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Old 08-07-07, 12:26 PM   #1
Wulfmann
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Default Career save. Why is this not obvious to me?

I finally got the 1.3 CD from UBI to patch the unopened SH4 and installed it patched it added a couple mods and straight away went 100% and very hard difficulty out of Manila.
More friggin Jap planes than U-Boats had to deal with in 44.
I dove more often than a real whale does for air.
Sank three merchants for 13K and put in to Java to end my first patrol.
I opted to dock went to the old room and tried to leave like in SH3 assuming I saved the career. But, it asked if I wanted to abandon career?????? I clicked no but could not find any way to leave the game.
What am I missing?
It must be obvious but I don't see it. It just seems saving a career should be automatic and deleting it harder.
Man would I clean up with a Type VIIC in the service of the Yanks!!!!!!!!!! This S boat is S for Scheise!!!

Wulfmann
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Old 08-07-07, 12:58 PM   #2
EAF274 Johan
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I had exactly the same LOL. I can assure you it is safe to click 'yes' when prompted to 'abandon your career'. This is one of those linguistic/localisation errors that are in the game. 'Abandon' just means 'exit' in this case
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Old 08-07-07, 01:04 PM   #3
cmdrk
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The game does save your career when leaving and entering base automatically. You can save your game by hitting the escape key - a menu pops up with a load and save options. In the base office at left, there are some books or file binders. Hover your cursor over them and they will pop out with a little note so you can save or load games.

Also, EAF274 Johan is correct.
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Old 08-07-07, 01:17 PM   #4
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Yes 'abandon carrier' was an unfortunate choice of words.

It actually means something in the order of 'leave current carrier'.

Dont worry your 'in base' saves will still be there.
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Old 08-07-07, 01:21 PM   #5
Wulfmann
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Thanks I was waiting to hear back before I started up the game for my second patrol. At 100% I have absolutely no idea how to use the manual torpedo controls so will have to do the 45/90 -5 off the bow at 400 yards approach until I fiqure out that dang fagled contraption!!!!

Wulfmann
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Old 08-07-07, 01:30 PM   #6
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Quote:
Originally Posted by Wulfmann
Thanks I was waiting to hear back before I started up the game for my second patrol. At 100% I have absolutely no idea how to use the manual torpedo controls so will have to do the 45/90 -5 off the bow at 400 yards approach until I fiqure out that dang fagled contraption!!!!

Wulfmann
You're one of those German U boat skippers...right? J/K. Once you get a good idea how the TDC works it is a great tool. Just tinker around with it.
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Old 08-07-07, 01:34 PM   #7
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Take a look at this video on using TDC quite instructional.

http://www.subsim.com/radioroom/showthread.php?t=108689
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Old 08-07-07, 05:08 PM   #8
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Quote:
Originally Posted by Wulfmann
...off the bow at 400 yards approach until I fiqure out that dang fagled contraption!!!!Wulfmann
you might wanna change the to +500yrds, as anything less your torpedoes will just bounce off the targets hull
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Old 08-07-07, 05:40 PM   #9
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accurate Ranging with stadimeter takes practice.

Quote:
Originally Posted by Wulfmann
Thanks I was waiting to hear back before I started up the game for my second patrol. At 100% I have absolutely no idea how to use the manual torpedo controls so will have to do the 45/90 -5 off the bow at 400 yards approach until I fiqure out that dang fagled contraption!!!!

Wulfmann
Just have to press this button:


These are the steps to follow:
  1. make sure the Position Keeper is OFF since it changes the TDC data using the speed determined for the previous ship you attacked. So PK is OFF.
  2. Estimating the speed is affected by the efficiency of the crew, so it is useful to be in "battle stations" mode.
  3. identify the ship so the correct mast height is set in the dial.
  4. lock on the target. if the target is not locked the bearing will be off by at least one degree and you may get speed estimates in the range of 50 knots.
  5. do a range measurement with the stadimeter and send it to the tdc
  6. lower the periscope to avoid being seen
  7. wait for 10 seconds (any more than that is useless)
  8. raise the periscope
  9. lock on the target. if the target is not locked the bearing will be off by at least one degree and you may get speed estimates in the range of 50 knots.
  10. do a range measurement with the stadimeter and send it to the tdc
  11. press the "Estimate target's speed". The estimated speed is set inside the dial (and typed in the message log). Pressing the button many times will produce different values, because of the human error. It is wise to send to the TDC the average of the given values.
  12. send the speed to TDC
  13. determine AOB
  14. now the data are correct and you can activate the PK, lower the periscope and attack completely undetected
So this not quite "automatically", but at least you have the firing squad to do all the math for you:
  1. pin-point the positions (measured in degrees of latitude and longitude) of the target on the map (with almost GPS precision) based on the relative position of a target to the (moving) position of the sub. The parameters are the distance and the relative bearing to the target and the heading of the sub.
  2. measure the distance between the 2 positions (this is in meters or yards)
  3. determine the speed, knowing the distance and the time (this is meters or yards per second)
  4. transform the speed in knots (based on the average length of the nautical mile).
So, I guess that this math was what ticked everybody off when they said the stopwatch was broken . Basically, the stopwatch was only meant to give you the time between the range (and bearing) measurements. You had to do everything else, flowlessly, fast, every time . Well, no more!

PS: the system works even if there is no target in a thousand miles. So the system actually does all that calculations. Is not based on the fact that the game knows the position of all ships in the mission. You can do measurements of range and bearing "in clean air" and ask for a speed estimate with no problem. That's why is critical to lock on the target, so the result is the speed of that particular ship.

PPS: when you raise your periscope for the second range measurement, make sure you lock on the same ship. If you don't, the system will think the ship has teleported and report very high speeds . So when you see incredible speed estimates, it means you missed the ship and locked on another ship of the same class that's after you.
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Old 08-07-07, 07:41 PM   #10
Wulfmann
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OK, In the Kriegsmarine I look through the scope, get the angle, guess the heading ignore the size of the ship guess the speed all from experience and arch the puppy into any part of the ship I want. I even do it with a hard over rudder on flank at multiple targets.

Its like shooting a deflection shot in a fighter all by instinct.

Here is what I hope someone can tell me.
How to I set the angle.

That is all I need to know and this war will be over by Christmas 42!!!!!!!:rotfl:

Thanks for the well written description, nice. I just want to set the angle to arch the fish the rest I can do by instinct. Sorry if that sounds arrogant (I am arrogant naturally!!!).

I load the game, skip everything and start a 100% career. I am on my third patrol just attacked a convoy. Did the old U-boat overlap trick and sank a fat tanker, my seventh ship in this career and slipped away from the DCing escorts (I am right now on my game PC making my final get away and listening to the sound as I checked email and looked hear for some good advise which I got, thanks again.)
I did miss a shot at a DD but I had no time to do all that figuring anyway, more a hip shot.
Man I wish I had the German sound gear on this bucket of Scheise bolts!

Wulfmann
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Old 08-07-07, 07:43 PM   #11
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Donut, I am copying that and will go through it carefully as I am sure it will help a lot.
Wulfmann
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Old 08-07-07, 08:20 PM   #12
donut
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Kaleu.Wulfmann,youare welcome

Quote:
Originally Posted by Wulfmann
Donut, I am copying that and will go through it carefully as I am sure it will help a lot.
Wulfmann
I am learning manual targeting after 10 yrs.of Silent Hunter,
Shooting from the hip,I have not figured out in manual, but AOB can be set manually,also speed. I don't think range,matters except to engage position keeper for submerged tracking,but I am not sure about that. Onkle has a vid.tut. out,it's stickied. He mostly shoots from the hip.Need to know for DD evasion @ PD.I do wish I could just get the bearing from the scope and use rt. lft .angle deflection for snap shoots. Please let me know your hip shoot solution in US boots.
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Old 08-08-07, 12:13 AM   #13
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Quote:
Originally Posted by Wulfmann
Thanks for the well written description, nice.
Donut, I am copying that and will go through it carefully as I am sure it will help a lot.
Actually, it's not Donut's post , it's from another thread, called Steps to automatically determine speed using 1.3 Patch (July 15th)
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Last edited by maerean_m; 08-08-07 at 12:35 AM.
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Old 08-08-07, 08:53 AM   #14
Wulfmann
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That may be correct but I read it in Donut's post.

I had attacked two convoys last night, sank a 10K tanker out of each 3 hits on one, evenly spaced and 4 on the other with two in the bow. Was making for OZ with one fish and thought I would change the angle and fire then watch. I could not fire, it wouldn't let me and I could not reset it to zero.

I swear I don't how we won the bloody war!

I hope I can figure out how to do a simple reflex type shooting as that suits me for everything.
At the 200 yard rifle range I fire once, note the drift and Kentucky windage from that point on.
Received a new big boat so will see if that is any easier than the pig boat.

Is there a fix for the Jap DDs damaging themselves in DCing?

Wulfmann
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Old 08-08-07, 02:04 PM   #15
donut
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Shareing?

Quote:
Originally Posted by maerean_m
Quote:
Originally Posted by Wulfmann
Thanks for the well written description, nice.
Donut, I am copying that and will go through it carefully as I am sure it will help a lot.
Actually, it's not Donut's post , it's from another thread, called Steps to automatically determine speed using 1.3 Patch (July 15th)
On Subsim,we have been known to share without being dissed,for being helpfull.@ maerean_m,do you need an ata-boy,to bolster your ego ? Next you'll want K-Y jelly to lube your torpedo. Stikey is open fourm Info.,there no links to indivisual posts,& it's not a mod.,no strokes required.HELPFULL shipmates . Suggest attitude repair .
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