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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Helmsman
![]() Join Date: Feb 2010
Posts: 106
Downloads: 15
Uploads: 0
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Salutations.
Due to having one U-boat dream too many (seriously, I was going through Kiel *grin*), I've decided to go back to SH5 (at least until July, when the Battle of Britain begins anew *grin*). I got the sim at release and was impressed with the usual things (including leisurely going down Kiel Kanal *grin*), but decided to wait for a patch due to the crew morale bug (while rather gamey, I like the idea but hated losing all that after a reload). Now that this seems to be fixed, I have a few questions before jumping back in. 1- Has the proper use of the Stadimeter been clarified/identified since release? I could never figure out how to use it properly. I believe it involved sighting to the waterline and then bringing the black line to some point at the top of the target, but I could never figure out where exactly. Top of the funnel? Top of the bridge? Top of highest mast? All of these seemed to give different results based on the target. Some help would be appreciated. ![]() 2- I understand that many mods have been released, as usual in the SH world. Which ones would you recommend as "basic" mods all players should use? 3- I know most mods are installed using JSME, which I've used before but just want to confirm how to use it: Basically you just copy the JSME exe to the root of the game folder, executed it to have the MODS folder created, and then I just unzip the various mods to the MODS folder, and then run the JSME exe to enable the mods, correct? 4- How is patch 1.2 best installed? I've read some posts saying that the autoinstaller isn't working right. Is it best to manually download the patch file, or does just starting up the game work? 5- Last, but not least: I'm looking for a good gramophone and/or radio mod. Any suggestions? ![]() Thank you. Itkovian |
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#2 | |||||
Silent Hunter
![]() Join Date: Aug 2006
Posts: 3,528
Downloads: 118
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#3 | |
Helmsman
![]() Join Date: Feb 2010
Posts: 106
Downloads: 15
Uploads: 0
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However, a question: how has the Stadimeter been fixed in that mod? I was looking at it, and while it improves the TDC I don't see where it fixes the stadi. Though from what I understand, the stadi does work, but its just that you need to align to different points depending on the ship for it to work (the mast, the bridge, the elbow of the crewmen standing on the bow, etc.) Does that mod then tell us where to align the stadi? Thank you. Itkovian |
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#4 |
Silent Hunter
![]() Join Date: Aug 2006
Posts: 3,528
Downloads: 118
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The problem with the standimeter is that it thinks ALL mast heights are 20m. So that's why it sometimes works depending on where you measure from, as long as the point is 20m up, you'll get a proper reading.
TheDarkWraith fixed it programatically. What happens behind the scenes is that it reads where your install directory is, compares the locked target's name to the names.cfg file, then takes the ship type given by that and reads the proper mast height from the ship's config files. You as a player only see "Mast Height: 28.4" or whatever, and the standimeter "just works". Measure from the top of the mast and tada! |
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#5 | |
Helmsman
![]() Join Date: Feb 2010
Posts: 106
Downloads: 15
Uploads: 0
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Maybe I can even play without map updates then. ![]() Itkovian |
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#6 |
Helmsman
![]() Join Date: Feb 2010
Posts: 106
Downloads: 15
Uploads: 0
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Hum, I notice that the UI mod (installed, working well) also enables the gramophone (or maybe it already was).
Does that mean that I can install that gramophone mode (that adds more tunes) without problem? I am curious, as it is a mod from the SHIII forums. Thank you. Itkovian |
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#7 |
Helmsman
![]() Join Date: Feb 2010
Posts: 106
Downloads: 15
Uploads: 0
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Some more questions.
![]() I finally started my campaign and made my way to the east coast of england for the "coastal waters" mission. After some prowling around and evading a few destroyers, I approached the Firth of Forth and just now made contact with a convoy headed eastwards. I am in perfect position to move in and lie silently for them to pass at close range, and so I am using the occasion as something of a training ground ![]() Now I already made one attempt (albeit a not very scientific one), and fully 3 of my 5 torpedoes detonated prematurely (1 hit, the other missed). Therefore, my questions are: 1- How do I prevent premature detonation? Is that a problem with the magnetic pistol detonators? Should I rely on explosion on contact instead? 2- What method of attack do you prefer to use when faced with a convoy in perfect formation? What I mean is: it is simple to get a decent solution on a single convoy member (my first torp hit, after all), but how then do you proceed to fire torpedoes at other members of the convoy? Can you obtain several solutions at once? Or do you simply "eyeball it" using the first solution as reference, knowing the rest of the convoy is on the same heading and speed (so you simply need to adjust the range)? Of course, once I'm done I'll have to evade the destroyers, and my batteries relatively low after diving away from enemy aircraft, so it should be interesting as well. But I simply can't accept not sinking two of those transports, it is such a perfect opportunity. ![]() Thank you. Itkovian |
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#8 | |||
Silent Hunter
![]() Join Date: Aug 2006
Posts: 3,528
Downloads: 118
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Also your batteries should never be low. ![]() While on battery power try to not go faster than the first two speeds if you can to save battery power. |
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#9 | ||
Helmsman
![]() Join Date: Feb 2010
Posts: 106
Downloads: 15
Uploads: 0
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As for sailing towards the back of the convoy, I'm not sure how wise that would be right now, as that would take me deeper in the Firth, likely crawling with escorts, and then I'd have to limp out for a while before I could surface. I'll see how it goes, I am definitely using this opportunity as practice, though. Made a save game right before contact, and will probably be reloading it a few times to get the hang of things. ![]() Itkovian |
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#10 | |||
Silent Hunter
![]() Join Date: Aug 2006
Posts: 3,528
Downloads: 118
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You just set your scope and leave it there and fire as ships pass your wire. Farthest target first. ![]() Quote:
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#11 |
Helmsman
![]() Join Date: Feb 2010
Posts: 106
Downloads: 15
Uploads: 0
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Aaaah, I see. Drawing does help.
However, how did you know that 10 degrees is the angle needed? From what I understand you simply turn it until you reach 0 gyroangle, but how come 0 gyroangle gives you the exact lead needed? I assume that's "calibrated" by the TDC or some such? Does that lead change based on target speed and torpedo speed? So, for example, if the target was moving faster, it would require less degrees to move peri to 0 gyroangle (and, conversely, more degrees if the torpedo speed is lower)? A pre-requesite is to have your boat's bow pointing perpendicular to the convoy's path, correct? That's why gyroangle 0 is the angle you need to point for? From what I can tell, this would make this method the best way to attack a convoy moving in ordered formation like this, whereas more traditional techniques (relying on range and not having to point the boat in the right direction) are more useful for less "structured" scenarios? Thank you. Itkovian |
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#12 |
Watch
![]() Join Date: May 2004
Posts: 25
Downloads: 43
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*I've decided to go back to SH5 (at least until July, when the Battle of Britain begins anew *grin*).*
How is Battle of Britain going to begin ? Anything I should know ? ![]() |
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#13 | |
Admiral
![]() Join Date: Oct 2006
Location: Brighton, England.Party capital of the south
Posts: 2,255
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No definite date yet AFAIK. Can't wait for this to be released either ![]() |
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#14 |
Helmsman
![]() Join Date: Feb 2010
Posts: 106
Downloads: 15
Uploads: 0
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There are several attempts to "relive" the Battle of Britain this year, in honour of its 70th anniversary.
So, in fact, the battle begins July 10th. ![]() Itkovian |
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