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Old 02-02-11, 09:56 AM   #5
Kerkain
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Join Date: Jan 2011
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Sorry for the semi late reply. Spent the night on station dealing with car accidents and the like due to the storm.

Quote:
Originally Posted by Krauter View Post
Greetings and welcome to subsim!

It would seem you're enjoying yourself in U-boats Good fun games to be had as long as you enjoy patiently stalking and ambushing things.
First kill I had when the torpedoes actually went for the target I was a hootin' and a hollerin' haha. It was awesome to see that happen even though I just eyeballed a lot of it.

Quote:
Originally Posted by Krauter View Post
Now for your questions many of them are some that have been asked already so a quick search will yield a lot of answers. But since I'm bored, and have nothing to do anyways I'll try to help.
I've searched for a lot already. I've gotten answers to a lot already as well. But some things just didn't make sense and didn't click for me what so ever. Its been my experience that sometimes things are easier understood when they are explained personally for me. I know its a little more inconvenient but what works, works. I'll usually search as much as I can for an hour or so before asking a question. Hopefully what I have posted were not questioned asked 5000 times before in the past.

Quote:
Originally Posted by Krauter View Post
-For the CTD issue, some refuse to go above 1000 TC (time compression) others will stay at 8000x for days until a contact is spotted. I would suggest that you stay under 2000x as you run the risk of not getting to 1x fast enough to respond to problems (like a DD bearing down on you!). Generally, because the Atlantic is so small (compared to the Pacific where you travel for weeks just to get to patrol) high TC levels are not needed.
With the issue of the CTD, I have never really had any problems, but it might be your computer specs or maybe steam I really can't tell.
When I first started playing I was using a high TC just for convenience. But like you said it made trying to get to realtime difficult. I've since quit using that high of a TC mainly due to the CTDs but also for your reasoning. Game runs smoother anyway.

Quote:
Originally Posted by Krauter View Post
- As of now I don't think there are any mods that let you do the 'Call for resupply' action, but some campaigns (Drumbeat, Distant Waters) will let you do this because of the long distances required.
I figured as much. It would be nice though to be able to be on a long mission without having to travel all the way back to port just to refit. But oh well, a task I will deal with!

Quote:
Originally Posted by Krauter View Post
- One thing that I would really recommend is to not start off at 100% realism too soon. Yes we all love saying we use 100% and bring in 100k tons a patrol.. but if you don't let yourself acclimatise (sp) to submarine warfare, you're going to have trouble learning in the first place. Might I suggest to gradually turn on options (limited fuel, and battery, etc) and then manual (after learning how to set up and attack) and then on to more things. It will really help you in having fun, while still learning the basics. (the 1-2-3 issue I'll talk about below)
I've been playing with around 58% realism. This seems to be a generally good spot for me. The only thing that isn't limited right now is fuel. Turning map contacts off will be the "last" thing that I will enable once I feel a little more comfortable and am capable of hitting something with relative ease and without having to pause the game to make calculations.

Quote:
Originally Posted by Krauter View Post
- Generally, with any attack, you want to set up ahead and abeam (perpendicular [90degrees] to your targets path). Find your contact, get ahead of him, submerge to PD, and listen on your hydrophone. As you hear him get closer (you should be at all stop) raise your scope and take your readings. Take MULTIPLE readings to check and recheck things like AOB, range and speed. Make sure that when you fire, he is at the point where his course takes him closest to you (at least 300m or torps won't arm). When you are comfortable with your solution, fire and watch.
This is something I have been doing so far, mostly. I guess I don't really understand exactly the AOB. I will keep looking into tutorials and guides that have been posted here to see if there is something that will make that just "click" for me.

Quote:
Originally Posted by Krauter View Post
For torpedo attacks, generally I try not to attack over 1500m on a moving target. Most if not all of my attacks happen under 800m. Because of this, I always set my torpedoes to fast. Only when I am hitting stationary targets will I attack using slow speed and long range. Also, be aware that gas torpedoes, though faster leave a trail pointing back to you, whilst electric torpedos leave no wake but have severely reduced speed and range.
This probably isn't a good thing but I've been using the gas torpedoes a lot because they look cooler in the water. Though that makes sense to me. Is there a max range for torpedoes at slow/medium/fast speeds? Like 3km on slow, 5km on medium, and 7km on fast? I don't remember if this is listed in game as I'm not at my home computer at the moment.

Quote:
Originally Posted by Krauter View Post
As of now I currently don't know how to stop water droplets from happening on your.. face.. er... eyes..
I just looks weird to have water droplets hitting your face as they would while looking through glass. I suppose you could say I'm looking through my monitor and THATS what is getting wet heh. But thats too bad. Maybe in the future I'll get lucky to see something like that.

Quote:
Originally Posted by Krauter View Post
To start off with SH5s numerous mods. Let me first say that you should play vanilla for a bit, find out what you don't like, and then hunt for mods that fix this. When I was playing I had a list upwards to 70 mods. Obviously with a super-mod out now, that helps, but still.
The ones that I listed have been the ones that have interested me the most. I have not implemented them yet and won't for probably another couple of days until I'm more familiar with the game itself. The one that I will probably get when I get home would be the critical hits for torpedoes and the deck gun.

Quote:
Originally Posted by Krauter View Post
Magnum Opus comprises many of TheDarkWraiths numerous and helpful fixes for the game. ( I donot know if it comprises IRAI so someone please correct me..) What I would first do is learn how to use his TDC Mod (this fixes A TON of things such as the stadimeter, map options, 1-2-3 line, etc). From what I have read, this mod is a great starter. However, due to the difficulty of IRAI, you may not want to install it right away.
I have been going back and forth installing this mod soon. It includes about 5 mods that I have looked at recently that I would have wanted. The IRAI difficulty I was reading about last night a bit and it can be toned down to a more beginner level. The fixes are almost worth it to just install it sooner then later.

Quote:
Originally Posted by Krauter View Post
Other suggestions I would like to add are.. (and please someone correct me if they are added in Magnum Opus..) Env. 5.0, UHS 1.4, InteriorImprovements mod by SteelVikings, ShadowImprovents by SV, Athlonics MCCD, Heretics Mighty Fine Crew, Churchs Command changes, Capthelms Audio Mod (with SV's touchups), Arclights More Realistic Periscope. If you're curious, just browse the downloads section for many others!
I will definitely be checking these out soon!

=================================

Quote:
Originally Posted by USNSRCaseySmith View Post
Like krauter said, with the torp shots, a 90 degree shot is the best. I dont play Sh5 and I dont use manual, but I always plot the targets course using the 3:15 method

(Mark the target, wait for 3 minutes 15 seconds, mark again, then draw a line straight through from the first mark to the next, the distance is his speed, .9 would me 9 knots, and it gives you his course, which allows you to go ahead and set up ahead of him at a perfect 90 degree shot (so you alreay know the AoB) and at a set distance so you already know that too!)
Casey
I did not know about this method. Will definitely be using this in the future.

Quote:
Originally Posted by stoianm View Post
Or, modify the option.py (in the radio message section - and change the maxim distance (put like 300 km) that a crew watch member can see for updating the information (for a spoted ship).
After that when you put your scope on a ship you will have automatic displayed in your nav/tai map the most acurate cource of that ship (from here you can calculate everything and put in your TDC) (just a tricky thing - maybe sounds more like cheating - your choice)!

Best regards!
Heheh I think I'll pass on this one. Would seem to make the game far too easy. Which is the opposite of what I'd want. I want to go forward in difficulty not backwards.



I have a thing with long posts I guess. Thanks for the information guys it will help a lot in the long run. My biggest hurdle right now is AOB and trying to understand it better. Cheers!
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