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-   -   [REL] sobers game loading tips SH5 (https://www.subsim.com/radioroom/showthread.php?t=201141)

THE_MASK 01-01-13 05:31 PM

[REL] sobers game loading tips SH5
 
[REL] sobers game loading tips SH5
Enable anytime with the mod enabler either in port or on patrol .
When the loading screen appears there is only the text tips showing .
Download http://www.subsim.com/radioroom//dow...o=file&id=3855
Are there any other tips you can suggest , without being a wise guy :O:

Fact1=Stealth is the primary tactical advantage of a U-boat.
Fact2=The best attack solution against a ship is from a 90 degrees angle, at a range of about 800 meters.
Fact3=Torpedoes arm themselves after a run of a few hundred meters away from the U-boat, for safety reasons.
Fact4=When attacking convoys at night, the best maneuver is to move the U-boat between the convoy columns. The enemy escorts are expecting the threat to come from the outside.
Fact5=Try to attack from the dark side - into the sunrise, sunset or moon - silhouetting the target against the dim light.
Fact6=The G7a torpedo is fast and reliable, but it also can be spotted by enemies due to the bubbles it leaves on its run.
Fact7=Use the Deck gun against unarmed merchant ships in order to preserve the limited torpedo supply.
Fact8=The best way to use the Flak is to hold your fire until the attacker is in close range, then to unleash all the firepower that can be mustered on the attacking aircraft, achieving far better results than by engaging the plane from long range.
Fact9=Use HE shells to neutralize the merchants radio room to prevent them from alerting nearby defenses.
Fact10=Try to limit the speed and turning of the U-boat when using the deck gun. Any notching and pitching greatly affects accuracy.
Fact11=Avoid keeping the periscope above the waterline too long. It's better to raise it for short periods from time to time in order to reduce the chances of being visually detected.
Fact12=Use the Observation periscope from the Command Room to sweep search before breaking the waterline to surface. It has a higher elevation and wider sight angle than the Attack periscope.Useful for searching planes.
Fact13=Use the Attack periscope from the Conning tower to target enemy ships in submerged operations. Its higher magnification power makes identification easier.
Fact14=The Attack periscope is less likely to be visually detected by the enemy watch crew than the Observation periscope.
Fact15=Decks awash offers the advantages of both Diesel propulsion and a very low silhouette.
Fact16=The best way to listen to sea traffic is to submerge and stop all engines. The Sonar range is no longer affected by your U-boat engine noise.
Fact17=Do a hard turn at flank speed just as the Destroyer is at point blank range above your U-boat. There is a high chance of avoiding depth charges this way. The enemy Sonar has a dead zone just before the Destroyer passes above the U-boat.
Fact18=Doing a 360 degrees search with your periscope before breaking the surface can mean the difference between life and death. You can never know when a warship silently waits for you to surface.
Fact19=External torpedo reserves can only be used when surfaced. Be careful, as your U-boat must remain surfaced and is vulnerable to attacks after initiating the transfer.
Fact20=Normally a destroyer should not be engaged, but if the situation calls for it, use a salvo of high speed torpedoes and shoot from close range.
Fact21=Recharging the Electric engines batteries is done by traveling on the surface. The Diesel engines are used to turn the Electric motors so that they act as generators to recharge the depleted batteries.

Fish In The Water 01-01-13 05:47 PM

Quote:

Originally Posted by sober (Post 1986856)
[REL] Are there any other tips you can suggest , without being a wise guy :O:

Well I was going to, but then you just had to put in that bit about not being a wise guy... :D

But seriously, one suggested tip would be something along the lines of Fact20, only for planes instead of destroyers. (I.E.: If time and depth permit, the crash dive option should be used rather than engaging planes on the surface).

dcb 01-02-13 03:29 AM

We all know these are the real-life tactics employed by uboat commanders. What I wonder is whether some of these tactics are really coded into the game engine. I mean:

Fact4=When attacking convoys at night, the best maneuver is to move the U-boat between the convoy columns. The enemy escorts are expecting the threat to come from the outside.

Do game escorts really behave this way?

Fact5=Try to attack from the dark side - into the sunrise, sunset or moon - silhouetting the target against the dim light.

Is this really mirrored by the game engine?

Fact8=The best way to use the Flak is to hold your fire until the attacker is in close range, then to unleash all the firepower that can be mustered on the attacking aircraft, achieving far better results than by engaging the plane from long range.

Do AI planes avoid incoming FLAK fire at long range, or do they just dive at the uboat, regardless?

Fact9=Use HE shells to neutralize the merchants radio room to prevent them from alerting nearby defenses.

To my knowledge, all shells modeled in SH5 are HE. And does hitting the radio room really impact - in the game engine - the ship's ability to send an SOS?

Fact15=Decks awash offers the advantages of both Diesel propulsion and a very low silhouette.

Is the low silhouette a factor modeled by the game engine?

Rongel 01-02-13 03:47 AM

Quote:

Originally Posted by dcb (Post 1986996)
We all know these are the real-life tactics employed by uboat commanders. What I wonder is whether some of these tactics are really coded into the game engine. I mean:

Fact4=When attacking convoys at night, the best maneuver is to move the U-boat between the convoy columns. The enemy escorts are expecting the threat to come from the outside.

Do game escorts really behave this way?

I think there is some point in this. Just recently did this, and the escorts charged outside the convoy. I managed to slowly drift away through the convoy undetected.

Fact5=Try to attack from the dark side - into the sunrise, sunset or moon - silhouetting the target against the dim light.

Is this really mirrored by the game engine?

This is true also. A good way to test this is to turn on the visual sensor-thingy in navmap options. You can see the enemy's gray circle becoming bigger when sun is behind you.

Fact15=Decks awash offers the advantages of both Diesel propulsion and a very low silhouette.

Is the low silhouette a factor modeled by the game engine?
This works too. It can also be seen with the visual circle in nav map.

Don't know about the others. I doubt that you could destroy the radioroom before the can call out reinforcements!

dcb 01-02-13 03:49 AM

Quote:

Originally Posted by Rongel (Post 1987000)
Don't know about the others. I doubt that you could destroy the radioroom before the can call out reinforcements!

Thank you for the answers:up:

Cybermat47 01-02-13 04:08 AM

How about this:

If you the RADAR warning reciever warns you of RADAR signals, it is best to submerge.

THE_MASK 01-02-13 05:05 AM

Quote:

Originally Posted by dcb (Post 1986996)
We all know these are the real-life tactics employed by uboat commanders. What I wonder is whether some of these tactics are really coded into the game engine. I mean:

Fact4=When attacking convoys at night, the best maneuver is to move the U-boat between the convoy columns. The enemy escorts are expecting the threat to come from the outside.

Do game escorts really behave this way?

Fact5=Try to attack from the dark side - into the sunrise, sunset or moon - silhouetting the target against the dim light.

Is this really mirrored by the game engine?

Fact8=The best way to use the Flak is to hold your fire until the attacker is in close range, then to unleash all the firepower that can be mustered on the attacking aircraft, achieving far better results than by engaging the plane from long range.

Do AI planes avoid incoming FLAK fire at long range, or do they just dive at the uboat, regardless?

Fact9=Use HE shells to neutralize the merchants radio room to prevent them from alerting nearby defenses.

To my knowledge, all shells modeled in SH5 are HE. And does hitting the radio room really impact - in the game engine - the ship's ability to send an SOS?

Fact15=Decks awash offers the advantages of both Diesel propulsion and a very low silhouette.

Is the low silhouette a factor modeled by the game engine?

Dusk , surfaced , low profile to the enemy , sun at my aft . Spotted by the enemy at 900 mts .
http://i46.tinypic.com/2uha82g.jpg
Night , decks awash . Not spotted by the enemy until very close as you can see . They spotted me just after i took the screenshot .
http://i47.tinypic.com/k48sra.jpg

Trevally. 01-02-13 05:13 AM

Quote:

Originally Posted by dcb (Post 1986996)
We all know these are the real-life tactics employed by uboat commanders. What I wonder is whether some of these tactics are really coded into the game engine.

Yes - mos of these are factored into the game.
Just add the pacman info to your map view and test.
You will see the range that ships can detect you change with these tips from Sober:know:

arnahud2 01-02-13 05:53 AM

Thank you guys !!!

This thread matches some interrogations i had until now about SH5 realism when targeting a convoy at night, dawn, day and dusk, with or without deck awash, etc, etc.

Thank you too, Sober, cuz' i forgot some vital rules (ie : if possible, never engage any airplanes...:lost:.).

THE_MASK 01-02-13 06:06 AM

Diffrent ships have diffrent armaments , early middle or late war . They also have diffrent competent crews .
If you are using my mods list then also , ships crew have a fatigue roster .
If the ships are on alert then its a diffrent story .

gap 01-02-13 08:14 AM

Quote:

Originally Posted by dcb (Post 1986996)
Fact9=Use HE shells to neutralize the merchants radio room to prevent them from alerting nearby defenses.

To my knowledge, all shells modeled in SH5 are HE...

Why do you think so? From in game and by looking to it in Goblin, it can be clearly seen that the 88mm deckgun is equipped with both HE and AP shells. Basically both of them work the same way, but they have different settings as far as armor penetration, max damage and damage radius are concerned:

Code:

                HE Rounds        AP rounds
MinEF                10                8
MaxEF                25                16
AP                20                22
MinRadius        1                0.5
MaxRadius        3                2

AP shells have an higher armor penetration capacity (22 against 20), but they do lesser damage, and in a smaller radius. These settings can be adjusted at wish :up:

Quote:

Originally Posted by dcb (Post 1986996)
...And does hitting the radio room really impact - in the game engine - the ship's ability to send an SOS?

Quote:

Originally Posted by Rongel (Post 1987000)
Don't know about the others. I doubt that you could destroy the radioroom before the can call out reinforcements!

IIRC, the ability of any unit to call in for reinforcements is controlled by the cmdr_AI* controller found in its sim file. In addition, in zones.cfg there is a zone called 'Radio', wich is set to destructible (hit points=8, armor leve=-1, i.e. the same as the parent object). I ignore if/how the two are connected, and I ignore too whether there's or not a random delay from when we are spotted to when the attacked ship manages to comm for reinforcements.
Being able to destroy enemy radio devices would be quite pointless if SOS signals were sent (and successfully received) in the exact moment that we are detected :hmmm:

gap 01-02-13 09:58 AM

Quote:

Originally Posted by sober (Post 1986856)
Are there any other tips you can suggest , without being a wise guy :O:

without being a wise guy, you said. :hmmm:
Well, you asked for it. Here are the loading screen tips I am currently using :D

Fact1=Be more aggressive.
Fact2=Be more aggressive. The Oberkommando der Marine
Fact3=Be more aggressive. OKM
Fact4=Be more aggressive. Raeder
Fact5=Be more aggressive. Dönitz
Fact6=Be more aggressive. The Befehlshaber der U-Boote
Fact7=Be more aggressive. BdU
Fact8=Be more aggressive. Der Löwe
Fact9=Be more aggressive. Onkel Karl
Fact10=Be more aggressive. The Führer der U-Boote
Fact11=Be more aggressive. FdU
Fact12=Be more aggressive. The Grossadmiral
Fact13=Be more aggressive. The Oberkommando der Wehrmacht
Fact14=Be more aggressive. OKW
Fact15=Be more aggressive. The Führer
Fact16=Be more aggressive. Adi
Fact17=Be more aggressive. The Chancellor
Fact18=Be more aggressive. Herr Wolf
Fact19=Be more aggressive. Grofraz
Fact20=Be more aggressive. You Know Who
Fact21=Be more aggressive. Your hunny

...just in case you were going to forget it :O:

dcb 01-02-13 10:00 AM

Thanks everybody for your answers. I'm glad to learn that there are so many realism factors programmed in the SH5 game engine.:salute:

Fish In The Water 01-02-13 10:21 PM

Quote:

Originally Posted by gap (Post 1987116)
Fact20=Be more aggressive. You Know Who

:hmmm:

I'm guessing it's not Gramma. :D

gap 01-02-13 10:36 PM

Quote:

Originally Posted by Fish In The Water (Post 1987381)
:hmmm:

I'm guessing it's not Gramma. :D

:har:

I knew someone had to argue on this fact! I will assume that you are talking from your own experience... :O: :D

P.S: update fact # 21 ;)

Quote:

Originally Posted by gap (Post 1987116)
Fact21=Be more aggressive. Your hunny



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