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Old 02-03-12, 09:05 PM   #1
Luken
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Default Neutral ships

From what I found in SH3 you are losing your renown if you will sunk neutral ship (true?), how it works in SH5? I just had a situation where at night, with medium fog, I found a ship that was not illuminated and was traveling from British port. It was impossible to see a flag even from 500m, I though - he is in the war zone, not illuminated, so I should assume that it is an enemy (true?), after I shelled him, a fire on deck illuminated the flag - flag of Denmark. It looks like command is happy (I got a message with "Good work!" and completed mission), but is it true? That was a neutral ship . Are there some precise guidelines of when attacking neutral ships is correct?


o7
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Old 02-03-12, 09:57 PM   #2
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C:\Ubisoft\Silent Hunter 5\data\Scripts\AI\Events\GAMEPLAY_ShipSunk
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Old 02-04-12, 04:59 AM   #3
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Hmm, it means there is no difference between sinking enemy ships and neutral ships . A bit strange, but thanks.
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Old 02-04-12, 06:19 AM   #4
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But I think you still get renown penalty for sinking neutral ships. This is from data/cfg/basic.cfg-file:

[RENOWN]
RenownReachGridObjCompleted=500
RenownPatrolGridObjCompleted=200
CompletedPatrol=100
NEUTRAL=-1
ALLIED=1
AXIS=-10
WrongShipSunk=-5000
FirstRankRenown=1000
SecondRankRenown=3500
EndCampaign=-5000

So if you sink a ship with 400 renown value and it's a neutral, I think you get -400 point. At least I hope it works that way.
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Old 02-05-12, 06:26 PM   #5
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Fishing trawler without a flag - I let him go, was it right?
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Old 02-05-12, 09:15 PM   #6
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Not really worth sinking anyway, hardly any tonnage, so yes, I'd say it was the right thing to do.

Also, I'm not really into sinking fishermen. It's not like they contribute all that much to the enemy's war effort.
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Old 02-06-12, 05:47 AM   #7
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Well I think you can leave things up to your imagination. If you read the campaign messages from the BdU they often change the rules of engagement. Secondly thje ships that are true neutral in mtns mod are actualy lighted up at night, cool right So if you come across a neutral ship in 1939 and the ROE don't specify sinking neutral ships, just let the ship go no matter what the game says about renown. I once found an Icelandic ship in 1940, it was dark and Iceland was marked red like an enemy country, however I found out on the Net that Before and during the early stages of the war Germany wanted to maintain very friendly relations with Iceland, but then in 1940 I think Britain invaded Iceland as a preemtive measure....so I was thinking we Germans like the poor Icelandics......we will win the war and liberate them in a few months....I don't want any bad blood.....so I let him go

Make up your own realism The German captains also had a hard time making field decisions weather to sink a non British ship
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Old 02-06-12, 01:06 PM   #8
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Thanks, I also made a decision only by "role-playing" my captain . Poor fisherman, but If I could I would warn him, that he should install some lights or next time he may not be able to go back home .
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Old 02-06-12, 05:07 PM   #9
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Quote:
Originally Posted by Luken View Post
Thanks, I also made a decision only by "role-playing" my captain . Poor fisherman, but If I could I would warn him, that he should install some lights or next time he may not be able to go back home .
You can try the more traffic nations and ships mod or known as mtns http://www.subsim.com/radioroom/show...183101&page=49

Here you can find neutrals which have lights on at night and distingush them from the ones that are dark and trying to sneak contraband around
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Old 02-06-12, 06:05 PM   #10
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Quote:
Originally Posted by Maki4444 View Post
You can try the more traffic nations and ships mod or known as mtns http://www.subsim.com/radioroom/show...183101&page=49

Here you can find neutrals which have lights on at night and distingush them from the ones that are dark and trying to sneak contraband around
I'm using it, and that Danish neutral ship from first post wasn't illuminated at night .
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Old 02-06-12, 06:12 PM   #11
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Quote:
Originally Posted by Luken View Post
I'm using it, and that Danish neutral ship from first post wasn't illuminated at night .
There you go then. Don't worry he was off to Denmark for more supplies, when he comes back filled with material for the British, you get him
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Old 02-06-12, 07:45 PM   #12
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Quote:
Originally Posted by Maki4444 View Post
There you go then. Don't worry he was off to Denmark for more supplies, when he comes back filled with material for the British, you get him
Actually I sunk him, and he can't go for war supplies :/ , so supplies needs to go to him .
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Old 02-06-12, 08:30 PM   #13
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Quote:
Originally Posted by Luken View Post
Actually I sunk him, and he can't go for war supplies :/ , so supplies needs to go to him .
Great job Herr Kaeleun

BdU will be most pleased with your edeavours
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Old 02-13-12, 10:06 PM   #14
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About neutral ships, I just ran into two of them. I have them in my sites and I ask hydro man to follow nearest sound contact, but he says there isn't any.

Is this because ships are neutral? I can hear them when I go to hydro station.

The ships are, Rongel Small Old Split Freighter and N3SA1 Small Merchant. I believe they were added from OHII Full.

Also I am using GHG hydrophone equipment and contact is 1250m away.

Last edited by Raven_2012; 02-13-12 at 11:26 PM.
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Old 02-14-12, 01:04 AM   #15
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From the other thread, it seems you already have your game patched with TDW SH5Patcher... the sonarguy still cannot hear a ship at 1.250? Is it out of the deaf zone (I think 20º bow and 40º stern)? Even if you can hear them, the sonarguy will usually lose their track.

(if not using the patch: http://174.123.69.202/~subsimc/radio...d.php?t=181433)

Last edited by Tolkemec; 02-14-12 at 01:18 AM.
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