop button
Un-pause the game.
Use a little TC and when you get to 3 minutes and 15 seconds pause the game again.
Open up the target so that you can see its full shape again.
Take the marker and place an “X” on bow.
Take the compass and take the measurement from the 2 “X” marks.
600 meters = 6 knots and so on.
If you click on the stopwatch face you will open up the U-Jagd.
I have a tutorial for this.

As a beginner I would not start with using the stadimeter.
Get used to using the TDC first.

I would draw a line with the ruler through the targets shape to a distance to where I want to fire from.
Take the protractor and get a 90ᵒ angle.
Put the protractor on the angle and it will show you the course you need to take up a 90ᵒ firing position.
Position the U-boat at the distance/range you want to fire from.
Measure this distance with the ruler.
This distance is your Range to enter in the TDC
Your periscope 0ᵒ bearing is 90ᵒ, anything to the left or right of it is – or + 90ᵒ
Lock the target.
Use the Identify Target Icon to show you the target and you can set the torpedo depth.
You do not need to use recognition manual unless you are using the stadimeter.
With the target locked.
Move the periscope back to 0ᵒ
In the TDC.
Enter the AOB 90ᵒ
Enter the Range.
Move the periscope until both the Gyro Angle dials are vertical.
Note the periscope bearing.
When the target reaches this bearing fire your torpedo/s.
Make sure the target is locked before firing.
If the target maintains its course the only thing that will change is the range.
Set the torpedo depth against the diagram.
Pistol is preferred to magnetic.
Shaefer showed in his videos that magnetic does work.
Do not forget to open the torpedo door switches before firing otherwise the time delay may result in a miss.

Regarding completing missions.
When you request a mission you will get a grid patrol area in your Captain’s Log.
This does not happen in the Baltic mission.
You should also not end the Baltic mission before 00.00 4th September stopwatch time or 01.00 nautical time otherwise you will not be able to request the next mission British Coastal Waters.

By completing each grid patrol you are awarded 1 bonus point.
Each mission appears and disappears as its date comes and goes.
I am not aware of any minimum tonnage requirements needed as this was to do with the tonnage bar that has been removed.
SH5 is now similar to both SH3 and SH4 where you receive orders and objectives.

You can also use TDW’s Option File Editor Viewer (OFEV) to change many of the patches so you can personalize your own game.
The mods need to be disabled before making any OFEV changes.
When the OFEV changes have been saved re-enable the mods.
This can be done any time the game is not running.

Shaefer’s TWOS videos are good tutorials even though he is using real navigation.
There are many things you can learn what to do and also importantly not to do, so well worth while watching.

Any further help just let me know.

Peter

moeburn
07-26-15, 05:35 PM
...


Hey thanks for all your help! I didn't realise this forum will only send you an email for the first reply, and not all the subsequent ones.

So I've just been using the stadimeter to get range (it's pretty simple; find ship in book, send to TDC, place crosshair at waterline, use stadimeter to tip of flag pole), and then clicking the "estimate speed from range observations" button. But I don't know if the automatic speed calculation only works at certain angles on bow or if it factors that in or what.

The other thing is that I purchased the 10.5cm deck gun, but it doesn't seem to show up. My new deck gun looks identical, still says 8.8cm when you hover over it, and still says 8.8cm in the ship systems information dialog. I even tried reloading from save game and trying to buy it again, same thing. What's up with that?

THEBERBSTER
07-27-15, 05:08 AM
Hi Moeburn

Try this.

Critical Hits v1.2 (Deck Gun) (Compatible With TWOS) (http://www.subsim.com/radioroom/downloads.php?do=file&id=4668)

Peter

moeburn
07-27-15, 09:51 AM
Hi Moeburn

Try this.

Critical Hits v1.2 (Deck Gun) (Compatible With TWOS) (http://www.subsim.com/radioroom/downloads.php?do=file&id=4668)

Peter

That doesn't really answer my question though - why isn't the 10.5cm deck gun that I purchased and installed showing up on my boat?

THEBERBSTER
07-27-15, 10:17 AM
Hi moeburn

Sorry I cannot answer the question.

I have seen other issues where upgrades have been selected where the date was too early and not been given.

The VIIA of course never had that gun caliber.

Peter

moeburn
07-27-15, 10:19 AM
Hi moeburn

Sorry I cannot answer the question.

I have seen other issues where upgrades have been selected where the date was too early and not been given.

The VIIA of course never had that gun caliber.

Peter

Ah poo, okay thanks! I figured it wouldn't be in the list at all if it wasn't available - the only upgrades that are available are the deck gun, the AA gun, and the hydrophone - the hydrophone upgrade worked fine. Any idea what date the deck gun upgrade should work?

THEBERBSTER
07-27-15, 02:08 PM
Hi moeburn

I do not know whether TWOS has any influence or not on this?

I have played previously with my own mod set up and have been able to use it when upgraded to the VIIB.

Historically I do not think it was used on VIIB but on the type IX.

In your charts you will find the upgrade chart.
http://i58.tinypic.com/30vj2ms.jpg

It is quite possible that when you are offered the upgrade from the VIIA to VIIB you will be able to buy the bigger deck gun.

In the meantime I can recommend the Critical hits deck gun mod.

Peter

maillemaker
07-27-15, 03:10 PM
I recommend the Critical Hits mod also. Without it the deck gun feels nerfed.

vdr1981
07-27-15, 03:28 PM
That doesn't really answer my question though - why isn't the 10.5cm deck gun that I purchased and installed showing up on my boat?

Could be a glitch from some of the mods included but for now I really cant say what is wrong exactly...:hmmm:

I recommend the Critical Hits mod also. Without it the deck gun feels nerfed.

Totally unnecessary and unrealistic mod which will make deck gun shells almost strong as torpedo warhead ...Wind and smoke...

THEBERBSTER
07-27-15, 07:25 PM
Hi vecko

The default 88mm was useable.

The TWOS reduced version I found I was using over 80 shells to sink a small merchant.

This did not feel right.

Even the small coastal boats seem to use an excessive amount.

Firing loads of shells in to a ship I seem to remember Shaefer saying that he did not want to bore us with it.

The Critical Hits mod is not for the purists but it gets the job done.

When you have gamers playing TWOS using torpedo circles you can see why realism to some holds no importance.

Peter

moeburn
07-27-15, 08:13 PM
Hi vecko

The default 88mm was useable.

The TWOS reduced version I found I was using over 80 shells to sink a small merchant.

This did not feel right.

Even the small coastal boats seem to use an excessive amount.

Firing loads of shells in to a ship I seem to remember Shaefer saying that he did not want to bore us with it.

The Critical Hits mod is not for the purists but it gets the job done.

When you have gamers playing TWOS using torpedo circles you can see why realism to some holds no importance.

Peter

Okay, so should I get the critical hits mod or not? I'd prefer to have the most realistic experience possible - I understand a single 8.8cm is going to take quite a long time to sink a full size merchant, and without a torpedo hit, I don't expect it to sink one in any "fun" amount of time. But I did expect those little wooden tugboats to blow in two on the first hit with an HE shell, and that did not happen.

I was also offered a flak gun upgrade in the upgrades menu - I can't remember the name of it but I believe it increased mag size and fire rate but not caliber. Will that one work?

THEBERBSTER
07-28-15, 05:52 AM
Hi moeburn

If you are trying to keep it realistic then only accept the upgrades as per the upgrade chart.

Critical Hits does over perform.
Unfortunately the less powerful version of Critical Hits is no longer available.

About 3 HE shells will put paid to a Coastal Boat which is not unreasonable for a 90 ton boat depending where they hit.

I personally do not want to have to wait for hours for a merchant to sink.
80 shells to sink a small merchant 1936 tons to me is not acceptable.
If the default 88mm was available I would not be using Critical Hits.

I have played SH5 now for over 3 years and I have never yet used the flak gun.
Whether the flak gun could be used on Coastal Boats firing multiple rounds of HE would be useful if the game allows for the hits to count.
TWOS has the mod R.S.D. in it so the chances of your survival if you try taking on aircraft with a pea shooter is going to be a short career.

Peter

moeburn
07-28-15, 10:25 AM
Hi moeburn

If you are trying to keep it realistic then only accept the upgrades as per the upgrade chart.

Critical Hits does over perform.
Unfortunately the less powerful version of Critical Hits is no longer available.

About 3 HE shells will put paid to a Coastal Boat which is not unreasonable for a 90 ton boat depending where they hit.

I personally do not want to have to wait for hours for a merchant to sink.
80 shells to sink a small merchant 1936 tons to me is not acceptable.
If the default 88mm was available I would not be using Critical Hits.

I have played SH5 now for over 3 years and I have never yet used the flak gun.
Whether the flak gun could be used on Coastal Boats firing multiple rounds of HE would be useful if the game allows for the hits to count.
TWOS has the mod R.S.D. in it so the chances of your survival if you try taking on aircraft with a pea shooter is going to be a short career.

Peter

Hey thanks for the advice! Wow really you've never used the flak gun? I'm only at Oct 9, 1939 and I've already shot down 6 aircraft. For some reason, some of the aircraft fly right at me like they're going to attack, but they don't fire anything. Usually the twin engine planes. So they're extremely easy to shoot down. Not only that, but the AI flak gunner has laser-like accuracy, a little unrealistic if you ask me but there it is. But yeah, I've discovered that if I try to take on a pair of single engine fighters, my sub is pretty much screwed and I have to reload saved game.

I have yet another question though. After completing the danzig mission, I took the "british coastal waters" mission, either because I didn't see the Breaking the Fortress mission or because it wasn't available. Well it became available, and even though it wasn't my selected mission, I decided to do it anyway, because it was Oct 9 and the objective didn't end until Oct 15. Snuck into that little harbour, spent 10-game hours putzing around at 1.5knots, until I finally found and sunk the Renown, and managed to sneak out, but nothing happened. I got no "objective completed" notice, the objective is still listed at the top left of the map, the only thing that did change is my tonnage sunk in the captain's log, which says I sunk the Renown. What's up with that? I can't complete objectives if I haven't selected them as my patrol?

THEBERBSTER
07-28-15, 02:15 PM
Hi moeburn

The difference between us might be the difficulty level we both play at.

I have done British Coastal Waters (BCW) a few times and the number of aircraft and constantly being attacked by them during daylight is quite ferocious.
The only way I can survive during the day is to run at Decks Awash and keep my Avatar below deck.
I have set my X key as a hot key for crash diving so I can get under as quick as possible as every second counts.

Regarding your comments on Breaking The Fortress (BTF) this always appears later than (BCW) and then North Western Approaches also appears showing you 3 missions that are all date controlled.
There is no notification for completing (BTF) other than the Captain's Log that you mentioned.

I am not sure at this point whether you can see a bonus point for completing (BTF) or you have to wait to receive it next time you load in the bunker.
If you can see it it now it will be in the Crew Management screen.

Peter

moeburn
07-28-15, 02:22 PM
Hi moeburn

The difference between us might be the difficulty level we both play at.

I have done British Coastal Waters (BCW) a few times and the number of aircraft and constantly being attacked by them during daylight is quite ferocious.
The only way I can survive during the day is to run at Decks Awash and keep my Avatar below deck.
I have set my X key as a hot key for crash diving so I can get under as quick as possible as every second counts.


I clicked the 2nd highest difficulty, I think it was "High", just under "Realistic". Don't get me wrong, if I see a pair of planes heading straight for my sub, I have to dive, otherwise they're gonna tear me to shreds. But when it's just a lone single plane, my god is the AI gunner ever good. He can pick them off from so far away. Even when it's a pair doing an attack run, he'll usually get one of the two planes before they even pass over my sub after the first run. But then I'll be dead, because they'll still fire and hit.



Regarding your comments on Breaking The Fortress (BTF) this always appears later than (BCW) and then North Western Approaches also appears showing you 3 missions that are all date controlled.
There is no notification for completing (BTF) other than the Captain's Log that you mentioned.

I am not sure at this point whether you can see a bonus point for completing (BTF) or you have to wait to receive it next time you load in the bunker.
If you can see it it now it will be in the Crew Management screen.

Peter

Well that's kind of a bummer. You don't really get the dopamine high that you would get if you got a message saying "Objective completed!" on something as difficult and tedious as Breaking the Fortress. What are these "bonus points" you speak of? What will they look like?

Also, let me just say that I can't thank you and everyone else here enough for being so incredibly helpful and answering all my questions so thoroughly. I don't think I've ever experienced a gaming community as welcoming and as helpful as this one before.

THEBERBSTER
07-28-15, 04:35 PM
Hi moeburn.

You receive promotion/bonus points for completing tasks/objectives.

Each grid reference completed is worth 1 point.

In picture 1 the 3 Primary Objectives have been completed so is worth 3 points.
http://i62.tinypic.com/2m7auqu.jpg

In picture 2 you can see at the top I have 4 points to play with.
Here I am giving 1 of those points to the Bosun.
http://i62.tinypic.com/2cnwny1.jpg

If you have not checked out your crew previously there are a number of free points that can be awarded straight away.

The Subsim community has a good spirit and there is always someone around to help you out.

Because I am retired I have the time to reply to questions quite quickly where others might be at working.

Peter

maillemaker
07-31-15, 02:17 PM
Totally unnecessary and unrealistic mod which will make deck gun shells almost strong as torpedo warhead ...Wind and smoke...

I agree Critical Hits 1.2 is probably over-powered but think default WoS is too weak.

With Critical Hits 1.2 it takes about 15 shots, aiming for the waterline, to do in a 7,000 ton ship, with the 10cm gun. This is about what you could expect in SH3+GWX with the 10cm gun.

With stock WoS you can put 15 shots into it and it might catch on fire. But with stock WoS you can strafe the same ship end-to-end with AAA using HE shells and the ship will be burning stem to stern.

Last night I hit a 30+ ship unescorted convoy and took out 16 of them using all my internal torpedoes (3 misses) and the deck gun, for over 130,000 tons.

Probably unrealistic. Sure was fun though, watching them all scurry around in the dark! :)

Steve

THEBERBSTER
07-31-15, 02:42 PM
Hi Steve

The deck gun in TWOS has had its power reduced by 50% according to Vecko.

Firing 80 shells to sink a 2000 tonner does not make the game play enjoyable.

Gamers often complained about the stock gun not being powerful enough.
I was always happy to play with the 88mm even though the 105mm was available at a price.

I feel a lot more comfortable now with the critical hits mod and will continue to use it.
If the 88mm goes back to its stock version then I will be happily remove it.

Peter

Frank Ravelli
08-03-15, 09:46 AM
Hi there, I have the dumbest question: how do I open the XO TDC dialogue box? Do i need to have previously locked a ship in order to do it? I was doing one of the trevally tutorials and I couldnīt do it when it asked me to
Also, I think that there are this kind of dialogue boxes for other officers too, but I cannot get to open any of those.

Thanks for your patience

THEBERBSTER
08-03-15, 09:55 AM
Hi FR

Yes, you cannot open the TDC unless you have locked on to a target.

You can also see the XO here in this picture.

http://i60.tinypic.com/epivdc.jpg

If you wish to close the TDC then this Icon is useful.
Peter

letterboy1
08-03-15, 10:51 AM
When I am looking at the Nav Map and choose (for example) to make sonar contacts visible, it will only last for the duration of that game session. When I start the game back up all settings return to default. A minor nuisance, but is there a way to make the settings stay? :)

Frank Ravelli
08-03-15, 12:38 PM
Thanks for your fast answer TheBerbster, I probably wouldnīt have noticed that icon in ages ;-)

What about the dialogues for the rest of the crew? Do they exist? I think Iīve seen them in some YT videos...

THEBERBSTER
08-04-15, 04:33 AM
Hi letterboy

You can make any of temporary changes permanent in TDW's Options File Editor Viewer.

See my tutorial post #6

Peter

THEBERBSTER
08-04-15, 04:40 AM
Hi Frank

I cannot say that I have missed any dialogue with TWOS as against previously using my own mod soup.

If you are referring to the written dialogue mod EMCCD this is the one that sober uses in his mega mod.

http://www.subsim.com/radioroom/showthread.php?t=210521

Whether this is compatible with TWOS I cannot say.

sober has an additional mod that seems to contain more mumbling than actual words being spoken.

sobers talking conning crew mod (http://www.subsim.com/radioroom/downloads.php?do=file&id=4699)

Peter

letterboy1
08-04-15, 02:38 PM
Thanks TheBerbster!

MCM
01-10-16, 03:40 AM
What is the status of the deckgun now with TWOS 1.04 and patch 14? Still that weak and do you still recommend the critical deckgun mod? THX for any informations about that.

THEBERBSTER
01-10-16, 07:00 AM
Hi MCM
Yes, I would certainly recommend it. You can test it out in the 'Historical Missions' Deck Gun tutorial. It is not as arcade like as it is made out to be. There were some very powerful versions of the mod around at one time but in my opinion this is not one of them. A friend of mine who has made his own deck gun mod is of the same opinion.
You should be able to sink a small unarmed cargo ship or finish of a torpedoed damaged ship with some carefully placed shots.
If you want the more realistic and difficulty levels that the TWOS game brings then stick with the original as it was intended to be used.
Peter

MCM
01-10-16, 07:39 AM
Or as a compromise I take the mod and then don't shoot to the waterline (where the ships sink the fastest) but shoot another target to hit :03:

THX Berbster, you are doing an incredible helpful job here!!!

carbolicus
01-10-16, 03:28 PM
Theberbster - you seem a knowledgeable (and very helpful!) guy - see my thread entitled "Help with ships icy skins" - any ideas please?

Thanks in advance!

lolipoyi
04-12-16, 06:48 AM
Hello everybody,

Iīll try to keep it short and sweet. Iīm currently playing TWoS (v 1.05 with the latest patch) and Iīm having a bit of trouble keeping up with the radio messages.
I have enabled the "auto hide UI" in TDWīs Generic Patcher and therefore I donīt have the radio messages icon (top right corner) always on display. The problem lays in that I donīt get any sound feedback as when a message is being received, causing me to sometimes miss them completely or just being paranoid and checking every few minutes (Iīm lying, Iīm cheking it every few seconds :hmm2: ). The same happens under my Captainīs Log; any message received there does not play any sound feedback.
The only way I get any sound confirmation when a message is being received, is when I first send the BDU a report of my patrol, contacts and so on.

Is this normal or should I be getting sound confirmation on all messages?

On a non related note, how many days do you guys spend in the bunker? I have changed it to 5, but maybe some of you with a bit more experience with TWoS could tell me a better number.

Thanks in advance!

Aktungbby
04-12-16, 10:41 AM
lolipoyi!:Kaleun_Salute:after a long silent run!

THEBERBSTER
04-12-16, 12:04 PM
A Warm Welcome Back To The Subsim Community > lolipoyi
Subsim <> How To Donate <> See The Benefits <> Support The Community (http://www.subsim.com/radioroom/showthread.php?p=2033119%23post2033119)
The Wolves Of Steel Frequently Asked Questions (FAQ’s) & Game Tips (Please Look Here First Before Posting A Question) (http://www.subsim.com/radioroom/showpost.php?p=2165721&postcount=2)

KSDCommander you can set the number of days, or randomize the bunker days between 7 and 28.

Jimbuna
04-12-16, 12:56 PM
Welcome to SubSim lolipoyi :sunny: