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-   -   Few things not in the manual (https://www.subsim.com/radioroom/showthread.php?t=180468)

fiendlittlewing 02-19-11 12:57 PM

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?

stoianm 02-19-11 01:13 PM

Quote:

Originally Posted by fiendlittlewing (Post 1601125)
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?

you can not use the ,,ping,, to find the range from contact in sh5 as you did in sh4 (try to learn 4 bearing method - you can find range, cource and speed using only the hydro and you do not need the ping - anyway i read somwere that in real life if you use ,,ping'' you can be spoted)- at least i think so:hmmm:

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

Drewcifer 02-19-11 02:47 PM

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.

stoianm 02-19-11 02:56 PM

Quote:

Originally Posted by Drewcifer (Post 1601196)
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.

100% means 100% my friend - if you know all the time the exact position of your ship means that you are in the space age already not in the WWII - as a good friend of mine said to me:D

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

Drewcifer 02-19-11 03:21 PM

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.

stoianm 02-19-11 03:28 PM

Quote:

Originally Posted by Drewcifer (Post 1601211)
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.

i wil point you to watch a video and use a tool that take away the nasty part of the 4 bering my friend - try to watch the video - use the tool and you will love the 4 bearing methode after:up:

http://www.subsim.com/radioroom/show...8&postcount=46

Trevally. 02-19-11 04:14 PM

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

Drewcifer 02-19-11 04:47 PM

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.

stoianm 02-19-11 04:51 PM

Quote:

Originally Posted by Drewcifer (Post 1601253)
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.

i am not doing any drawing - i just use this tool from here: http://www.subsim.com/radioroom/show...tracker&page=2

and he is doing all the calculations for me: cource, speed, range:up:

Trevally. 02-19-11 04:59 PM

Quote:

Originally Posted by Drewcifer (Post 1601253)
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.

Where are you getting the 4000m from:06: With no map updates you should not know range from you hydrophone.


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:

Drewcifer 02-19-11 05:21 PM

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.

stoianm 02-19-11 05:25 PM

Quote:

Originally Posted by Drewcifer (Post 1601267)
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.

:hmmm: sounds interesting - how you get the range by the wheel - i do not know this method - can you make a resume for me please

thanks

Trevally. 02-19-11 05:29 PM

Quote:

Originally Posted by Drewcifer (Post 1601267)
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.

Yes you are correct, with visual information, that is the best method.

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.

Drewcifer 02-19-11 05:40 PM

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.

stoianm 02-19-11 05:44 PM

Quote:

Originally Posted by Drewcifer (Post 1601277)
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.

you mean using the ,,atak disck'' or ,,RAOFB'' - this is the wheel that are you talking about

if is this i know that method

thanks:salute:


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