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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Swabbie
![]() Join Date: Sep 2010
Location: Adriatic sea cucumber patrol
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I am using SH4 WoP version 1.0,and want to ask a few questions:
1.How do i re-arm my torps once all tubes r empty?I know i have to go to port,click anchor button,and only thing i get is fuel ![]() I dont get neither deck gun/aa gun shells,nor torps ! Bummer. Is it possible only in campaign,or it can be done in quick missions and patrols?I have many quick missions created by myself in editor, so it would be a real bummer if i cant refit torps @port. 2.When destroyer ship spots you,how deep can his bombs drop? And should i use decoys while crash diving/evading before chasing destroyer? 3.I read in SH manual that torpedo deep should be set on '20' for battleship class,but thats too deep,and torps are coming lower than the ship hull is.Should i make it like 15 or something?I would really like to see how that magnetic contact torp is working ![]() ![]() Thanx all 4 answers,i know i am borring and new and stupid,but i just have to ask ![]() |
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#2 |
Swabbie
![]() Join Date: Sep 2010
Location: Adriatic sea cucumber patrol
Posts: 10
Downloads: 2
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This is captain of USS CUCUMBER speaking to all friendly
boats in area,please helps or these damn IJN dudes will topr my ass off and process it to shark's food !!! ![]()
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Rubber ducky at bearing 222!Fire the torps! |
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#3 |
A-ganger
![]() Join Date: Jul 2009
Posts: 79
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You might be surprised to learn that at the times you've posted most people are fast asleep....
![]() I'm sure you'll get all the info you need (and more...) in the course of the DAY.... |
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#4 |
Helmsman
![]() Join Date: Sep 2002
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1. in campaign mode you can rearm at any friendly port with an anchor. Have no idea if it works in quick missions(never tried any)
2. It can drop bombs far deeper than you can dive. I never use decoys unless i have been discovered and they are closing in on my position. That is.. once an enemy DD is starting its final run for me, i drop the decoy and make a sharp turn, stop engine and "drift" for a while.. thuogh it all depends on the situation. 3. if you are using the magnetic detonators you should set the dept of the torpedo to no more than 3 feet lower than the keel dept found in the manual. If in high seas, use contact instead. nappy Last edited by nappy; 09-14-10 at 04:06 PM. |
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#5 |
Samurai Navy
![]() Join Date: Mar 2010
Location: somewhere in the Past.
Posts: 582
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I run my torps at about 15-20 feet. There is no sound way to avoid or evade Destroyers its all sorta fly by the seat of your pants.
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"Diesel Pig" Not so long ago... |
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#6 |
Swabbie
![]() Join Date: Sep 2010
Location: Adriatic sea cucumber patrol
Posts: 10
Downloads: 2
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Thanx
![]() DDs really bugs me!They r always around convoys,protecting the ''valuable ones'' inside,and at even slightest sign of danger,they r all rushing toward me,droping bombs and wrecking havoc ![]() ![]() ![]() Azizuki is really hatred name for me !!! Agrrrr !!! As for the topr deepth,now its ok,everything works just fine ![]() Thanx once more.Just cant reload those dan torps,still ![]()
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Rubber ducky at bearing 222!Fire the torps! |
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#7 |
Navy Seal
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First of all you're going to have insurmountable bugs with version 1.0. You need to patch at least up to version 1.4. All patches are available in the downloads area of Subsim. All you have to do is apply patch 1.4, which includes all previous patches.
Even there you will be at a disadvantage for using any mods because with Silent Hunter 4 U-Boat Missions (SH4UBM) came patch 1.5. Just about all mods are written for patch 1.5 and will have problems with a patch 1.4 game. Buying SH4 Gold is the best solution for that for several reasons I won't go into. The most important reason is a great price and everything on one DVD.
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Sub Skipper's Bag of Tricks, Slightly Subnuclear Mk 14 & Cutie, Slightly Subnuclear Deck Gun, EZPlot 2.0, TMOPlot, TMOKeys, SH4CMS |
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#8 |
Ocean Warrior
![]() Join Date: Sep 2008
Location: Notify command we have entered the Grass Sea
Posts: 2,822
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RR advice is your solution. You can get a gold edition for less than $20, and that gives you the option of lots of mods.
Early war torpedoes ran deep and magnetic contacts were defective. There is a post in RR sticky re bag of tricks for skippers that discusses techniques to avoid a dd's sonar, etc. |
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#9 |
Samurai Navy
![]() Join Date: Mar 2010
Location: somewhere in the Past.
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Here courtesy of RR and credit to Ducimus i believe.
This helped me understand how to think in terms of evading DD attack. http://www.ducimus.net/sh415/ai.htm
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"Diesel Pig" Not so long ago... |
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#10 |
Swabbie
![]() Join Date: Sep 2010
Location: Adriatic sea cucumber patrol
Posts: 10
Downloads: 2
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Thanx guys,it all were very helpfull !!!
![]() I patched to 1.4 and this is completely NEW game now ![]() Hehe ![]() And refit of torps @home port,i simply love it ![]() Now i can rocknroll through the seas ![]() Read that DD post too,will try my best to avoid/sink those m'f'ers ! ![]() Gracias mucacos! ![]()
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Rubber ducky at bearing 222!Fire the torps! |
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#11 |
Rear Admiral
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If you can't get gold, at least add TMO for 1.4 and you'll see yet another new game.
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#12 |
Ocean Warrior
![]() Join Date: Sep 2008
Location: Notify command we have entered the Grass Sea
Posts: 2,822
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![]() Last edited by I'm goin' down; 09-15-10 at 10:11 PM. Reason: fixed the price |
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#13 |
Swabbie
![]() Join Date: Sep 2010
Location: Adriatic sea cucumber patrol
Posts: 10
Downloads: 2
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I am idiot:|Whats TMO?
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Rubber ducky at bearing 222!Fire the torps! |
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#14 |
Ocean Warrior
![]() Join Date: Mar 2007
Location: Houston, TX
Posts: 2,731
Downloads: 393
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"Never ask a World War II history buff for a 'final solution' to your problem!" |
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#15 |
Ocean Warrior
![]() Join Date: Sep 2008
Location: Notify command we have entered the Grass Sea
Posts: 2,822
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Many mods fix one or two aspects of the game. E.g. the U.S. medals fix. Webster has lots of inidividual mod fixes. Mega mods change the entire game. TMO, RFB, and FOTRS are three mega mods. RSRDC is a mega mod that adds actual WW2 convoy and Task Force routes and overlays RFB and TMO. I haven't played Operation Monsoon, etc.
You can get a partial list of the mods in the mod forum under Neal Stevens' sticky re popular mods, etc. It displays the range of mods, tutorials, modding tools, etc., but it is only a partial list, as there are a ton of creations. If you do not play with a mega mod, you might want to look at Webster's various mods, which cover a wide range of game "fixes." He has a mod called GFO, which I believe is a collection of a large number of game fixes. If you want help in attacking, study the information at Rockin Robbins sticky in the main forum re skipper's bag of tricks, etc. Don't forget the Easy Aob mod in this regard. There is a ton of information, so dive in. By the way, TMO is the toughest of the mega mods. Its destroyers can detect anything, anywhere, and at any time.... Finally, you should upgrade to the UBoat missions (SH4 v1.5.) Then you will be able to take advantage of the full range of mods. |
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