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-   -   Confusion over Patrol missions and red map contact icons (https://www.subsim.com/radioroom/showthread.php?t=169697)

kylania 05-17-10 02:13 PM

I just whipped up an English version of the hourly chart. It's huge (file size wise) though, need to figure out what compression to use on the DDS.

Seefer 05-17-10 02:20 PM

Quote:

Originally Posted by kylania (Post 1395533)
I just whipped up an English version of the hourly chart. It's huge (file size wise) though, need to figure out what compression to use on the DDS.

Not sure if this will be helpful in making a choice:

http://www.gamedev.net/community/for...age=1&#3435757

kylania 05-17-10 03:22 PM

Perfect! Just what I needed.

Here's the standalone mod:

http://img12.imageshack.us/img12/671...stdenglish.jpg


http://www.filefront.com/16472655/Ne...by_kylania.7z/

Just install this via JSGME after NewUIs_TDC and it'll replace the images with English headers one.

There's one hiccup with it and it's the ingame tooltips. In order to not have to update the menu.txt constantly, I've not touched that file, so you'll see this:

http://img215.imageshack.us/img215/334/stdvsmin.jpg

Just remember Std = Hour and Min = Min. Or just that Not Min = Not Min :)

I'll poke TDW about if he'd like to include this with his mod.

Seefer 05-17-10 04:02 PM

Awesome, downloading as I type. Thanks for taking the time to do that.

I really am beginning to enjoy SH5 a lot more than I was thanks to this great mod. If there are any other noobs like me to the series, I recommend you download the mod and refer to Kylania's installation video linked earlier in this thread.

TheDarkWraith 05-17-10 04:23 PM

added the english version of the charts to the UIs mod. Added a new user option that allows you to set whether the German or English version of the charts are displayed in game. Default is English ;) (Tooltips are correct also for each language version)
http://www.subsim.com/radioroom/pict...pictureid=2087

Seefer 05-17-10 05:52 PM

Hmmm, does this mod override some TDC realism settings in the Gameplay section in Options? I've just completely missed two merchants passing fore and aft of me, both at 450m and I have no idea why.

I'm not familiar with this game for any manual TDC trickery just yet so was relying on auto TDC. As far as I recall I definiately had manual TDC unchecked, although in an astoniishingly lame feat of design, you can't even review your current difficulty settings whilst on mission because the Gameplay settings tab in the Options screen is disabled.
I locked on to each ship before firing and positioned the scope slightly ahead of the mid sections of the ships and fired. The lock on marker was green, presumably indicating a good angle?

Looks like that torpedo firing tutorial at the start of this game is even more worthless than I originally imagined as it bears absoluetly NO relation to attacking ships in a real campaign.

I didn't think it was so easy to miss with auto TDC enabled. Or it may be my utter noobishness shining through. Any tips and advice would be welcome :)

kylania 05-17-10 06:42 PM

My Quick and Dirty Manual Targeting Thingie™:

http://www.subsim.com/radioroom/show...5&postcount=38

Seefer 05-17-10 07:05 PM

Quote:

Originally Posted by kylania (Post 1395831)
My Quick and Dirty Manual Targeting Thingie™:

http://www.subsim.com/radioroom/show...5&postcount=38

Thanks. I'm initially confused by it but will give it a go. A pre-designed mission editor file would be handy for easily practising this Fast 90 malarky. Has anyone created something like that?

Finally managed to sink 5 Merchants and the Patrol mission shows as completed so that's some reknown in the pocket I guess. Now I'm off to resupply and continue ramping up my tonnage target. I also learnt something new...that aft torpedo is a one shot only and can't be reloaded :)

kylania 05-17-10 10:18 PM

Quote:

Originally Posted by Seefer (Post 1395846)
A pre-designed mission editor file would be handy for easily practising this Fast 90 malarky. Has anyone created something like that?

I just did! :DL

http://www.filefront.com/16475805/Co..._by_kylania.7z

Simple convoy intercept. It starts to your west, just intercept it and sink a tanker and a cargo ship. There may be escorts. :03:

It's December, in the North Sea, so expect moderately bad weather and not a lot of sunlight. Hydrophones will be your best way of tracking the convoy at first.

Install via JSGME just like a mod and it'll appear under your Historical Missions menu option, under "Convoy Intercept Practice"

Seefer 05-18-10 09:32 AM

Quote:

Originally Posted by kylania (Post 1395926)
I just did! :DL

http://www.filefront.com/16475805/Co..._by_kylania.7z

Simple convoy intercept. It starts to your west, just intercept it and sink a tanker and a cargo ship. There may be escorts. :03:

It's December, in the North Sea, so expect moderately bad weather and not a lot of sunlight. Hydrophones will be your best way of tracking the convoy at first.

Install via JSGME just like a mod and it'll appear under your Historical Missions menu option, under "Convoy Intercept Practice"

Awesome...thanks.

I'm glad I pumped a bunch of points into my sound guys hydrophone Direction Finder passive ability :)

limkol 05-19-10 06:07 AM

About the one rear torpedo...you do know that there are also external reserves? But they can only be reloaded when the boat is on the surface.

The Dark Wraith's mods are some of the best I've seen so far. I use the SH3 version, but they are all good.

Manchester UK? I used to live there before getting kidnapped and ending up in Denmark! I miss Hollands meat pies & Crunchie bars!

kylania 05-19-10 08:28 AM

Quote:

Originally Posted by limkol (Post 1397013)
About the one rear torpedo...you do know that there are also external reserves? But they can only be reloaded when the boat is on the surface.

The VIIA has no external reserves. So just a single rear fish that could only be reloaded while in dock.

The VIIB+ had reserves for both fore and aft torpedoes.

Seefer 05-19-10 10:03 AM

Quote:

Originally Posted by limkol (Post 1397013)
About the one rear torpedo...you do know that there are also external reserves? But they can only be reloaded when the boat is on the surface.

The Dark Wraith's mods are some of the best I've seen so far. I use the SH3 version, but they are all good.

Manchester UK? I used to live there before getting kidnapped and ending up in Denmark! I miss Hollands meat pies & Crunchie bars!

I've just got my first new sub and the reserves only seemed to show up on that. Are you saying reserves were available on the starter boat?

You're not missing much in Manchester. Still rainy and dull. Want to swap? I'd forego Hollands pies in a second to move to Denmark :)

Seefer 05-19-10 10:07 AM

Quote:

Originally Posted by kylania (Post 1397092)
The VIIA has no external reserves. So just a single rear fish that could only be reloaded while in dock.

The VIIB+ had reserves for both fore and aft torpedoes.

I hear the sub interior doesn't change as you get new boats. Is this historically accurate and the boat interiors remained the same throughout the various types?

It's just that I wouldn't mind a small room for a plasma TV and Xbox360 :)

kylania 05-19-10 10:12 AM

The rear compartment does change, the VIIA has a little desk while the B/C/C41 have a alarmingly always-open torpedo tube.

In real life there were differences in the internal layout of the A and the other boats, but I can't remember off hand if they change so drastically in game. I doubt it, if only for the fact that you'd only be using the A a short time so the time and resources to fully model it wouldn't be worth it.


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