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-   -   Couple of Questions again (Newb here) (https://www.subsim.com/radioroom/showthread.php?t=158624)

SteveUK 11-27-09 01:14 PM

Quote:

Originally Posted by Interpol (Post 1209924)
(Btw is there suppose to be any troops on the beach waiting for me, cos if so the beach is desearted lol)

Course you wont see 'em there wearing camouflage :har:

Interpol 11-27-09 01:17 PM

Quote:

Originally Posted by SteveUK (Post 1209931)
Course you wont see 'em there wearing camouflage :har:

:up:

Munchausen 11-27-09 01:26 PM

:cool: Most of the "rendezvous" missions require you to surface ... meaning you must either enter the area submerged or, after arriving at your rendezvous point, do a quick dip under the sea then come back up.

Interpol 11-27-09 02:11 PM

Well i waited like mentioned and it worked had to wait till 1:55am for them to arrive.

Only problem im having now is that ive been told to go to a certain grid reference and sink 5000 tons. Cant find any ships what so ever but the ones i do it comes up with a box like it usualy does giving me a few options on what to do when the Deck Crew Spots a ship and i go to periscope depth to creep up on it and it dissapears.

Whats the best way of getting close to a ship to even launch off your torpedoes cos what im doing must be very very wrong lol.

Im looking at more vids but not finding a solution to my problem

(Im know im probley becoming a pain in the arse :))

I'm goin' down 11-27-09 02:43 PM

welcome
 
first, try to go after a merchant. If you go after a warship, it may end up coming after you.

second, read Rockin Robbins sticky thread in this forum. Practice the 90 degree attack (O'Kane attack). Watch the O'Kane video. There is a download of a video to practice. If it not there, send a private message to RR and ask him for it. You can practice in the sunny waters of southern california for as long as you want.

third, see the thread (I just posted it) regarding AI and Sonar, so you have some knowledge about what you are up against. Japanese warships, particualarly destroyers (dd) and escorts (de) use AI (articificial intelligence) and active/ passive sonar to locate your boat.

When you have sunk a ship or two or three, come back for more. You are at the very beginning of a long process, but one day you will kick some butt.

Note, your deck crew spots ships that are WAY OUT THERE. You do not need to submerge when a target is far away. Use your radar station to find distance to target. Turn the dial with the Home/End buttons until you hear the target's props. (Ignore: At 180 degrees you will hear your own boat's baffles.) Then click the button near the bottom of the screen and you will be advised of the target's distance. You can stay surfaced with a merchant until it is withing 3-4,000 yds. Closer and it may fire at your and/or change course. While waiting for it to close, you can set your angle of attack (use the 90 degree (O'Kane) angle, which is a shot to the broadside of the target, close speed up your boat to close distance for an attack.) Try to get between 600 - 1,200 yds of the target your first time, so your have a large silouette to aim at. You want to be firing at the broadside of a barn if at all possible at the beginning. Let your torpedoes run shallow to ensure hits. Try to get into position early, so the target's cousre will take it right into your firing path.

SteveUK 11-27-09 05:38 PM

Quote:

Originally Posted by Interpol (Post 1209959)
Whats the best way of getting close to a ship to even launch off your torpedoes cos what im doing must be very very wrong lol.

Try approaching on the surface. As IGD said your bridge lookout have the eyes of eagles and will sometimes spot things way before they can actually be seen. May be useful to plot an intercept course and use mild time compression to close to the target. However one thing I would point out is be vrey careful with time compression if you go mad you may just find yourself slap bang in the middle of a task force!

Take IGD's advice about the tutorials and try going for single merchants if you can find them - patience is the name of the game here and we all do a lot of waiting for the right shot but its worth it.

One other thing notice from your other posts you have unchecked the no map contact button in gameplay settings?

Quote:

Originally Posted by Interpol (Post 1209959)
(Im know im probley becoming a pain in the arse :))

There is no better route to knowledge in this game then asking quetions so ask away :yeah:

Interpol 11-27-09 06:01 PM

Quote:

Originally Posted by SteveUK (Post 1210039)
Try approaching on the surface. As IGD said your bridge lookout have the eyes of eagles and will sometimes spot things way before they can actually be seen. May be useful to plot an intercept course and use mild time compression to close to the target. However one thing I would point out is be vrey careful with time compression if you go mad you may just find yourself slap bang in the middle of a task force!

Take IGD's advice about the tutorials and try going for single merchants if you can find them - patience is the name of the game here and we all do a lot of waiting for the right shot but its worth it.

One other thing notice from your other posts you have unchecked the no map contact button in gameplay settings?



There is no better route to knowledge in this game then asking quetions so ask away :yeah:

Well i switched it on and ive been doing U-boat campaign in Batavia.

After the drop of mission i was tasked with going to a certain grid refrence like i said earlier after about 4 - 7 days in the area 2 Merchant Ships came along 1 1/2 days inbetween each other. I must of had about 2000m - 4000m from my sub on both Ships & an AOB from 90 - 40 (I know 40 is crap lol).

Now the german set up is diffrent but its the same method as the American TDC from what i have seen set from the ability to change Torp Settings, NOW this is where im having problems.

Ive done the torpedo school No. 3 and can hit it everytime but when it comes to this its very diffrent it seems, 2/3 of the time the Torpedo while just blow up short about 300m - 400m from my bow, now this is 1943 and the Torps i have is TII and the discription says it has "Teething" problems so i would expect some problems but only 2 maybe 3 of my Torps out of 10 will continue going (Im not complaining, i love realism & and randomness).

Now the ones that do keep going is either very very very close to hitting but just gets past i aslo do another speed check before i realease the Torpedo before i let it off but it will always be a few steps behind the ship (Even the 1 Acoustic Torp i had onboard missed. Lmao dont ask me how), the only success ive had is one Torp hit the rudder its self but lucky me it was a dud lol. I had to take them down with the Flak Gun unfortuantly.

After them 2 went down i moved onto the next area as ordered and this is where i have been seeing massive Cargo Ships & Tankers but like before my torps are always a few steps behind.

I dont know what im doing wrong but im going to now have a look at that 90 approach video that IGD said about earlier.:cry:

I'm goin' down 11-27-09 06:13 PM

What you are in for
 
Just to give you a sample of what you are in for, here is part of what you will get a chance to dig your cleats into.

Learn techniques and mods that enable attacks at great distance (3,000 yds. +), and attack multiple ships in the same attack run.

Mods that change one aspect of the game. If you want more powerful torpedoes or guns, you can mod them in;

Add different environmennts (i.e. change the way the ocean looks and acts); decrease the size of plants and rocks on the sea bed; reconstruct Truk island; start before WW2; add great white sharks to the ocean;

Add all kinds of wartime radio stations that play real time per the dates your boat is on patrol;

Redecorate your office with photos of your girlfriends;

play different supermods that change the game entirely; play individual missions created by members;

If something is driving you nuts, such as too many airplanes or messages, you can probably find a mod that will fix it.

See advancement is manual targeting via mods;

tackle celestial navigation;

get custom skins for your boat;

And tons more. What you cannot do is mod in a captain who will take your place at the helm. When you get to that point, it is time to retire.

Picture your self in a candy store. Some of the candy may be harder to reach than others, but if you can figure out how to reach it, its yours. Note: some of the material takes a while to understand, but there are lots of skippers willing to put you on the path if you are willing to head down it.

I'm goin' down 11-27-09 06:18 PM

a few steps behind
 
check your speed calculations. Also make sure you are firing at the appropriate lead angle. I cannot help with premature exploding torps. Talk to the torpedo manufacturer if the brass won't resolve it.

Interpol 11-27-09 06:19 PM

I have RSRDC & TMO modded on and not gonna go any further with mods then that.

Just need to get my torp on target.

SteveUK 11-27-09 06:50 PM

Try this simple checklist - I use the easy AOB mod btw

1) ID target send to TDC
2) Take range mark (usually the top of the masts/Highest point of the ship) and send to TDC using the red button
3) Set torpedo settings
4) Take second range mark and send to TDC (minimum 5 seconds the longer the better)
5) Click on the clock icon on the speed dial to get a report of tagets speed and AOB
6 send speed to TDC using red button
7) Input AOB and send using red button
8) Take another range mark and send
9) Activate postiton keeper button on TDC (this will constantly update the torpedo firing solution)
10) Fire
11) KABOOM

Now I'm not saying this always works but it got me started. There are a hell of a lot more experianced and knowledgable skippers on this forum.

But if you look at Rockin Robbins and WernerSobe videos you will see what I mean by the steps.

One other thing its a hell of a lot easier to get the settings right when your not turning I find. Mind you that my just be me!

I'm goin' down 11-27-09 06:59 PM

If you have TMO 1.9 with RSRD
 
... you are all set. Might want to add Great White Sharks, so if you are sunk you will have something to occupy your mind while waiting for rescue.:D

Interpol 11-28-09 11:13 AM

1 last question for the people that have TMO installed.

Anyone knows what the Identify Button does when your on Watch, Ive tried it a few times when the Boat is far off when you can just barely see it on the horizion and when its about 2000yrds away.

Also when i push it, it just comes up saying Identify Target and then dosent do anything.

Any ideas?

Laconic 11-28-09 12:23 PM

Quote:

Originally Posted by Interpol (Post 1210329)
1 last question for the people that have TMO installed.

Anyone knows what the Identify Button does when your on Watch, Ive tried it a few times when the Boat is far off when you can just barely see it on the horizion and when its about 2000yrds away.

Also when i push it, it just comes up saying Identify Target and then dosent do anything.

Any ideas?

If you're locked onto a target in the scope it should automatically identify the target for you.

Interpol 11-28-09 12:29 PM

Hmmm ok ty.

Btw has anyone noticed any problems with the German Torpedo calculations?

I just recently attacked a port and the Speed Calculations for it kept coming back as 5, 13, 75 knts it changed everytime even though the ship was Anchored?


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