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Old 02-19-11, 12:57 PM   #1
fiendlittlewing
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Join Date: Oct 2009
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Default Few things not in the manual

Hello. I enjoy this game as well as silent hunter 4 before it.

I'm playing on 100% realism and am using the following mods.

Old Style Explosions V1.1
Critical hits 1.1 Torpedoes
Critical hits v1.2
New UIs v6.30 (W/ patch 4)
IRAI .030

How do I get my sonar man to ping an enemy ship? Whenever I click the command icon (above the crew members headshots) it always says there are no targets. How do I select a target?

What's up with the radio reports added with the new UIs? I enjoy the layer they add to the game, but I'm perplexed by enemy ships reporting my position. This will happen the instant my periscope breaks the surface. Even at night, even at long ranges. The ships don't appear to act on this information, they just report it. Oddly enough they seem to be better at spotting me at distances of 3-4k than up close. They almost never report my scope when it breaches within 1000m of them. They also fail to report being attacked. They turn on the flood lights and start to jink, but the radio falls silent until I sink them.

Is there any better damage model available? I miss the way in SH4, when modded, ships would take hours to sink sometimes. I would listen to them go down as I dodged the DDs. SH5 ships sink in silence now and they slip under so quickly. Even w/ the Critical hits mod, the ships take damage in a more interesting way, but there still seems to be a HP threshold where, once crossed, the ships slip under as if someone pulled a gigantic rubber stopper on the keel.

I'm still early on in my carrier (Christmas '39) and nothing has attacked me save a couple of swordfish. What do I have to look forward to?
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Old 02-19-11, 01:13 PM   #2
stoianm
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Join Date: Dec 2010
Location: Montreal, Canada
Posts: 2,776
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Default

Quote:
Originally Posted by fiendlittlewing View Post
Hello. I enjoy this game as well as silent hunter 4 before it.

I'm playing on 100% realism and am using the following mods.

Old Style Explosions V1.1
Critical hits 1.1 Torpedoes
Critical hits v1.2
New UIs v6.30 (W/ patch 4)
IRAI .030

How do I get my sonar man to ping an enemy ship? Whenever I click the command icon (above the crew members headshots) it always says there are no targets. How do I select a target?

What's up with the radio reports added with the new UIs? I enjoy the layer they add to the game, but I'm perplexed by enemy ships reporting my position. This will happen the instant my periscope breaks the surface. Even at night, even at long ranges. The ships don't appear to act on this information, they just report it. Oddly enough they seem to be better at spotting me at distances of 3-4k than up close. They almost never report my scope when it breaches within 1000m of them. They also fail to report being attacked. They turn on the flood lights and start to jink, but the radio falls silent until I sink them.

Is there any better damage model available? I miss the way in SH4, when modded, ships would take hours to sink sometimes. I would listen to them go down as I dodged the DDs. SH5 ships sink in silence now and they slip under so quickly. Even w/ the Critical hits mod, the ships take damage in a more interesting way, but there still seems to be a HP threshold where, once crossed, the ships slip under as if someone pulled a gigantic rubber stopper on the keel.

I'm still early on in my carrier (Christmas '39) and nothing has attacked me save a couple of swordfish. What do I have to look forward to?
you can not use the ,,ping,, to find the range from contact in sh5 as you did in sh4 (try to learn 4 bearing method - you can find range, cource and speed using only the hydro and you do not need the ping - anyway i read somwere that in real life if you use ,,ping'' you can be spoted)- at least i think so

trevally build a veruy useful tutorial where you can learn the 4 bearing method like ,,in game''

here: http://www.subsim.com/radioroom/showthread.php?t=177725

very useful if you like to play realistic

i looked also you mod list and you lose a lot of fun related to realism 100%

try to use TDW UIs and install real nav and no hydro and no aircraft at surface by tdw also

then you can say you play 100% realism

cheers
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Old 02-19-11, 02:47 PM   #3
Drewcifer
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Join Date: Jul 2009
Location: Michigan, USA
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Default

I would caution you the real nav mod makes things more a headache then fun honestly.. if you don't know where your sub is at you can't very well get into position for attack now can you? And forget setting a course and TC to patrol zone..

Its more a practice of staying off land then anything else.

But thats just my thoughts on that, and I play at 100% as well.
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Old 02-19-11, 02:56 PM   #4
stoianm
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Join Date: Dec 2010
Location: Montreal, Canada
Posts: 2,776
Downloads: 833
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Default

Quote:
Originally Posted by Drewcifer View Post
I would caution you the real nav mod makes things more a headache then fun honestly.. if you don't know where your sub is at you can't very well get into position for attack now can you? And forget setting a course and TC to patrol zone..

Its more a practice of staying off land then anything else.

But thats just my thoughts on that, and I play at 100% as well.
100% means 100% my friend - if you know all the time the exact position of your ship means that you are in the space age already not in the WWII - as a good friend of mine said to me

honestly i can not see myself playing without real navigation (and for me is fun not headache)

truth is that diferent peoples are diferent tastes and tastes are not for arguing

cheers
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Old 02-19-11, 03:21 PM   #5
Drewcifer
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Hey to each his own, I was just giving my personal thoughts on the matter. With Real navigation the game loses its fun factor of being captain and becomes a burden of where is waldo after ever four to five game hours.

But then again your talking to somebody that absolutly hates the four bearing method... I just can't understand how it works. Sure you can track in what direction anything is headed by hydrophone alone, but where you guys are figuring out an actual range from this method i'm lost.

I need one CONSTANT and that is the location of my ship. From there I can figure out ranges, speeds, headings.
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Old 02-19-11, 03:28 PM   #6
stoianm
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Join Date: Dec 2010
Location: Montreal, Canada
Posts: 2,776
Downloads: 833
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Default

Quote:
Originally Posted by Drewcifer View Post
Hey to each his own, I was just giving my personal thoughts on the matter. With Real navigation the game loses its fun factor of being captain and becomes a burden of where is waldo after ever four to five game hours.

But then again your talking to somebody that absolutly hates the four bearing method... I just can't understand how it works. Sure you can track in what direction anything is headed by hydrophone alone, but where you guys are figuring out an actual range from this method i'm lost.

I need one CONSTANT and that is the location of my ship. From there I can figure out ranges, speeds, headings.
i wil point you to watch a video and use a tool that take away the nasty part of the 4 bering my friend - try to watch the video - use the tool and you will love the 4 bearing methode after

http://www.subsim.com/radioroom/show...8&postcount=46
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