Log in

View Full Version : Best of SUBSIM noms - Most Helpful


Subsim Monitor
01-31-21, 11:24 AM
Noms for Most Helpful

Stewy1
03-23-22, 11:41 PM
Stewy1 has made a Best of SUBSIM nomination.
Category: Most Helpful

Post: Very helpful and knowledgeable on the topic!
Forum: Dangerous Waters (https://www.subsim.com/radioroom/forumdisplay.php?f=181)

Posted by: Kapitan
Nominated Post: Link (https://www.subsim.com/radioroom/showthread.php?p=2800181#post2800181)
Mission report 688 V Sierra II using RA 1.53
https://i.imgur.com/XleM51W.png

This is what I have found note that I couldn’t play your mission you uploaded as it says it’s a 688 file (File is .mss should be .mu), so what I did was create my own scenario, set to war time and on the nav map placed a circle 20nm in diameter.
I then set the 688 and me to several dynamic locations so we shouldn’t show up in the same place all the time, I did a few dummy runs with show truth on to make sure dynamic location was working.

This mission was a pretty long one it took me 4 hours and 30 minuets most of which was spent on the sonar, and at the kettle making cups of tea.

This is the mission set up

Both 688 and Sierra II start at 250ft or 76m at 5 knots Ladder box patrol set up, 688 has his towed array deployed, the weather is clear sea state 3 bottom type is rock and there’s a convergence zone.

Sierra II Load out

Tube Number (1) USET 80 (2) USET 80 (3) TEST 71M (4) TEST 71M (5) SS-N-15 (6) Korund
Stores: (5) TEST 71M (3) SS-N-15 (5) USET 80 (8) Korund (0) PMT-1 (0) Skhval
Counter measures: Tubed: 1 Active 1 Passive Reloads: (17) Active (8) Passive

Notes: TEST 71M max depth 400m USET 80 max depth 1000m

Navigation notes: I have used both the 3 minuet and 6 minuet rules in this scenario if your not aware of what they are here is what they are

3 min rule: Speed x 100 = Yards travelled in 3 mins (multiply by 20 for the hour)
6 min rule: Speed / 10 = Miles travelled in 6 mins (you can multiply this by 10 for the hour)

Deck Log

1200 Enter into the game submarine is at 5 knots 76meters course 000
1201 Extended towed array noted layer is at 142m
1203 Reset all torpedo settings from default range set at 1500yrds speed 35knots ceiling 2m & max
1251 New contact detected changed course 270 contact started to vanish
1253 Course correction 290
1259 Contact lost changed course 320
1302 New course 000 to sweep Contact regained
1313 Turned to 060 to resolve ambiguity
1324 Turned again to 220 to resolve ambiguity
1333 Contact confirmed as own ship
1349 Dived to 500m
https://i.imgur.com/r0Oi4ui.pnghttps://i.imgur.com/aBI2pmn.png


Reasons for my manoeuvres and settings: The settings on the weapons are such that the minimum safe distance from submarine is set 1500m I don’t want the torpedo arming too far out as the enemy boat maybe closer, also the ceiling is set to 2m and the torpedo maximum depth to give the weapon its full range.
The course changes are to confirm I have a ghost and correct track via the TA as I don’t have a hull contact, notice though I didn’t leave enough time to let the towed array go straight this is a mistake!
I kept turning to ID the track and should have let the TA straighten out I may have concluded quicker I was tracking my own ship, so here I have wasted about 40/45 minutes in tracking myself.

I have dived to well below the layer here 500m this will enable me to sprint and drift, although I do want some power to keep going forward hence why I return to 5 knots, the sub effectively drifts from 20knots to 5 knots which is enough in this instance.


1359 Increased speed 20 knots
1415 Decreased speed 5 knots
1528 Course change 340
1540 Increased speed 15 knots

Reasons for my manoeuvres: Right now at this point I have no contacts, so at this point I am projecting where he maybe, knowing that he is in the circle somewhere I decide to head towards the centre of the circle.
I have changed course to 340 and left 12 minutes to allow the towed array to go straight and see if any new contacts are out there, when satisfied there’s none I speed up to 15 knots, to sprint and drift for 6 minutes.

1546 Decreased speed 5 knots
1551 New contact
1552 Course change 300 to resolve Towed array ambiguity
1555 Ascending to 180 meters ambiguity resolved classified 688
1659 Decreased speed to 2 knots
1614 Increased speed 5 knots
1624 Ascending to 70m
1625 Decrease speed 4 knots

https://i.imgur.com/LMMRFjz.pnghttps://i.imgur.com/lXy8DFF.pnghttps://i.imgur.com/cflSSlQ.png

Reasons for my manoeuvres: After decreasing I go on the hunt again, and find a new contact, this time the hull and towed array are seeing the same contact so I turn to get a Master contact.
I initially ascend to 180 meters and set speed 2 knots as I don’t want to spook the contact.
Once I have a firm handle on the narrow band 50hz I increase to 5 knots and decrease depth to 70m this is to pop up above the layer.
I slow to 4 knots by mistake I could have stayed at 5 knots, however popping up you can go slower to 1knot this is almost the same as sprint and drift, it will make it harder for him to see you crossed the layer.

1626 HF Sonar detects object at bearing 277 sets HF Sonar mark on nav map visual confirm estimate target 2-3nm tracking left to right
1627 Tube 1 readied and fired USET 80
1628 Loud explosion bearing 288 close aboard 700 yards
1630 Mission end

https://i.imgur.com/HALEfhE.pnghttps://i.imgur.com/KVUYqXp.png

Reasons for my manoeuvres: I have a slight hunch the enemy boat is fairly close my estimation put him 2-3nm from me so I figured I would have a look at the forward looking HF Sonar, this is me just trying to visualise the enemy and if I can see a blip and I do

I watch the HF sonar for a minuet and I know he is tracking left to right on my bow, the HF Sonar has put a mark on my nav map so I go to the weapons station and set my torpedo to go active at 500m, the reason I have done this is because 1. I want to see a reaction 2. He is close in and I don’t want to chance my guess too much.

I have selected tube 1 USET 80 in active mode, I know he has the MK48 ADCAP and at this range I don’t want to give him a chance to shoot back too quickly, for at least 60-90 seconds he will be trying to figure out what’s coming his way so that’s my window and I ready the Korund for firing. Down the same track as the torpedo.

Just before I fire, I am readying to dive to 500m and speed up to 25 knots and make a turn to 210 this will enable me to try and get outside his torpedo cone, at this point I’m also readying my countermeasures and preparing to reload and make another turn back to 300 once at depth.

I am also thinking he will make a turn to around 290 and speed up to get out of my torpedo cone, and he will likely dive below the layer, at this point I am almost lined up for a second shot if he does do this.
This is what some would call 3rd stage thinking as I’m trying to anticipate the next 2 moves the torpedo he will fire at me will make, and also the moves he is likely to make.

What I didn’t anticipate was that he was much closer than I thought being at a range of about 700 yards, this is where my prior planning for setting the weapon with a shorter enable range paid off.
But what I did notice was as soon as I fired he did seem to speed up and was turning, I noticed this on the HF sonar.

Edited note: I also draw out my course changes on paper so I don't have to keep switching to the nav map all the time, it looks like this, the red ink is enemy and you can see i note my bearing changes 1cm is roughly 1nm, its not accurate it just helps to keep me in some sort of picture to show me my own track.
The smaller drawing is my track and fire points the green box is my aim point the red line is the current enemy sub track. each dash line is roughly 0.5 nm hence my estimate of 2-3nm

https://i.imgur.com/t9RbcJp.jpg




Conclusion

So over all here is the big take away, notice in the earlier part of the mission I majorly screwed up by wasting time tracking myself, this is a schoolboy error on my part and I should have known better.
Sometimes simply projecting where the enemy maybe can work out and it did in this case, it doesn’t always go that way I simply in this instance got lucky.

I did watch the replay and he started off around 16 maybe 18nm away from me to the North West (I started in the South East corner of the circle again dynamic location was on my boat too). so, my theory of head for the centre in this case was correct. Don’t forget I did set multiple dynamic locations for this mission in various spots across the map.

On watching the replay, he initially started heading east, then turned south and spent a considerable time heading south too at least an hour, during this time I was screwing myself over tracking my own ship, but effectively we closed the gap between us during this time.

He turned west for about 8 minutes, then doubled back heading east before finally heading northeast and running right into me.

Personally, I simply got lucky here that’s all with the way it all worked out and managed to fire first. Had I been a bit ahead of him, and maybe on the same layer I think he likely would have fired on me first, I am fairly confident that if I re ran the mission chances are he would get the better of me.

If this helps feel free to hit the diamond on the bottom left of the page :salute:

Onkel Neal
03-31-22, 04:44 AM
Onkel Neal has made a Best of SUBSIM nomination.
Category: Most Helpful

Post: Another example of his consistent good will and assistance.
Forum: Silent Hunter III (https://www.subsim.com/radioroom/forumdisplay.php?f=182)

Posted by: Pisces
Nominated Post: Link (https://www.subsim.com/radioroom/showthread.php?p=2801287#post2801287)
There is a bug in SH3 where sometimes your career profile becomes invisible in the game. Simply a mater of adding a character to the name of the folder in C:\Users\USERNAME\Documents\SH3\data\cfg\Careers\ and it should show up again.

Hungo
04-01-22, 07:01 PM
Hungo has made a Best of SUBSIM nomination.
Category: Most Helpful

Post: Very helpful
Forum: Silent Hunter 5 (https://www.subsim.com/radioroom/forumdisplay.php?f=244)

Posted by: Kal_Maximus_U669
Nominated Post: Link (https://www.subsim.com/radioroom/showthread.php?p=2801524#post2801524)
3. I saw a "compass_tutorial.pdf" in mod's document folder; it's about a special compass with inner and outer circles, both ring could rotate, to perform specific actions. Yet in the game I can't find such a compass, where is it?


I've been searching all day for this and I cannot find it as well. I even tried to change the UI's to SH4 and SH3 and its still no there.

look carefully you should have it in the right part at the top of the card
http://image.noelshack.com/fichiers/2022/13/5/1648838465-sh5img-2022-04-01-20-33-25.png
This is what you are looking for...
http://image.noelshack.com/fichiers/2022/13/5/1648838472-sh5img-2022-04-01-20-33-38.png
:D:salute:

fitzcarraldo
04-10-22, 08:14 AM
fitzcarraldo has made a Best of SUBSIM nomination.
Category: Most Helpful

Post: Very helpful member
Forum: SH4 Mods Workshop (https://www.subsim.com/radioroom/forumdisplay.php?f=219)

Posted by: KaleunMarco
Nominated Post: 194305NarwAttu.mis (https://www.subsim.com/radioroom/showthread.php?p=2802819#post2802819)
Yes, we do have that KM, thanks. You sent it via PM. Like a few other missions, it is "sharing" a MapZone for both an Objective and a Trigger, which usually just makes the Objective impossible to complete, but a CTD would not surprise me. Does it happen when you are about 12nm from the "Wait" location symbol? :salute:


my apologies, i couldn't find the exchange in the PM box either. may be i deleted it (it seems like i am always at 99% utilization :oops:).

the CTD happens a bit further than 12 nm from the Wait Pennant Symbol...more like 20-25 nm.

can i remove the "holding objective" without ruining the other objectives and the mission?
addendum: apparently, removing the Hold Area Objective, Triggers, and Zone does not make this mission playable. it still CTDs as we close the landing area.

ok....did some additional research and determined that we can get to within approx 34 miles of the first drop zone before CTD (63 km).
so, what mission condition occurs when the user-boat gets to that point?
this is the key to the problem.
i have no idea.
+++
i noticed what could be an anomaly. there are two APD's defined in the mission. one starts life on May 11, 1943 and the other starts life on July 1, 1943. was this purposeful?
++++++
i removed all references to the Holding Area because the first occurrence of the CTD happened as we entered the Holding Area. - made no difference.
changed the entry date of APD#1 to match APD#2 - made no difference.
noticed that the mission briefing was greater than 900 characters. abbreviated a few words to get is under 900. - made no difference.
noticed that the waypoints of APD#2 caused an error message within the Mission Editor. Fixed those. - made no difference.

Onkel Neal
04-13-22, 04:16 PM
Onkel Neal has made a Best of SUBSIM nomination.
Category: Most Helpful

Post: Definitively a helpful response, nice.
Forum: COLD WATERS (https://www.subsim.com/radioroom/forumdisplay.php?f=268)

Posted by: Cy-Fox
Nominated Post: Link (https://www.subsim.com/radioroom/showthread.php?p=2803505#post2803505)
Welcome aboard Zero_Niner
Bearing in mind the QRG is from 2017 but I looked at what you're referencing and I can understand the confusion. Alpha seems to suggest the top row of number keys on your keyboard rather than the numeric keypad (if applicable) which is keypad

Number Row Keys and Commands:
1: Weapon Sensor
2: Weapon Search
3: Weapon Depth
4: Activate Torpedo
Shift+4: Cut Wire
No binds for: 5, 6, 7
8: Radar Mast Raise/Lower
9: ESM Mast Raise/Lower
0: Periscope Raise/Lower

Onkel Neal
04-14-22, 08:01 AM
$vbphrase
Text Onkel Neal has made a Best of SUBSIM nomination.
Category: Most Helpful

Nomination basis: This guy is always patient and helpful.
Forum: Submarine Scale Models: Subs, Naval, Tanks, Planes, Space & Other (https://www.subsim.com/radioroom/forumdisplay.php?f=325)

Posted by: ET2SN
Nominated Post: Link (https://www.subsim.com/radioroom/showthread.php?p=2803594#post2803594)
In many ways, the smaller scales (1/72nd to even 1/350th) are easier for figure painting. :up: Just find a good base color (keeping in mind the basic uniform color) and go for it. After that, [I]maybe use a darker "wash" color to bring out some shadows and you're done.

The key to the smaller scales is "don't try to over do it". Keep it as basic as possible (including the uniforms) or else find a REALLY tiny brush. :D

Oubaas
04-18-22, 04:10 PM
Oubaas has made a Best of SUBSIM nomination.
Nomination Category: Most Helpful

Nomination basis: I was getting curious about "Jutland" on a high-power modern PC under Windows 10, and Randomizer took the time to answer my query about the game in detail.

This sort of helpfulness is what has kept me coming back to the subsim.com community for so many years.
Forum: Jutland (https://www.subsim.com/radioroom/forumdisplay.php?f=237)

Nominated Member: Randomizer
Nominated Post: Link (https://www.subsim.com/radioroom/showthread.php?p=2804451#post2804451)
You deserve an answer from a long-time Jutland user and I had actually expected some ardent fan to endorse the games.

How's the game play?

In my view it's mostly crap with the odd Golden Moment. After experiencing one of the latter, you realize just how much potential SES squandered with their ridiculous DRM, contempt for their customer base and deliberately rejecting any user modding.

Speaking as someone who was once paid real money to teach artillery ballistics and munitions I can observe that SES liked to pretend that their trajectory modelling was somehow realistic but its not and never was. Opening salvo hits at long ranges actually happened but are statistically so rare as to be improbable and yet they are uncomfortably common in the games and that is just the tip of the flawed ahistorical and technical iceberg that is the entire game system.

I would not waste my money again, knowing what I know now and having the complete Jutland/Distant Guns franchise for more than a decade have a pretty solid grasp on the game play and history (more lack thereof really) behind the battles and campaigns.

If I had any, my mantra would probably be along the lines of "Friends don't let friends buy Jutland" and you can take that any way you like. The games have their fans, who forgive it for all of its myriad of faults but they also have their haters, who too often damn it for not doing things that it was never designed to do. For me it scratches a very occasional visual itch but I spend far more time with Steam and Iron, which does the history and technology of its eras much better.

Even after the two Ship Packs there are still significant capital ships missing and Map Pack 1, Coronel and the Falklands was released broken and never fixed so you have been warned. The graphics are dated, I cannot speak to the game's performance in Win-10 but I consistently get 40+ fps using an oldish Win-7 desktop in even the largest battles. Sadly and for the most part, those battles are often no fun at all.

-C

Onkel Neal
04-25-22, 10:41 PM
Onkel Neal has made a Best of SUBSIM nomination.
Nomination Category: Most Helpful

Nomination basis: Glad to see an old master helping with SH1 !
Forum: Classic Subsims (https://www.subsim.com/radioroom/forumdisplay.php?f=173)

Nominated Member: ChristopherTarana
Nominated Post: Link (https://www.subsim.com/radioroom/showthread.php?p=2805185#post2805185)
OK,Ihave got it to the stage where it requests the CD and of course ignores the CD when I insert it into the CD Drive.The problem is the I do not have the sh.ini file/folder and no matter how I look for it on the CD or the installation on the HD,I cannot see it.Could some kind person email it to me ? Thank You


You have to copy the 10.smk file from the CD to the C:\Silent\Bud\ folder. Then it should stop asking for the CD! There is a ShPath.ini that needs editing in the original software! :up:


Christopher Tarana

fitzcarraldo
05-15-22, 05:41 PM
fitzcarraldo has made a Best of SUBSIM nomination.
Nomination Category: Most Helpful

Nomination basis: Helpful member.
Forum: SH4 Mods Workshop (https://www.subsim.com/radioroom/forumdisplay.php?f=219)

Nominated Member: Kal_Maximus_U669
Nominated Post: Link (https://www.subsim.com/radioroom/showthread.php?p=2808724#post2808724)
Hello to all friends... :salute:
for those who use vickers mods do not use the "GatoLadder3" scale since the interior corrects it...
the only problem I have and the next one see screen...is that on Porpoise.. Tambor.. I haven't tried the others yet
the exhaust smoke on Tambor is not the...
I thank Vickers for having adapted his jewels to this splendid BH mod.. :up:
http://image.noelshack.com/fichiers/2022/19/7/1652633523-sh4img-2022-05-15-18-34-57-478.png
:salute::salute:

Onkel Neal
05-21-22, 07:18 AM
Onkel Neal has made a Best of SUBSIM nomination.
Nomination Category: Most Helpful

Nomination basis: Responsive to an obscure request, how do you get more helpful than that?
Forum: Classic Subsims (https://www.subsim.com/radioroom/forumdisplay.php?f=173)

Nominated Member: Andreas86
Nominated Post: Link (https://www.subsim.com/radioroom/showthread.php?p=2809606#post2809606)
Hi Sapphire! I am investegating this :03: I have extracted all .dat files from the game, but cannot make much sense of them yet. I am going through the program files in hex, and so far I can only find references to "U-" and then the variable "%" right after. I feel that I have seen the various numbers while digging earlier. Will report back on any findings :salute:

SonnySmiles
05-26-22, 10:03 PM
SonnySmiles has made a Best of SUBSIM nomination.
Nomination Category: Most Helpful

Nomination basis: I had been struggling with using a mod silent hunter 4 dark waters
This guy just shows out of no where like a fox lol
He also had a mod made and this was totally random but he solved a problem of my U-boats always being sent to the Pacific when they was based in the atlantic this plagued me for a long time and I thought God hated me
This in my opinion is worthy of an award :)
I
Forum: SH4 ATO Mods (https://www.subsim.com/radioroom/forumdisplay.php?f=234)

Nominated Member: KaleunMarco
Nominated Post: Link (https://www.subsim.com/radioroom/showthread.php?p=2810126#post2810126)
I'm about to start a game but need some help
I played once before in a ixc/40 traveling from lorient to pengang
My questions are what do I do for setting up my crew
Last time I played I just filled all the compartments by saving and the reloading to fill the lot
Do I just fill the crew compartment and play? And do I fill the conning tower?
this is a personal preference. some Kaleuns like a full crew and others like to have some unfilled billets in order to move injured crew. personally, i think your crew number should correspond to their skill level. if you have a highly skilled crew you can probably operate at 100% efficiency with less than 100% of the billets filled. Less individual skills means that you probably need to have more bodies to boost the performance.

Last question guys
Does traveling from lorient to pengang upset the game as I have it all set for the Pacific theater on the mods?


i have a fix (https://www.subsim.com/radioroom/downloads.php?do=file&id=6144&act=down)for this. apply it to the end of your mod list and restart your career. it should eliminate your Kiel-based Uboat being assigned to a Pacific mission off the coast of Australia. :D

Onkel Neal
05-27-22, 06:40 AM
Onkel Neal has made a Best of SUBSIM nomination.
Nomination Category: Most Helpful

Nomination basis: He found a mod that another user was looking for!
Forum: SUBSIM® SUBscribers Lounge - BONUS MODS (https://www.subsim.com/radioroom/forumdisplay.php?f=260)

Nominated Member: FUBAR295
Nominated Post: Link (https://www.subsim.com/radioroom/showthread.php?p=2810353#post2810353)
Try here :

https://www.mediafire.com/file/l2ac9hlr0osw7zj/Fahnenbohn%2527s_Environment.7z/file

Good hunting,
FUBAR295

Onkel Neal
05-27-22, 06:40 AM
Onkel Neal has made a Best of SUBSIM nomination.
Nomination Category: Most Helpful

Nomination basis: Suggested an alternate mod, very nice
Forum: SUBSIM® SUBscribers Lounge - BONUS MODS (https://www.subsim.com/radioroom/forumdisplay.php?f=260)

Nominated Member: fitzcarraldo
Nominated Post: Link (https://www.subsim.com/radioroom/showthread.php?p=2810060#post2810060)
Ok, it appears the modder took that file down. I do not see it on the server, which is why you are getting the Invalid File message.

You may want to check this:
https://www.subsim.com/radioroom/downloads.php?do=file&id=4620

A lot better. Also SH5 Environment for SH3: https://www.subsim.com/radioroom/downloads.php?do=file&id=4484

Regards.

Fitzcarraldo :Kaleun_Salute:

Xerxes
06-03-22, 03:42 PM
Xerxes has made a Best of SUBSIM nomination.
Nomination Category: Most Helpful

Nomination basis: He managed to find me a working copy of a very old, decently obscure program.
Forum: SHIII Mods Workshop (https://www.subsim.com/radioroom/forumdisplay.php?f=195)

Nominated Member: Jeff-Groves
Nominated Post: Link (https://www.subsim.com/radioroom/showthread.php?p=2812127#post2812127)
PM sent

fitzcarraldo
06-04-22, 04:49 PM
fitzcarraldo has made a Best of SUBSIM nomination.
Nomination Category: Most Helpful

Nomination basis: A very helpful member
Forum: SH5 Mods Workshop (https://www.subsim.com/radioroom/forumdisplay.php?f=249)

Nominated Member: gap
Nominated Post: Link (https://www.subsim.com/radioroom/showthread.php?p=2812318#post2812318)
I will try that Master Gap!

Many thanks.

Fitzcarraldo :salute:

That's nothing mate, my pleasure :salute:

Onkel Neal
07-11-22, 10:28 PM
Onkel Neal has made a Best of SUBSIM nomination.
Nomination Category: Most Helpful

Nomination basis: Wow, this is the kind of guy BR is, he discovers a tip and not only shares it, but does an effective tutorial.
Forum: Wolfpack (https://www.subsim.com/radioroom/forumdisplay.php?f=277)

Nominated Member: Bilge_Rat
Nominated Post: Link (https://www.subsim.com/radioroom/showthread.php?p=2817143#post2817143)
ok, figured it out, easier to explain with a screenshot.

"E" key brings up periscope overlay.

"V" key switches between "V" and "H" scale.

use right, left, up, down arrows to navigate through menu.

To use "V" scale, 1) ID ship, in this case "Heavy Tanker 12"; 2) determine height that you will measure. In this case, top of mast which is 28 meters; 3) scroll through menu until 28 height is at top of overlay.

note that table will automatically switch between 1.5x or 6x magnification depending what you are using.

measuring height to top of mast gives you 80 milliradians which on the scale gives a result of 12.8. Multiply by 100 gives you distance of 1280 meters.

"H" scale works on the same principle, except you are using length of ship measured on horizontal plane.

p.s. - this is a very nice addition, much easier to use than the previous method.

Onkel Neal
07-14-22, 07:54 AM
Onkel Neal has made a Best of SUBSIM nomination.
Nomination Category: Most Helpful

Nomination basis: Member contacted the game publisher and posted the replies. Good on him for sharing info.
Forum: Silent Hunter 5 (https://www.subsim.com/radioroom/forumdisplay.php?f=244)

Nominated Member: ImBatman
Nominated Post: Link (https://www.subsim.com/radioroom/showthread.php?p=2817891#post2817891)
Message from Steam Support on Jul 12 @ 12:49pm | 1 hour and 27 minutes ago
I apologize for any confusion. It's correct that this title will be decommissioned by Ubisoft but you will still have access to play your Steam purchase of the game. The publisher has since updated the Steam store page to clarify.

Per the update, "Notice: DLC for this product and online elements and features will become unavailable, as of Sept 1st, 2022. The base game will continue to be playable."

If we can assist you further, please let us know. Thank you!

Steam Support
Cailen

Ubi-SerenityFox @Ubisoft Support wrote: Jul 12, 2022 at 05:02 AM EDT
Hello,

Thank you for contacting Ubisoft Support and apologies for the late reply.

From what I understand you are having concerns about the decommissioning of multiple Ubisoft titles or more specifically the Silent Hunter 5 game.

After checking with my team I can confirm that the base game itself won't be disabled, you will still be able to play it.

The only thing that will be disabled is the DLC's, online elements and features.

Once again all of that will take effect September 1st, 2022.

If you have other issues or questions, please do not hesitate to contact us.

Best Regards,
Ubi-SerenityFox
Ubisoft Support

I've received responses from steam and ubisoft.

Rob Jacobsen
07-19-22, 09:59 AM
Rob Jacobsen has made a Best of SUBSIM nomination.
Nomination Category: Most Helpful

Nomination basis: This is probably very, very late, but I just read this post and it's both informative and inspiring. It reminds me that this game is not about shortcuts and racking up tonnage points. As the writer suggests, full immersion will entail many disappointments but also deeply satisfying earned rewards.
Forum: Silent Hunter 5 (https://www.subsim.com/radioroom/forumdisplay.php?f=244)

Nominated Member: bstanko6
Nominated Post: Immersive techniques for the true subsimmer! (https://www.subsim.com/radioroom/showthread.php?p=2588845#post2588845)
I have made many videos and posts regarding SH3 and I want to add to SH5. I hope this helps many newcomers to this great game.

First thing, i am about immersion. What does that mean? 100% realism, no external camera, and I attempt to apply actual WW2 rules and regulations to all U-boat situations I come across. I read the U-boat commanders guidebook, prize rules and regs, and read up on actual missions and specifications to add to that immersion.

But I have top tips of immersion to help the newcomer get started right away. Some of you will find it terrible in terms of fun, but if you want a small idea of what they did in the real boats, then try these on for size. And if anyone wants to add to this please do.

1) YOU CAN'T BRING 'EM BACK. Assume all torpedoes are heard or seen, even electric torps. If you launch a torp, you have to assume the enemy knows where you are. This means do not hang around on the surface to watch the fireworks. If you are on the surface, get your speed up and get to a new location to attack from. If you are submerged, then get to a safe depth and get away from the area you fired from.

2) ASDIC. If you hear ASDIC, it's time to go! If you hear that sound, and they are relatively close to you, get your speed up and ready to knuckle left or right. They can see you in the water, and they are coming for you. Running slow will only get you killed. Be prepared to dodge depth charges!

3) AIRPLANES. Avoid getting into a fight with a plane. I know it sounds tempting, but fighting a plane is bad in many ways. Of course the damage you incur could affect your mission, but more importantly, the plane will call in your position. And this is always bad. Just avoid it unless you have absolutely no choice.

4) THE PACT. Make a pact with yourself. Weird I know, but if you find yourself missing that juicy tanker, watching 4 torps go by without detonation, or if you were playing for several hours, and get killed because of the poor choice you made to attack that DD. LIVE WITH IT! I make a pact to "protect my boat and crew". In SH5 it is easier because they kind of have personality, and you can manage them. It may stink to start a career over, but it will teach you many lessons.

5) PERISCOPE USAGE. Get away from that periscope! You heard me! Too many guys stay on that scope for too long. Limit your scope time by a simple rule: For every km away from a target, multiple by 10 which equals the seconds you can keep your scope up! For example, if the target is 3000 meters, I keep my scope up 30 seconds and that is it. I wait any where from a minute to five minutes before I look again, unless the situation calls for more observations. Get the observations you need each time you use the scope, so your TDC solution will be ready at the final moment. If you leave your scope up too long it will be spotted. In your report message box, there is an arrow at the bottom, click that and you can select "inform of sub sighting messages". Wolfram will then inform you if you have been spotted. See separate thread below for further.

6) HYDROPHONE USE DURING ATTACK. “Follow closest sound contact” will be your best friend. Just as I mentioned about the periscope, you should be utilizing the hydrophone operator to be your eyes. If you are close to a target, the last thing you want to do is start him off zig zagging because he saw your scope. Use the hydrophone operator to give you updated positional reports. You should have updated most of your TDC solution during your scope observations. And now, when the target is right in front of you with no ability to turn off, you can pop up your scope, and take the shot!

7) SILENT RUNNING. Silent running is NOT! It does not make you invisible. It lowers chances of detection. Rigging for silent running and going all stop is the best and only way to be silent.

8) BROACHING. Attacking in daylight, submerged, with a high wind and choppy sea, can broach your bridge to the enemy. Go deep say 20 meters, and use your hydrophone operator.

9) UNDERWATER PERISCOPE USE. In SH3 there was the h.sie patch that made using your periscope impossible at above 4 knots due to vibrations. This is actually true, and so you should be slowing your boat down to four knots as well so that you can also have that realism. Plus it makes it more interesting that you have to slow down when you’re trying to cut off that tanker. According to the U-boat commanders handbook, the boat should be at slow speed, usually 2 knots, so as to not create a “wasserfahne” or wave feather which can be seen in calmer seas.

10) SURFACING. When deciding to surface, a few things should be considered: a) Approaching periscope depth slowly so as to not broach the surface on accident (this can happen if going too fast!). Always go ahead slow to insure the concealment of your U-boat. b) Using the hydrophone personally to hear contacts that your hydrophone operator will miss, and he will!. I always ask him for sound contact as I am approaching periscope depth, then take over the hydrophone once I am there. c) Properly scanning the surface for visual contacts. This means using the observation periscope during night, and attack scope at day. But if you use the attack scope at day, and the area is clear... go to the observation scope to scan the sky as well... ALWAYS SCAN THE SKY!!! Once it is determined safe, you can surface, but with speed! Always surface and submerge with ample speed to get the process done quickly, then proceed on your travel speed.

11) PROFILE. Per the U-boat commander's handbook... Never leave the periscope up while on surface, or surfacing as this breaks the low profile of the U-boat.

12) DEPTH SETTING. Do not forget proper torpedo depth settings. Depth 1 (D1) is used when you need the torpedo to be closest to the surface with chance of direct impact. Usually due to the weather being somewhat fair. D1 = Windspeed X .25. Depth 2 (D2) is used more for magnetic purposes when the weather is quite bad. D2 = Windspeed X .4. Of course every situation will dictate different depths, but for immersion, it was necessary to use the right depth to prevent premature detonations or undershots.

13) DECKS AWASH. Decks awash was very possible in WW2, and was used during the Scapa Flow attack. A good engineer could most definitely do this, so there was no question as to this being a real and viable tactic. I recommend using it during the day in your patrol zone if possible, and at night if you can get real close to your target. You are almost invisible on surface with full use of your engines, at the cost of a few knots. It is also good to use in bad weather to stabilize your boat with the disadvantage of waves blocking your view on a regular interval. In SH5 TWOS if you are submerged and go to decks awash... your hydrophone operator will still be able to hear contacts: This is not realistic, and should refrain from using it! The engine sounds would naturally drown out any hydrophone contacts, unless at full stop.

14) HARBORS. When approaching a friendly harbor, there is usually an escort going in and out. These are not there for show, they are there for you! They were mine sweepers that lead shipping in and out so to avoid mines. I use them all the time even in bad weather to get into the harbors. Try it!

15) INSTINCT. There were a lot of tools and math that was used to determine a target's speed and direction of travel. However, in many books, these commanders used instinct and basic observations to make an attack. Sometimes just following a target at a distance, matching speed and direction gave more than enough information to successfully attack a vessel.

16) RISK. Determining risk versus reward. This is hard for a subsimmer! You find a juicy tanker, it is right in front of you, but Benno tells you there are warship contacts in the area. What do you do? It is daytime, the sea is calm, which makes it easier for ASDIC to locate you! These are the toughest decisions to make. I would not attack!

17) RADIO REPORTS. Someone please help, but I believe the Germans realized at a later part of the war there radio transmissions were being tracked. If asked for a status report, I sent one no matter where I was, until mid 1941. Very few people like Otto Kretschmer refused to send these reports early in the war. Enigma was in full swing, and HF/DF was not a concern to the Germans at that time. I send them for realism. If I start getting task forces shoved down my throat, then I stop for safety of the boat.

18) SALVO SHOOTING. I do use it, but I am with Otto most days. One torpedo one ship. If the weather is bad, and I cannot get a solid solution on my target, and I want that target, I increase my odds with a salvo. It uses a lot of torps, and missing hurts even more!

19) LEAVING HARBOR. In TWOS you have the option of using just your E-motors while on surface. I do this when leaving a subpen. It was customary to do this to prevent exhaust in the pens. Plus with mines in the area you want to lessen your magnetic field. I will use this option until I am out of the harbor.

20) DIVING TESTS. During my transit to my patrol zone, commanders practiced many tests, from crash dives, to torpedo loading. I practice dive tests every 12 hours to not only "test" my men, but it breaks up the monotony of traveling to the zone, and gives me a chance to hear for contacts underwater. I set the in-game alarm for this.

21) DECK GUN. This is a topic that is commander specific. Some guys love it and some never use it. I do use the gun, when it is safe to do so. Just understand that the gun is a lengthy process to dispatch a vessel. I only use it on very small vessels, or when I have hit one with a torp and she needs further convincing to sink. I will add an SH3 post i did a few years ago on this subject.

22) NEUTRAL SHIPPING. If you come across a ship and not sure if it is neutral, treat it like a target, but get confirmation. Regulations dictated to submerge, get close to identify the ship flag. Even if the ship is neutral, scan the deck for weapons or contraband that may help the war effort. I have sunk neutrals I found suspicious. I would take the hit on my points then allow allies an advantage. If the ship is neutral and not carrying weapons, remain submerged and maintain your stealth. These ships will report your position.

23) HYDROPHONE DEPTH. Generally around 30-60 meters. This allowed full sweeps around without noise of the surface wave breaks interfering. In TWOS Benno will not hear most sound contacts at periscope depth. You can hear them, but he won't.

24) UNDERWATER TRAVEL. For safety and efficiency of hydrophones, I travel at 30m on a clear 0 wind day. I set my wind at max of 60m in the TDW options. I will travel 60m deep on those days to prevent broaching.

25) PROMOTION POINTS. There are a lot of choices when it comes to promotion points. But for the sake of realism, we have to seriously consider what points we want to give to who. I have compiled a list of promotional points hierarchy. I consider these first in priority. TWOS is my mega mod.

a) Watch crew - Dieter. Being able to see the enemy coming on the surface from far distances is always invaluable.

b) Hydrophone - Dieter/soundguy. Anything that affects the distance at which the hydrophone can pick up sounds will always help when searching for targets.

c) Damage control - Josef/Motor officer. You will find yourself in a pickle from time to time. A good damage control team will get you out of said pickle.

d) Torpedo load times - Erich/torpedoman. Finding a convoy means you need ammunition. You need a good crew to load fast in order to get as much tonnage as possible.

e) Crew to bunks - Erich/bosun. With the new Wolves of steel mod, the boatswain orders crew to bunks to use less oxygen. This means you can stay under longer in case of emergency or if you just need to.

These are of course my preference, but these particular areas need attention right away. I would leave the deck gun last for all considerations.

26) TELEPORTING TO STATION. I never do this! Being able to walk to your stations is what makes this game great. If I need Wolfram to send a report I go over to him and click the options. Feels more real, instead of clicking buttons. Besides, this game is Silent Hunter 5... not Star Trek!

27) SPEECH RECOGNITION. Awesome addition. I recommend it, and it feels real. Giving orders while doing other things. That is what captains do!

28) XO HELPING OUT. I love Manual targeting, but the commander did not do it alone. In my TWOS setup, I use the XO to identify ships, and that is about it. He will give some info about the ship AOB, speed and such, but I double check everything.

29) TIME COMPRESSION. This is one hell of a topic because everyone has an opinion. I never use TC in or out of harbor (I use it in Kiel canal). I use max 128TC while traveling. I use 32TC in patrol zone. I try try try to never use TC when attacking a target. I want feel like I earned the privilege of sinking that ship! If I must, then no more that 8. It makes the game feel more longer than it can be, and when I see that tonnage, and head back to harbor I feel great!

30) REAL NAVIGATION. TWOS offers this, and I’m a complete fan. Instead of a line followed, you get a Nav fix on your map., giving you an idea where you are headed. They are not always reliable, forcing you to double check your work. I do not use the sextant though eventually I want to learn, but the captain is too busy, which is why he had the navigator.

31) CAPTAINS BED. I believe more can be done here than just looks. When I need a break, I never pause. I go here, use my iPad especially when in patrol area, and can’t leave. I read the recognition manual here, uboat commanders handbook, or to decode Enigma messages.

32) LIGHTING. My gamma is set really low, 5-7 from the left IIRC. Reason being, I don’t believe you should be able to readily see a ship in pitch black night without a moon. So by keeping the gamma low it’s forcing the player to use appropriate lighting to compensate. I’m a nerd so I will confess, I do use a red light during the night hours of the game, and turn off the light while on the bridge. If I have to look at the Nav map and go back to the bridge, I place red goggles on while using the map so I do not lose my adjusted sight. I play mostly at night so this method works better. In day time, I just cannot see the ship until it is practically on top of me.

33) WEATHER STATION. You thought you’re just going to launch all your torpedoes and then go to Port? Think again! In most cases if you have plenty of fuel and you ran out of torpedoes, or maybe had one left, you were expected to stay in your patrol zone for the assigned number of weeks. You would then become a weather station for Doenitz. If you really want realism in your game, try doing this for a patrol. And now that the wolves of steel allow for weather reports, you can do this.

34) TOOLS. On my desk I have a triangle and a pad of maneuvering boards I use regularly. You can buys these online at a cheap cost. Also I have a stopwatch with a second hand I use to time my periscope use, or get a speed calculation while the in game watch is timing a torpedo run. I find real world tools come in handy.

35) CAPTAIN’S PLACE. I never travel with the NAV map up while on the bridge. Since I don’t teleport between stations, and with the ability to run into destroyers or airplanes, I prefer my captain either be at the actual nav map table in the command room or on his bed while traveling. This prevents wasted time moving from the bridge down into the sub. Plus most days the captain is not going to be on the bridge.

36) CRASH DIVE. I make it a very regular habit to check the depth underkeel. I do this at my dive tests, when doing a hydrophone check, or whenever suits best. If I have to crash dive I want to know how deep I can go before hitting bottom. If I’m diving from an airplane, I aim for 80 meters or deeper. Another good time to test depth is at the navigation map. When you move into a section of map that appears deeper or shallower, you should check. I would also like to note that I never use the depth underkeel finder when being attacked. I find this unrealistic as sending a loud noise in the water while being hunted will help the enemy locate you. It is not modeled in the game but I still pretend it does.

37) GRAMOPHONE. This skipped a lot. Growing up in the 80’s we had a record player, and that skipped if you jumped hard enough next to it. Any wind speed 10m and over I do not use the gramophone but use the radio instead. Also I never use music while doing an attack, or being attacked. This is highly unrealistic.

38) INFO FOLDER. I have in my desk a folder with several pieces of paper. Formulas to compute range, speed, and AOB. Flags of nations and when they become enemies to the Axis. A cardinal directional rose. Speed conversions. UZO range tables. I find these help especially when I’m in a situation where I don’t want to call up these forms on my computer screen such as when I’m attacking or investigating a neutral ship. I find it very cluttered to have all of these things activated on my screen when I could have it on my desk instead. In addition I have books such as the U-boat commander’s handbook, and other planning tools I’m using real world with the game. This is very immersive.

39) HEADPHONES. The ultimate immersive tool. Over the ear headphones give you an audio 3D picture of the world around you. You will be able to hear sounds of warships approaching for a depth charge run, and what direction. This can add a bit of suspense during a depth charge attack!

40) MORALE. I am a fan of the morale system used in SH5. You learn about your crew, and gives you a sense of a living boat. Talking to the crew will give them a morale boost, but you can only do this so many times during a patrol, and then you have to depend on active abilities of certain sailors to increase it. I check with my crew during dive tests, and lulls in the game. I refrain from using abilities like Olafs special meal or Bosuns crew management until I really need it, say when I make contact with a convoy, or I know I am going to be in for a long depth charge attack. Having low morale during these situations can be deadly, so respect your men, and the system.

41) COUNTER DETECTION. The U-Boat commander's handbook states that if you are detected on the surface, you are to submerge deep, and to go full speed without worry of being sound located. In other words, the DD saw you, and is heading full speed to the last location you were visually spotted. The last thing I want to do is go slow, and worry about sound. I want to get away from the location as soon as possible. I attempt to sound locate the DD by hydrophone of possible, or listen manually. When the DD is in medium range, I contemplate going silent. It should also be noted the handbook specifically states the U-Boat should be "active" at all times. Meaning you should be moving at all costs when detected to better the odds of getting away. Do not lie on the bottom waiting.

42) CONCEALMENT. According to the U-Boat commanders handbook, this is the standard which makes the boat so deadly. It needs to be maintained at all times. This means traveling underwater when in enemy waters during the day, or declining to attack, due to air coverage or escorts. As much as we want to sink ships and gain tonnage, without concealment, we risk the boat. Better to hunt another day than risknit all.

43) HUD. It doesn't matter what HUD you use. I use the SH5 enhanced but I turned off the depth gauge bar on the right, and the fuel/battery meter at the bottom. I rather get a report from the chief by clicking his icon at the bottom. When it comes to depth, I go to the command room/Hydrophone suite to get that information. The captain should not have that information at any given moment without a little work.

44) THE ATTACK RUN. At 6000m to 4000m, the captain is afforded time to make plenty of observations to compute a TDC solution. At 4000m if I have not aborted the attack, then I fully commit to it. Once committed, strict periscope discipline occurs. One more point in periscope discipline... your scope should be covered by water most of the time. It should stick out just above the surface so you can see the target in between water spray. Use the periscope profile in the upper left corner at the periscope station to assist you. While this is troublesome to see your target, this along with short raising/lowering intervals will give you a better chance at maintaining stealth.

45) OVERHAULING. Putting your U-boat in a position ahead and abeam of your target so they travel into your firing arc. In day time, the U-boat commanders handbook section 2, B, subsection 110 tells us to keep only the masts in view during the overhaul procedure to ensure invisibility. If you can see the hull of the target, you are too close!

46) OPERATIONS NEAR AIRBASES. No doubt a commander will be tasked to a patrol area near air coverage. On the nav map, if you zoom in on Britain, you will see naval and air bases. If you click on air bases, and zoom out a little, you will see a little red airplane upper left on the map from the air base you clicked. This marks the furthest point these planes can operate. This is a great opportunity to take your compass, click on the air base, the drag the compass circle to that airplane. You now have marked the air coverage visually. Now that we can see the coverage, it should be noted, the U-boat should operate underwater during the day. The chance of detection is too great in this area of the map!

I hope these tips were helpful to give you an immersive experience. I will update this with more, but I ran out of time now. Thanks.

Onkel Neal
07-22-22, 07:38 AM
Onkel Neal has made a Best of SUBSIM nomination.
Nomination Category: Most Helpful

Nomination basis: Nice suggestion to help with the game.
Forum: Wolfpack (https://www.subsim.com/radioroom/forumdisplay.php?f=277)

Nominated Member: ybar
Nominated Post: Link (https://www.subsim.com/radioroom/showthread.php?p=2818920#post2818920)
True, something to keep in mind.


While studying the new wide-angle eyepiece, I thought of the many users of the "Solution Solver" program to immediately assess the course of the convoy by taking a single reading on an identified ship (via an AOB calculation), know that we can always use version 2.3.4 (waiting for a next update ?) with the new version Wolfpack 0.26! Just introduce two multiplication constants (0.11 and 1.68) to temporarily solve the problem...

Because "Solution Solver", remains an easy solution to avoid calculating the AOB angle, without going through the real and observed ratios...
(the factor of 16 will then have to be taken into consideration, if you use Excel formulas or a computer program...> thank to my friend Efshapo for this last point...)

A drawing may be more explanatory: (follow this link on my post on Wolfpack'discord french forum)
https://discord.com/channels/521590708813955072/525817142017392650/999290034370912286

jedipsycho
08-10-22, 02:34 AM
jedipsycho has made a Best of SUBSIM nomination.
Nomination Category: Most Helpful

Nomination basis: Super helpful comment; I learned something new!
Forum: Silent Hunter III (https://www.subsim.com/radioroom/forumdisplay.php?f=182)

Nominated Member: Kpt. Lehmann
Nominated Post: Link (https://www.subsim.com/radioroom/showthread.php?p=2822333#post2822333)
Nice pics, gentlemen.:up:


jedipsycho.... Your choice naturally, but if you use your 'Numpad Del' key, you can toggle the HUD off/on to remove for screenshots if you wish.

fitzcarraldo
08-24-22, 06:09 AM
fitzcarraldo has made a Best of SUBSIM nomination.
Nomination Category: Most Helpful

Nomination basis: Very helpful member
Forum: SH4 Mods Workshop (https://www.subsim.com/radioroom/forumdisplay.php?f=219)

Nominated Member: KaleunMarco
Nominated Post: Link (https://www.subsim.com/radioroom/showthread.php?p=2824019#post2824019)
When the refuel or dock is presented the dock selection is greyed out. Can only choose refuel rearm or postpone. The first time I tried I had to choose postpone. The second I took the screen shots and saved. But I sure would like to dock and get on with a pretty good career so far!

but the base icon is a tilted anchor, correct?

U-318
09-04-22, 01:10 PM
U-318 has made a Best of SUBSIM nomination.
Category: Most Helpful

Post: Thanks this is realy helpfull can you also please do the same for the UZO pls and if you already did that can you then send a Link please?
Forum: SHIII Mods Workshop (https://www.subsim.com/radioroom/forumdisplay.php?f=195)

Posted by: repalankas
Nominated Post: SH3 TORP BUTTON FIX FOR 1080P (https://www.subsim.com/radioroom/showthread.php?p=2609366#post2609366)
Here you are a mod made by myself for avoiding pressing by mistake the red button when returning from free view in periscope screen.
It simply moves the button up, and moves the siemens logo down.

Enjoy it.
You can load it using JGSME.

https://drive.google.com/file/d/143RAHuOa2gI2pzWBcDq38layrAvy3r2e/view?usp=sharing

https://i.ibb.co/RT2hpBH/Silent-Hunter-III-Screenshot-2019-05-15-01-10-11-96.png

Onkel Neal
10-01-22, 01:07 PM
Onkel Neal has made a Best of SUBSIM nomination.
Nomination Category: Most Helpful

Nomination basis: Very helpful response, also willing to follow up.
Forum: Wolfpack (https://www.subsim.com/radioroom/forumdisplay.php?f=277)

Nominated Member: Bilge_Rat
Nominated Post: Link (https://www.subsim.com/radioroom/showthread.php?p=2830225#post2830225)
what graphic settings?

I am at 60 fps outside and 120 inside with all settings at maximum (RTX3070ti).

You can lower video settings to get more FPS. "Water resolution" is a real FPS hog.

wulfface
10-13-22, 01:29 AM
wulfface has made a Best of SUBSIM nomination.
Nomination Category: Most Helpful

Nomination basis: that post is still awesome
Forum: Silent Hunter III (https://www.subsim.com/radioroom/forumdisplay.php?f=182)

Nominated Member: Der Teddy Bar
Nominated Post: Link (https://www.subsim.com/radioroom/showthread.php?p=197847#post197847)
When is it coming out in paper back? :rotfl:

boapiu
10-14-22, 05:58 AM
boapiu has made a Best of SUBSIM nomination.
Nomination Category: Most Helpful

Nomination basis: I am renewing my interest in SH4 after sitting on the shelf for a couple years and in researching mods and issues with them I found this members posts were very helpful.
Forum: Silent Hunter 4: Wolves of the Pacific (https://www.subsim.com/radioroom/forumdisplay.php?f=202)

Nominated Member: KaleunMarco
Nominated Post: Link (https://www.subsim.com/radioroom/showthread.php?p=2832494#post2832494)
Playing with TMO mod. When using time compression and lookouts report a contact time compression does not automatically revert to 1, it keeps on at whatever speed. By the time I manually set it at 1 so much time has lapsed that the contact is no more. Is there a setting I missed somewhere or is this the nature of the mod? Time compression resets to 1 when certain radio messages are received, however, but not all.

the option to which you refer is stored in the Main.cfg file.
EnemyDetected=nn, where nn is a TC value which is always a power of 2.

Onkel Neal
10-23-22, 10:04 AM
Onkel Neal has made a Best of SUBSIM nomination.
Nomination Category: Most Helpful

Nomination basis: Nice assist
Forum: Silent Hunter III (https://www.subsim.com/radioroom/forumdisplay.php?f=182)

Nominated Member: stork100
Nominated Post: Link (https://www.subsim.com/radioroom/showthread.php?p=2833878#post2833878)
Sure, here's a link:

https://www.mediafire.com/file/4o9ju3d833jz342/ManosEnvironmentPro_v6.rar/file (https://www.mediafire.com/folder/da50hb8kchto1/Makman94_Mods#13my65xpjji4y)

It comes with a separate mod which corrects the sensors for GWX. Be sure to activate that also. :up:

Onkel Neal
10-26-22, 06:58 AM
Onkel Neal has made a Best of SUBSIM nomination.
Nomination Category: Most Helpful

Nomination basis: really good support!
Forum: UBOAT (https://www.subsim.com/radioroom/forumdisplay.php?f=281)

Nominated Member: GoldenRivet
Nominated Post: Link (https://www.subsim.com/radioroom/showthread.php?p=2834469#post2834469)
When you take damage, your best friend is "pause"

especially if there is a lot of damage.

Press the space bar, pause the game, and take a moment to take stock of your situation, you can use this time to assign officers to prioritize certain repairs over others while paused and they will address the repairs you directed them to when you unpause.

When they finish said repair, if you want to transition the officer to another high priority repair, pause it again, assign him to it and unpause the game. rinse, wash repeat.

another recommendation i have is to set the damage difficulty to medium, not hard. The game tooltip text even suggests doing this with the disclaimer that damage difficulty is subjective because simple things like a leaking toilet have sunk a boat, while others seem to return to port with impossibly horrific battle damage. so, to find a happy medium, they suggest setting damage difficulty to just that. on the hardest setting, torpedo hatches, tubes, escape hatches etc will all randomly take water when you are over 160m depth... while this adds to the challenge, on "hard" it happens with disturbing frequency, it consumes spare parts, it contributes too much to flooding the boat and its just being a jerk for the sake of you asking it to be a jerk... set this to medium and do yourself a favor. these hatches will still randomly leak and require repair when you're deep, but with much less frequency.

In Uboat... damage control is the name of the game. In the current version, during an alarm, officers that are not otherwise assigned to other duties will be on damage control from the command room by default. If you assign that officer one sailor, that sailor will roam the boat, clip board in hand and inspect the boat for any existing damage and be on the alert for new damage. If you assign the officer two sailors, they will cover multiple compartments. It is best to at least have two officers assigned to damage control, with two sailors each during an alarm - this will substantially increase the reaction time to damage.

Be prepared for damage. Every officer aboard that is an engineer or mechanic should have two things on him at all times, (1) a rebreather (2) not less than 5 spare parts. This way he *immediately* can access damaged areas and start repairs... *without* having to run to aft storage for spare parts, then run to forward storage for a rebreather, then to the damaged compartment to start working... save the time and the running around and equip each officer with this stuff before you leave port. (do the same with your medical officers and medkits. be sure they have them "in their pocket" this will prevent them having to go get it in the event someone is injured and they can start healing them right away)

the best offense is a good defense... unlike SH3 where damage control was just an almost arbitrary magic thing that happened when you clicked the damaged compartment and water pumped out at any depth without you having to think about it - Uboat is more demanding and takes into account atmospheres at depth rendering the pump less and less functional the deeper you go, eventually the pump cannot push water out against the sea pressure so for this reason i say the best offense is a good defense - meaning - do whatever you can to avoid putting yourself in a position to be damaged. fight conservatively, engage at longer ranges, avoid long cruises on the surface in the day time in areas that are patrolled by air, have plenty of alert watch officers / sailors while surface cruising, never push a bad position

if you find yourself in water much deeper than about 190 meters, and the flooding demands a compartment must be evacuated - its over. No strategizing your damage control efforts is going to raise that boat, you might manage to get the water out once the flooding stops while sittting on the sea floor at 180-190m but the pump will only be working at 10% or less capacity and it will take many hours to impact buoyancy and float her.

For that reason, if you are sitting on the sea floor with the flooding stopped but waist deep water is in each compartment, you have to prioritize the diesel engine room so the air purification can work and and you can ventillate the boat when the time comes. as long as no new water is coming in, keeping the air breatheable is your highest priority. Suffocated crew cant fix the boat.

sadly there have been times that i have played and lost where each compartment was flooded chest deep, we were sitting on the sea floor at 220 meters, and it was just time to wait for death. at least somehow miraculously the lights were still on though IRL theres no way they would be as the batteries would surely all be cooked

its truly horrifying to wonder how many of these guys found themselves in these boats in real life in just that situation. Perfect darkness, cold, chest deep in water sealed off in the bow compartment with the only breatheable air and knowing it would be hours before they would simply pass out. Knowing that only 640 feet above them the sun was shining and cool, fresh air was an abundant commodity. Knowing that in time, you would be a distant memory to the woman you loved long after she had moved onto other things in life. Thats a power uboat has that previous subsims didnt in my opinion... i never really thought too much about that until i played this title.

SwissSubCommander
11-07-22, 06:12 PM
SwissSubCommander has made a Best of SUBSIM nomination.
Nomination Category: Most Helpful

Nomination basis: He helped me, a novice modder, improve my project.
Forum: SH4 Mods Workshop (https://www.subsim.com/radioroom/forumdisplay.php?f=219)

Nominated Member: JapLance
Nominated Post: Link (https://www.subsim.com/radioroom/showthread.php?p=2832233#post2832233)
I was thinking it was this file that needed editing, but I have no idea what I need to change :k_confused:
As I said this is my first step into the world of modding :oops:

Basically, just rename the field ID with the Italian ranks (a bit tedious because the are like 70 different ranks taking specializations into account):

[CrewMember 1]
ID= Marinaio-Watch

and then use that ID in the .upcge files of the Submarine folder and in the .upc in UPCUnitsData, in the CREWMEMBER SLOTS part.

IDLinkCrewMember= Marinaio-Watch

Do it for all the compartments that need crew: both Torpedo rooms, Engine room, Command room, Radio room, and the Watch in the turret.

Onkel Neal
11-16-22, 09:07 AM
Onkel Neal has made a Best of SUBSIM nomination.
Nomination Category: Most Helpful

Nomination basis: Excellent follow up to share what he learned worked.
Forum: Silent Hunter 5 (https://www.subsim.com/radioroom/forumdisplay.php?f=244)

Nominated Member: TBird9595
Nominated Post: Link (https://www.subsim.com/radioroom/showthread.php?p=2838107#post2838107)
Hi KaleunMarco (https://www.subsim.com/radioroom/member.php?u=236544),

I had tried setting it to 1920x1080 but as I said, it just ran in a very small window. However, after reading your reply I had another go and realised that I had not unchecked the 'Run in windowed mode' box. I did that, and now it looks fine!


Thanks again :03:

GrenSo
11-22-22, 06:01 AM
GrenSo has made a Best of SUBSIM nomination.
Category: Most Helpful

Post: Found a good solution for a problem with Win 11 and TWoS and described its implementation in detail.
Forum: SH5 Mods Workshop (https://www.subsim.com/radioroom/forumdisplay.php?f=249)

Posted by: JerseySeven
Nominated Post: Link (https://www.subsim.com/radioroom/showthread.php?p=2838744#post2838744)
Just wanted to say that i have the exact same problem here. Also win11. Also blank identification book and suddenly missing charts. You are not the only one with this problem. I am also totaly frustrated because i tried so many different things for hours :confused:

It's got to be something that all of us Win11 users have in common. I'm most suspicious of Windows Defender. Since the v22H2 Win11 update, it even flags Intel drivers as problematic. I've turned off "Reputation-based protection" but need more information on "Exploit protection" settings.

Meanwhile, try this it may help:
1. Make a fresh install of SH5 and TWOS and, as insurance if you need to re-copy any files, backup the newly installed folder somewhere before running the game!

2, Run JSGME and add any mods you plan to use. Then set everything in the TWOS-parts folder (except TWOS-parts/jsgme.ini) to read-only.

3. Set everything in the data folder to read-only, except data/automation and data/cfg folders.

I've been running this way for a week, without losing any user charts or getting UZO corruption. Only problem is that the image in the recognition manual is frozen and doesn't change. I haven't yet discovered what file or files I can safely change without losing the charts again.


Please reply if it works for you!

Onkel Neal
12-03-22, 10:25 PM
Onkel Neal has made a Best of SUBSIM nomination.
Nomination Category: Most Helpful

Nomination basis: Helpful tip on moving a dll to get DW running, nice!
Forum: DW Mod Workshop (https://www.subsim.com/radioroom/forumdisplay.php?f=196)

Nominated Member: Ghost Dog
Nominated Post: Link (https://www.subsim.com/radioroom/showthread.php?p=2839247#post2839247)
Look for a Windows 10 folder in your DW dir....there's a d3d8.dll or something like that. That goes in main dir....it will help. Still at a ton of other minor bugs though.....

Onkel Neal
12-09-22, 11:48 PM
Onkel Neal has made a Best of SUBSIM nomination.
Nomination Category: Most Helpful

Nomination basis: Nice and thoughtful response to encourage a new player.
Forum: Modern Naval Warfare (https://www.subsim.com/radioroom/forumdisplay.php?f=320)

Nominated Member: FPSchazly
Nominated Post: Link (https://www.subsim.com/radioroom/showthread.php?p=2841804#post2841804)
Just play, have fun. Read stuff that sounds interesting, play stuff that looks interesting. Submarine books and movies can be very exciting to read and watch but I don't think they taught me much of anything of how to play these games (that's not their point). Anyway, Modern Naval Warfare is going to be so much more detailed than any other modern sub game out there that we're all going to have a bit of a learning curve when we start :03:

russman
12-31-22, 01:09 AM
russman has made a Best of SUBSIM nomination.
Nomination Category: Most Helpful

Nomination basis: very helpful got the same problem
Forum: Silent Hunter III (https://www.subsim.com/radioroom/forumdisplay.php?f=182)

Nominated Member: WolfyBrandon
Nominated Post: Link (https://www.subsim.com/radioroom/showthread.php?p=2844055#post2844055)
Welcome back to Subsim phoenixegmh!

Usually save games can break if you add/remove/change mods or files mid-patrol, that's why is best to only do that when your back in base before mission.

If you didn't do any of the above, then sadly i'm not sure. I know in the past I have encountered a bad save that refused to load... that's why I make up to 5 different saves per patrol. If one is bugged, I can load a previous one (lose a bit of progress) to see if it hopefully works, which has actually happened to me before. If its not your first patrol of your career you should have more than one save, you might lose the progress of your current patrol by going back to in base before/after mission, but it's better than losing your entire career. You can backup your entire save folder first, if you want to "test" loading an earlier save which will delete your current saves... that way you have an option to get them back.

Browse to your save folder (mine is located here)

C:\Users\(USERNAME)\Documents\SH3\data\

Make a copy of the "cfg" folder and keep it in a safe location.

It's not a bad idea to keep backups of your saves especially if you have a serious career you want to keep continuing, or even if you want to load it on another computer, just keep in mind for the saves to work you need to have all the required mods etc when you made those saves. This is why I actually take a screenshot of my JSGME mod list before each patrol, and keep it with my saves that I backup after each patrol.

Also if you are running on Windows 10, it can sometimes crash when loading saves... You can fix this by finding the "SH3.exe" then going to properties, and setting "Run As Administrator" & "Run In Capatibility Mode for "Windows 7".

Hope this helps.