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-   -   Questions from the noob... (https://www.subsim.com/radioroom/showthread.php?t=150541)

Akula4745 04-11-09 07:04 PM

Questions from the noob...
 
Ok, a couple of questions from the noob...

1) Noisemakers/decoys - Just wanted to check to be sure I am using these correctly. Its basically a three step process by my understanding... go to flank speed - fire off decoy - execute quick 90 degree turn... then settle down after a short speed burst, correct? I wondered if these generally work better at one depth or another - any logic to use at shallow as opposed to deep... or vice-versa? Any personal tricks or hints for using decoys I might not be aware of?

2) Radar ghosts - Are radar ghosts a part of the game? On my way back to Port (at night) I had a single target marked as "ship, slow speed" which proved to be nowhere to be found as I got within 100+ yards of the target on my attack map and searched the surface (with free camera) to no avail... sure it was a dark night and all but unless it was someone in a very small bathtub I do not know how they avoided my search as the target showed no speed or course and for all appearances was stationary. Anyone else run into radar ghosts?

3) Purple Hearts (wounded in combat) - After completing my sortie I was presented with promotions and purple hearts (medals) to distribute... any hints or info on passing out promotions? And how the heck do you tell who was wounded during the patrol to give them a purple heart? I had no dead crew members (they would have been an obvious choice) and none who appeared to be wounded or recovered from injuries... what gives? Any info would be appreciated.

4) Image capture - What are the correct keys to start capturing a sequence - and to stop capturing a sequence? I must have accidently hit these keys and very quickly saved almost 4 Gb of BMP images... definitely need to know how to turn it off before I do it again. <G>

Things the noob learned...

1) When refitting at a base make sure to check and load all tubes (if you were bone dry on torps) BEFORE you leave port as the refit just loads them on board and you will instantly be down 6 torpedos after you load the tubes if you don't check...

2) When on patrol in a certain area (within 100 nm radius) command will offer you targets outside your defined patrol radius (which will make you restart the 48 hour patrol period)... so be careful and use a marked ring on the chart for reference to stay within your boundaries.

3) Fighting aircraft is a bad idea no matter what the aircraft is... from first hand experience it seems to be more of a losing proposition than a winning one. Better to take it down than risk damage and/or death

Thanks in advance and good hunting!

Jim
Akula4745

MonTana_Prussian 04-11-09 07:24 PM

Akula,glad to see you are moving along in the game!

1)..I use them somewhat deep,just above the thermal layer,and as part of my evasion,in addition to the points you describe,I also duck under the layer. It helps.


2)... was the contact 'red' or 'grey'? if red,it happens alot,keep an eye on it as you attempt to close,if it appears not to be moving,forget it.it's not there. grey ones are radar contacts,and usually will be moving.

3)...Wounded crew members will appear red,in the crew management screen,UNTIL they are 'healed',so you will have to keep track on a piece of paper,that's what I do.

As to promotions,I try to limit them. Promote those with the highest efficiancy and with the skills you want in their areas. Remember,when you promote a seaman to Petty Officer,you will have to select a specialty for him,keep this in mind.

4)....ctrl+f11 will give you one screenshot each time you use it.

Torplexed 04-11-09 08:04 PM

Quote:

Originally Posted by Akula4745 (Post 1082218)

3) Fighting aircraft is a bad idea no matter what the aircraft is... from first hand experience it seems to be more of a losing proposition than a winning one. Better to take it down than risk damage and/or death

Yes....fighting aircraft is pretty much a bad idea no matter how many flak guns you festoon the conning tower with. With the priceless advantage of a decent air search set you don't really ever need to face them. With RSRD you rarely see them anyway.

peabody 04-11-09 08:11 PM

Quote:

Originally Posted by MonTana_Prussian (Post 1082233)
Akula,glad to see you are moving along in the game!

2)... was the contact 'red' or 'grey'? if red,it happens alot,keep an eye on it as you attempt to close,if it appears not to be moving,forget it.it's not there. grey ones are radar contacts,and usually will be moving.

Just to add a little bit to Montana's explanation. A red one not moving, is actually moving, so if you are 20 miles away and head toward it, assuming you are surfaced and moving at a good speed, it will take you an hour at least to get there. The red is a report where he is at the time of the report, so basically where he WAS. So if you plot a course in front of his direction of travel, you may be able to intercept.

And you can also get grey ones if you are surfaced with bad whether and fog and it will turn red when he gets close enough to identify by sight. So you need to be careful about shooting grey ones, depending where you are, they may not be the enemy. It is UFO. (Unidentified Floating Object)

Pebody

Akula4745 04-11-09 08:48 PM

Thanks, Montana... I am loving it!

Weird thing about the ghost target is I was running on the surface (being night and all) so the contact was never lost... and it was a red contact BTW. <G>

Oh well, live and learn!

Akula4745

Akula4745 04-12-09 04:28 AM

BUMP - Would love more input from the forum on decoys/noisemakers...

Torplexed 04-12-09 09:55 AM

Quote:

Originally Posted by Akula4745 (Post 1082432)
BUMP - Would love more input from the forum on decoys/noisemakers...

I've always been leery of the inclusion of sonar decoys in SH4. There is evidence that the US Navy was working on such a device, but I've never heard if it was actually put in production and used before the war ended. There are some instances of home-made remedies like using debris jammed into the tubes and fired to spoof the Japanese into thinking they had scored a kill, but that's hardly a sonar decoy.

MonTana_Prussian 04-12-09 10:18 AM

Quote:

Originally Posted by Torplexed (Post 1082556)
I've always been leery of the inclusion of sonar decoys in SH4. There is evidence that the US Navy was working on such a device, but I've never heard if it was actually put in production and used before the war ended. There are some instances of home-made remedies like using debris jammed into the tubes and fired to spoof the Japanese into thinking they had scored a kill, but that's hardly a sonar decoy.


True,however,as you said,some improvised 'decoys' were used. I can't remember which book it was,but the boat used a fuel can/drum punctured with holes and filled with something that gave off bubbles. I'll have to check my library.

Torplexed 04-12-09 10:38 AM

Quote:

Originally Posted by MonTana_Prussian (Post 1082574)
True,however,as you said,some improvised 'decoys' were used. I can't remember which book it was,but the boat used a fuel can/drum punctured with holes and filled with something that gave off bubbles. I'll have to check my library.

I seem to recall reading Capt. Eugene Flukey used a tactic like this once.

Rockin Robbins 04-12-09 06:49 PM

Not in Thunder Below, I don't think. There were some extended conversations about decoys on Subsim about a year ago and I recall the answer we ended up with was no confirmed use of these decoys during the war.

I've never used them because of those discussions.

Webster 04-12-09 07:50 PM

i dont ever recall john wayne using them either :hmmm:

MonTana_Prussian 04-12-09 08:28 PM

I'm still looking,I KNOW I read it:cool:

Sniper31 04-12-09 09:16 PM

Do flares and chaff qualify? Oops, wait a minute...wrong sim...Morale Officer! Another drink please!:yeah:

NEON DEON 04-12-09 10:20 PM

On Fluckey's last patrol, He had all kinds of stuff. Rocekts, MK27s and MK28s.

He also had Pillenwurfer bubblers/gassers and swim out beacons. He got caught in a tight spot and used them all at the same time to get away from 3 escorts in shallow water. The swim out beacons simulated sub noises.

The decoys made so much noise that they blanked out the sonar.

The story is on page 340 and 341 of Thunder Below.

Akula4745 04-13-09 06:34 AM

Well I was really interested more in differing technique than validity... but it is an interesting side note on these tools availability during the war. So am I to understand that most players do NOT use the decoys and noisemakers?

Thanks all.
Akula4745


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