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Few things not in the manual
Hello. I enjoy this game as well as silent hunter 4 before it.
I'm playing on 100% realism and am using the following mods. Old Style Explosions V1.1 Critical hits 1.1 Torpedoes Critical hits v1.2 New UIs v6.30 (W/ patch 4) IRAI .030 How do I get my sonar man to ping an enemy ship? Whenever I click the command icon (above the crew members headshots) it always says there are no targets. How do I select a target? What's up with the radio reports added with the new UIs? I enjoy the layer they add to the game, but I'm perplexed by enemy ships reporting my position. This will happen the instant my periscope breaks the surface. Even at night, even at long ranges. The ships don't appear to act on this information, they just report it. Oddly enough they seem to be better at spotting me at distances of 3-4k than up close. They almost never report my scope when it breaches within 1000m of them. They also fail to report being attacked. They turn on the flood lights and start to jink, but the radio falls silent until I sink them. Is there any better damage model available? I miss the way in SH4, when modded, ships would take hours to sink sometimes. I would listen to them go down as I dodged the DDs. SH5 ships sink in silence now and they slip under so quickly. Even w/ the Critical hits mod, the ships take damage in a more interesting way, but there still seems to be a HP threshold where, once crossed, the ships slip under as if someone pulled a gigantic rubber stopper on the keel. I'm still early on in my carrier (Christmas '39) and nothing has attacked me save a couple of swordfish. What do I have to look forward to? |
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trevally build a veruy useful tutorial where you can learn the 4 bearing method like ,,in game'' here: http://www.subsim.com/radioroom/showthread.php?t=177725 very useful if you like to play realistic i looked also you mod list and you lose a lot of fun related to realism 100% try to use TDW UIs and install real nav and no hydro and no aircraft at surface by tdw also then you can say you play 100% realism cheers |
I would caution you the real nav mod makes things more a headache then fun honestly.. if you don't know where your sub is at you can't very well get into position for attack now can you? And forget setting a course and TC to patrol zone..
Its more a practice of staying off land then anything else. But thats just my thoughts on that, and I play at 100% as well. |
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honestly i can not see myself playing without real navigation (and for me is fun not headache:O:) truth is that diferent peoples are diferent tastes and tastes are not for arguing:up: cheers |
Hey to each his own, I was just giving my personal thoughts on the matter. With Real navigation the game loses its fun factor of being captain and becomes a burden of where is waldo after ever four to five game hours.
But then again your talking to somebody that absolutly hates the four bearing method... I just can't understand how it works. Sure you can track in what direction anything is headed by hydrophone alone, but where you guys are figuring out an actual range from this method i'm lost. I need one CONSTANT and that is the location of my ship. From there I can figure out ranges, speeds, headings. |
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http://www.subsim.com/radioroom/show...8&postcount=46 |
All the information on a contact you get from your crew is relative to your boat.
So it does not matter where on the chart your boat is, just add a mark and that can be your boat. All info you recieve will be from that point:up: See in game tutorial here http://www.subsim.com/radioroom/showthread.php?t=177725 |
Right... a contact bearing 315... at 4000 meters. I need to have a base for my measure.. if I don't know the position of my ship I don't very well know the point to anchor my measurements from.
You guys are on a whole different level of thinking then me, I can follow and mark the bearings at intervals of time.. but when it comes to randomly drawing the line and then some how magically discovering a course heading and actual range, lol, I don't get it. |
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and he is doing all the calculations for me: cource, speed, range:up: |
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You don't need to draw a "random line" with Kuikuegs new method. Getting rid of all aids from your UI is a big step. But when you are used to it, you won't go back. it is like the step from auto to manual target. First few times its a bit scary, then its the normal:up: |
I would get the range to the target either by the stadimeter, or the wheel... counting tick marks. From there I establish the distance from my own sub.. make marks, run the stop watch, pull the chart, measure distance between marks, compare to chart, identify speed. Draw line thru marks, establish course. intercept. boom.
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thanks |
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You can get this info way in advance or in poor visibility using the four bearing. For real navigation - your method will still work. Just make a mark on the chart and do as you suggest above. You do not need your boat on that map for this. |
Obviously your right.. your method allows hydrophone detection to give you all the info I would need visual contact for.
So its basically just a matter of me leaving my comfort zone. Stoianm I'll try and come up with an explanation... it envolves the mast height.. actually hang on let me look I think I seen a picture thread for this exact thing once.. might be in the sh3 forum. |
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if is this i know that method thanks:salute: |
RAOBF wheel, its a simple effective tool to figure out alot of things without needing to do any math, just match up numbers. Simple.
I'd explain but short of a video I'm horrible at typing out tutorials. |
@ Drewcifer. Yes the methods you already use will still work.
The only new are will be long range contacts with hyrdo. An easy fix for this is to charge the target. Just run straight at the hyrod bearing. Dip under check again and charge. When you get to visual range - use the methods you use now. Just draw a mark on map and then draw your ranged bearings from it.:up: @stoianm, yes stadi and RAOBF wheel:up: |
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thanks - really apreciate cheers |
Thank you for your replies.
I already use the bearing only method to track targets. My visual tracking leaves something to be desired, but I'm learning the RAOBF. I am using the Dark Wraith's UI mod. I've never gotten a report of an aircraft while submerged. I have always gone under for sonar work. Didn't know there was any other way. I'm not sure about using real navigation. If I enable this, will the navigator assist, or do I have to use a sextant? As has been pointed out, actual position is irrelevant to tracking and attacking a target. But it dose help one to get on station. Any comments about the damage model? Last night I sunk 7 ships! (12/26/39) The bearings only method got me into firing position and all my fish found their way. After that I went topside and got the rest w/ the deck gun. Seems unrealistic, but I trust that the Tommys won't sail unescorted for much longer. |
Well I'm not the best qualified on the forums for answers but i'll give you what I can.
As for the damage, with the mega mod they seem to take slow damage over time, or sink all at once... etc. I've often hit a ship with one torpedo and moved on thru the convoy and its succombed to its own flooding. As for pinging with sonar as far as I know Uboats didn't do that. Real navigation is a matter of taste.. yes the navigator will help you out and give you his caculations. BUT if he gets wounded your on your own. Further more No you don't need to know your ships own location to plot a fire solution, but I personal prefer it as often all you can get is a 'dead reckoning' plot of your location... which makes setting up for a fast 90... or even being in the right spot sometimes impossible. I don't bother with Real as its more of a headache then fun. But many people swear by it and LOVE it. So its whatever you find makes your game more enjoyable to you. |
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