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View Full Version : Deck watch crew seems useless!


justinm11
08-31-16, 07:45 PM
Hey all! I'll start off by saying that I'm a fairly new player. I've got a few hours in game, but this is my first real attempt at a campaign. I've failed miserably.
I'm playing with Real Nav, IRAI, and the Open Horizons mod, plus dynamic environments, and lifeboats. On my next patrol I'm going to throw my deck crew overboard if they keep acting like they are.

My hydrophone officer seems to be working correctly, but my deck crew either will not call out visual contacts, or calls them out way too late.

Perfect example: I was engaging a troop transport ship using my deckgun. I did a full visual scan and then chased them for about an hour at 16x compression. I started shooting at them and chased them for a further 5 minutes or so while I tried to hit them. Suddenly I heard a shell whiz by and heard the spray. A quick glance off to my left showed a destroyer about 2000M away! Nobody even mentioned it too me, despite having my deck watch crew on the deck. I had a crew on the gun, and a watch crew. A crash dive and a 6 hour underwater pursuit later, and I was sunk. The whole thing could've been avoided if my deckcrew had just called out that contact, which I'm sure had been visual for a while! I even went back through the logs just to see if I'd missed the call, but nope, no mention!

Do I have a wrong setting? Or am I just doing it wrong?

TheGreatElector
08-31-16, 09:13 PM
Hey all! I'll start off by saying that I'm a fairly new player. I've got a few hours in game, but this is my first real attempt at a campaign. I've failed miserably.
I'm playing with Real Nav, IRAI, and the Open Horizons mod, plus dynamic environments, and lifeboats. On my next patrol I'm going to throw my deck crew overboard if they keep acting like they are.

My hydrophone officer seems to be working correctly, but my deck crew either will not call out visual contacts, or calls them out way too late.

Perfect example: I was engaging a troop transport ship using my deckgun. I did a full visual scan and then chased them for about an hour at 16x compression. I started shooting at them and chased them for a further 5 minutes or so while I tried to hit them. Suddenly I heard a shell whiz by and heard the spray. A quick glance off to my left showed a destroyer about 2000M away! Nobody even mentioned it too me, despite having my deck watch crew on the deck. I had a crew on the gun, and a watch crew. A crash dive and a 6 hour underwater pursuit later, and I was sunk. The whole thing could've been avoided if my deckcrew had just called out that contact, which I'm sure had been visual for a while! I even went back through the logs just to see if I'd missed the call, but nope, no mention!

Do I have a wrong setting? Or am I just doing it wrong?
I wish i could help but i never really got into silenthunter 5 just sh3 and sh4.

THE_MASK
08-31-16, 09:41 PM
Thats the way it was setup . SH5 never had decks awash . So a compromise so that you wouldnt use it all the time was no crew spotting .
But if you use the latest Environment mod and its calm waves then your crew should spot while decks awashed . My crew do .
Environment mod
http://www.subsim.com/radioroom/showthread.php?t=166178

Only the mega mods are proven to work correctly .

justinm11
09-01-16, 07:06 AM
Okay, so I'm not crazy. My next question then, is that both the Mega Mods I can find on here require the .exe patcher. Sober, on your mega mod thread you say that there are instructions on how to get this working with the steam version located here, http://www.subsim.com/radioroom/showthread.php?t=181433 but unless I'm as blind as my deck crew I only see a statement saying that I'm out of luck because of the way the steam version works. Am I missing something? I was going to switch over to a mega mod and try my luck again, but I have the steam version (Bought it cheap a few years ago where it sat gathering dust till recently)

Aktungbby
09-01-16, 07:42 AM
justinm11!:Kaleun_Salute:

THEBERBSTER
09-01-16, 10:58 AM
A Warm Welcome To The Subsim Community > justim11
Subsim <> How To Donate <> See The Benefits <> Support The Community (http://www.subsim.com/radioroom/showthread.php?p=2033119%23post2033119)
If you are new to SH5 look > > HERE (http://www.subsim.com/radioroom/showpost.php?p=2391239&postcount=1) <<
Highly Recommended SH5 > The Wolves Of Steel Mega Mod (http://www.subsim.com/radioroom/showpost.php?p=2165720&postcount=1):salute::salute:

Ashikaga
09-01-16, 12:06 PM
Welcome Justin !!

Jimbuna
09-02-16, 06:52 AM
Welcome to SubSim justin :sunny:

justinm11
09-02-16, 10:05 AM
Thanks for the welcome everyone! I have to say I love this game, and this site has been a big help getting me up to speed. Between real navigation (I love all things navigation) and the historical aspect it has everything for me. Born, raised and still living in Atlantic Canada this type of history has special meaning for me, since many of these convoys originally left from Halifax which is about an hour from where I grew up, and there are several stories of U-boats sinking ships just off the coast from where I live now, St. John's. The Battle of the Atlantic has a special meaning for my part of the country.

maillemaker
09-05-16, 03:42 PM
Yeah, a lot of things got nerfed by whoever did the decks awash implementation. Crew stops calling things out, and binoculars quit working.

No historically legitimate reason for this nerfing. The penalty for running decks awash is and should be reduced speed and increased fuel consumption.

Steve