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View Full Version : Returning to SHV - a few things I'd like to sort out


Raven Morpheus
09-22-16, 02:05 PM
Hey all

I'm returning to SHV after a long while with it "on the shelf", I have played SHIII (with GWX) and SHIV (modded with various mods) also, but I keep finding I enjoy SHV (modded) more than those two - I feel I can identify more with the German Kriegsmariners than the US Submariners, probably because I'm English and thus I identify more with the ETO than the PTO, and I find the interface in SHV to be better than it's older German based counterpart SHIII, the graphics are better also than both SHIII and SHIV (apart from the sky banding issue in SHV which doesn't seem to be completely fixable) - SHIII and SHIV to some extent seem so clunky and dated - I fired up SHIII the other day expecting to be able to play it well, having recently re-learnt how to do things like manual TDC in SHV only to find I was fumbling around trying to work out where the relevant interfaces were just to get started!!

I am the sort of player who likes a bit of sim realism (I play on the default 77% "Hard" setting because I like having the option to use the free camera) but I also want to mainly have fun pointing fish at AI ships and blow them out of the water, and whilst SHV seems to run OK for me (being someone who doesn't know a lot about subs) there are a few things I'd still like to sort out...

It's a given that I'm running a modded copy of SHV, (who doesn't?!) so I guess I should declare my mod list before I go any further -


Accurate German Flags
Damage assessment
SH5_7A_Conning_Fix
Dynamic Environment SH5 Basemod (realistic version) V2.1
FX_Update_0_0_19_ByTheDarkWraith
North Atlantic Green 1.1
Small_trees_SH5_V1
sobers best ever fog V13 SH5
sobers better terrain v3 SH5
stoianm colored exterior mod v2(high color)
NewUIs_TDC_7_1_0_ByTheDarkWraith
Capthelms Audio+SV Touch Ups
MightyFine Crew Mod 1.2.1 Stock faces
MFCM 1.2.1 OPTIONAL crash_dive workaround
RemoveLogoIntroTheDarkWraith
Shadow Improvement ModLR
Speech fixes and additions (english version)
SteelViking's Interior Mod V1.2
SteelViking's Interior Mod V1.2.2 Patch
TheDarkWraith_DC_Water_Disturbances_v2_0_SH5
DynEnv 2.1 SkyColor Hotfix DarkerNights
NewUIs_TDC_7_1_0_AltAdvSpeedGraphics_by_naights
DBM Background Video
Window_Lights_Redone_V1
NewUIs_TDC_7_1_0_ERM_Reaper7_NightVision
NewUIs_TDC_7_1_0_ERM_Reaper7_NightVision_Black_Ski n
Trevally Tutorials - All v0.2 (for TDW UI)
BBC World
Radio Paris French Music Full Version 1.2
Grossdeutscher Rundfunk
Icebergs v2.4
sobers NO water drops V1
SteelViking's Sky Banding Mod
OPEN HORIZONS II_full v2
Trevally Automated Scripts v0.6
TDW_Mines_Subnets_Detectable_in_hydro (OH II v2)
So, first up, I find the "incidental" background music, like when you're under attack, to be rather annoying, are there any mods that replace that music with something a little more atmospheric or perhaps Das Boot like?


Second thing is that when you first go to the Attack Periscope there are measuring axis along the left side and top - when I zoom in to x6 zoom they aren't present and have disappeared when I zoom out again to 1.5 zoom. Is there anything to fix that? Also relating to the attack periscope, and I assume the same is true of the obs periscope, the black border around the scope is still slightly see through - is it supposed to be like that, are the alpha channels wrong on the artwork file(s), can that be fixed?

This is an image of what I'm referring to wrt the 2 axis that disappear, it's the ones that intersect in the top left of the scope - http://postimg.org/image/7ifx5nqe5/

Could this be caused by my mod order?


Third, when using the deck gun I find it infuriating that the deck gun crew won't remain at their posts when there is only a slight swell in the sea - I get cases where it's a case of "firing at will, holding fire, firing at will, holding fire" rinse and repeat every couple of seconds - is there anything that can be done about that? I have come across the Bad Weather Guns mod but that makes it so they never leave their post (even when in reality they'd likely get washed overboard), I'd rather have a little more realism than that.



Fourth, when I click on the dive button (which is supposed to only send you to 40m) it automatically crash dives, the mod I have installed (MFCM 1.2.1 OPTIONAL crash_dive workaround) doesn't seem to work - is there a fix for this issue?



Fifth (probably not last as I'm sure I'll think of more as I continue to play), I'm finding it a bit hard to find convoys. As you can see from my mod list I'm running Open Horizons II v2.5 - I don't know if that makes it harder or easier or how it changes the convoys (I admit to having read a little on the mod a long while ago, but not recalling any of it, and not really fully understanding what it does, just that it's a good mod to use)...

During the British Eastern Coastal Waters mission I was really only finding SV Fishing Boats and Coastal Boats (neither of which I could find listed in the ERM either!!), I did come across a couple of ships that turned out to be a tanker and a Hog Island ship, and I did finally luck out and stumble across a convoy of 12 ships (a mix of what looked like troop transport, Hog Island, and Liberty Cargo ships - it was dark and I didn't ident all of them) - but it was by pure chance that I found anything but small fishing vessels.

So, is there a better way of locating convoys - I've tried zig zagging in a patrol area, I've upgraded and tried Benno's abilities, and neither of those things seem all that useful, I've even thought of camping out on ports but they're full of warships so I don't think I'd last too long?!



Sixth, target speed is something I've always struggled a little with. I've in the past used the mark it on the map routine, but I don't always get that right, I can't see the marks very well under the grey visibility range indicator, and it takes longer than I'd like. I've recently realised the existence of the U-Jagd Chrono (it was in fact there all along for me, given the mods I run, I just didn't know it!!), however whilst I'm doing better, it doesn't seem to be 100% reliable for me - especially as I'm not entirely sure which readout line to use for which length of ship. Also I've tried the ships length divided by time to cross periscope centre line multiplied by 1.85 formula and that gives a different speed reading to the U-Jagd.

So, why does the formula give a different target speed than the U-Jadg chrono?

Would I be more accurate, and thus more successful in hitting with my fish, using the formula?

And where interpreting the U-Jagd chrono is concerned how do I know which line to use? Do I round a ships length up, so for example 140m would be rounded up to 150m and I would use the values on the 150 circle and anything above 150m would be rounded up to 200m and I'd use the values on the 200 circle? So far, based on the video tutorial of the U-Jagd chrono I watched, I've been rounding up...



Thanks in advance for any advice.

THEBERBSTER
09-22-16, 06:46 PM
Hi RM
Do not wast your time building mod lists as you will spend more time fixing it than playing the game.
Highly Recommended SH5 > The Wolves Of Steel Mega Mod (http://www.subsim.com/radioroom/showpost.php?p=2165720&postcount=1)> Includes KSDCommander And Working Enigma M4 Machine
Post #108 (http://www.subsim.com/radioroom/showpost.php?p=2212809&postcount=108) U-Jagd Tutorial For Silent Hunter 5 (http://www.subsim.com/radioroom/showpost.php?p=2212809&postcount=108)
Post #107 U-Jagd Graph For Easy Referencing By Marco1971 (http://www.subsim.com/radioroom/showpost.php?p=2211912&postcount=107)
Peter