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#2446 | ||||
Watch
![]() Join Date: Aug 2015
Posts: 30
Downloads: 87
Uploads: 0
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Also, I can't decide which is more obnoxious, his shouting or his whispering. A mod to make his contact updates say ONLY the bearing would be greatly appreciated. (so, just "eins-zwei-drei" instead of repeating the whole spiel) I imagine it could work since the bearing readout portion of the dialogue is already a Bitching Betty style mashup of prerecorded numerals. On the subject of the hydro, does anyone know if TWOS includes functioning propeller sound where the RPM is proportional to ship speed, similar to this mod? The mentioned mod caused me CTDs when used with TWOS, but I would really love to have that ability as it greatly enhances the efficiency of 4 Bearings tracking when you can get a fairly accurate speed estimate to narrow down the possible distance of the target course before you even take the fourth bearing. I love the look of the charts in that mod but I don't think they're compatible with TWOS since the RPM mod seemed to use different base prop audio files (RPM mod ones were faster), and I believe it definitely something that historic soundmen would do, no? Also, the hydro operating chart included in TWOS (I believe it's part of sjzzle's chart pack originally) has notes describing the rhythm of 3-bladed vs 4-bladed props but makes no mention of what the significant of that is in-game. (though I assume that, historically, ships could be differentiated by the number of prop blades) Are the number of blades on props differentiated at all in-game? I've only ever heard 4 blades. Last edited by goodpoints; 08-12-15 at 04:35 PM. |
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#2447 |
Growing Old Disgracefully
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Decks Awash seems to be a contentious issue on a number of fronts.
Apart from not being able to use the binoculars the Watch Officer cannot give a range to any targets as well as issues with the Navigator not being able to carry out certain tasks. These are all game issues rather than realistic ones. The increased fuel use and few less knots at Decks Awash seems to be realistic. The other problem you have with Decks Awash is that you cannot charge the batteries. This can also cause another problem in rough seas where the propulsions keep changing over backwards and forwards between the diesels and electrics. There is a setting in the OFEV where the changeover times can be adjusted. I am currently using Decks Awash at 6. In TDW’s Options File Editor Viewer (OFEV) there are numerous Hot Keys that can be used. One I particularly like to use is to change the Real Navigation map fixes delete Hot Key X to Shift Key + X. This releases the X key so I can use it for the Crash Dive Hot Key. The position of the X key in its self is well positioned for a hovering finger. Other Hot Keys I use are: Deck Gun > Shift + D Attack Scope > Shift + A Hydrophone > Shift + H UZO > Shift + U Observation Scope > Shift + O As far as the Deck Gun is concerned I would recommend the use of Vecko’s mod “DeckGun Friendly Waves_Test” this works well with TWOS. This mod seems to have reduced the number of times I was experiencing with the Deck Gun Crew running off to change their socks. With the Deck Gun performance reduced by 50% I have used the 88mm on both the VIIA and B, although the option is there to upgrade to the 105mm. The mod “Critical Hits” is highly recommended. 80 shells to sink 2,000 tonnes to me is not acceptable and does not add anything to the game play. “Critical Hits” In my view and experience of using it to date I think has been harshly criticized as arcade playing which I personally have not found it to be that way at all. Maybe these critics were using a 105mm. If the default 88mm was available I would gladly remove the "Critical Hits" mod. Peter
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#2448 |
Growing Old Disgracefully
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"hocking" raised a good point about Crew Management/Promotion Points in his post #2433 on page 163 that has not had any answers too.
I think this an interesting subject and if it could be answered would be a benefit to us all. Peter
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LSH3-2015 <> TUTORIALS <> ALL YOU NEED TO KNOW <> ALL IN ONE PLACE SH4 <> TUTORIALS <> HOW TO DO IT <> INFORMATION <> DOWNLOAD LINKS SH5 <> TUTORIALS <> HOW TO DO IT <> INFORMATION <> DOWNLOAD LINKS Always Here To Help A Fellow 'Subber' | Need An Answer to A Question Just Send Me A PM |
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#2449 |
Argentinian Skipper
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Patroling the SH5 mods threads I discovered a "mtsn" mod for more ships and harbors. It was compatible with OHII 1.9. Is it compatible with TWoS? Some adaptation is possible?
Best regards. Fitzcarraldo ![]()
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My subject is War, and the pity of War. The Poetry is in the pity - Wilfred Owen. |
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#2450 |
Sparky
![]() Join Date: Apr 2012
Posts: 151
Downloads: 502
Uploads: 5
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Is there any download link from Subsim directly? I always get something wrong with the MEDIAFIRE link.
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#2451 | |||
Watch
![]() Join Date: Aug 2015
Posts: 30
Downloads: 87
Uploads: 0
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![]() I've been somewhat skeptical of deck gun performance being underestimated for the sake of difficulty as well, especially since (as far as I understand) none of the SH games or mods really model ballistic and impact dynamics. And from glancing at data/zones.cfg that seems to be the case, see below example (which may also provide an explanation for why that ship you blew the stern off of seemed to have a lingering rudder floating in space): Quote:
If the game engine isn't capable of modeling anything more accurate, patrol reports that make mention of shells expended on targets should be compiled and the average number of shells expended per GRT sunk solely by deck gun (if enough examples can be found) should be taken as the basis of the damage factor of in-game rounds. The first such example I've come across from U-37's third patrol in 1939 is the sinking of a ~3500 ton Steamer, SS Ledbury, with 34 rounds on target. (source, pg. 16-17, 24.10.39, 0800 & 0918 entries) I'll take a look and see if I can find enough other examples to start compiling some data. I do think though, that the primary limitation on using the deck gun should be the vulnerability of surface attack and the player's willingness to constrain the taking of implausible risks by limiting saving/loading out of port. Quote:
Does anyone know where such preconditions for such commands are located in the file structure? (no hint from commands.txt or commands.cfg) Hopefully it's not buried in the .exe hex code. Last edited by goodpoints; 08-14-15 at 05:16 PM. |
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#2452 | |
Argentinian Skipper
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Regards. Fitzcarraldo ![]()
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My subject is War, and the pity of War. The Poetry is in the pity - Wilfred Owen. |
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#2453 |
Growing Old Disgracefully
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From my previous Post showing my Decks Awash setting at 6.
6 will not activate the Decks Awash Icon. 6.50 will. 7.50 wants to keep changing the propulsion to electric. Peter
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LSH3-2015 <> TUTORIALS <> ALL YOU NEED TO KNOW <> ALL IN ONE PLACE SH4 <> TUTORIALS <> HOW TO DO IT <> INFORMATION <> DOWNLOAD LINKS SH5 <> TUTORIALS <> HOW TO DO IT <> INFORMATION <> DOWNLOAD LINKS Always Here To Help A Fellow 'Subber' | Need An Answer to A Question Just Send Me A PM |
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#2454 |
Swabbie
![]() Join Date: Aug 2015
Posts: 7
Downloads: 9
Uploads: 0
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Hey guys,
I have the lates TWOS version, with realistic navigation enabled. I know there's no button for auto recognition, but to use the stadimeter for range I need to identify the target which isn't possible for me. I open the recognition book, choose the correct ship, and send the data to TDC. But in the WO dialogue screen the target is still undetermined and so I can't use the stadimeter. What should I do? |
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#2455 |
Gefallen Engel U-666
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Sir Pappnase!
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"Only two things are infinite; The Universe and human squirrelyness?!! |
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#2456 |
Growing Old Disgracefully
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A Warm Welcome To The Subsim Community > Sir Pappnase
![]() You Will Always Find Someone Here To Help You ![]() New To Silent Hunter <> Need Help <> Click On My Thread Link. ![]() Subsim <> How To Donate <> See The Benefits <> Support The Community ![]() Post #24 Shaefer’s Season 2 Let's Play Silent Hunter 5 YouTube Videos ![]() You must lock the target first with the space bar. Pess the E key to show the recognition manual. The Wolves Of Steel > Adds The Missing Target Identify Icon Back > Wind & Smoke addon Mod
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LSH3-2015 <> TUTORIALS <> ALL YOU NEED TO KNOW <> ALL IN ONE PLACE SH4 <> TUTORIALS <> HOW TO DO IT <> INFORMATION <> DOWNLOAD LINKS SH5 <> TUTORIALS <> HOW TO DO IT <> INFORMATION <> DOWNLOAD LINKS Always Here To Help A Fellow 'Subber' | Need An Answer to A Question Just Send Me A PM |
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#2457 |
Swabbie
![]() Join Date: Aug 2015
Posts: 7
Downloads: 9
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Thanks for the mod link but I want to identify the ship myself
![]() Well I did lock the target with spacebar then it opens the WO dialogue where I can only click on "never mind" so I click on the WO icon in the dialogue then I can click "start TDC" or something like that and then it open the dialogue where I can choose range, speed etc. but WO says only tanker or unknown merchant or something like that. so I press E search for the right ship for instance liberty frighter, press send data to TDC but nothing happens. Edit: It actually did something when I press "send mast data to TDC" in the range dialogue. Now I have the mast data entered. But how to calculate the distance. I assume the triangle between periscope, Ships waterline and highest point of mast is a right traingle, all I need now is an angle. Last edited by Sir Pappnase; 08-16-15 at 05:37 AM. |
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#2458 |
Chief of the Boat
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Welcome to SubSim Pappnase
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#2459 | |
Watch
![]() Join Date: Aug 2015
Posts: 30
Downloads: 87
Uploads: 0
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You could also use the RAOBF to get distance if you know (or approximate) the AoB and target length by lining up the optic length with the AoB and then seeing where the target length wheel on the top aligns with the distance section of the middle wheel, but you definitely want to have a working stad. Personally I use the Wind & Smoke Addon and just restrict myself to clicking Identify when I'm within a reasonable range to see some detail. You could always use it as a workaround by manually identifying the target before you click Identify to put the data in the WO dialogue. |
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#2460 |
Seaman
![]() Join Date: Jun 2015
Posts: 42
Downloads: 51
Uploads: 0
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I am curious, what is the max dive depth in this mod? Whenever I go below 100m (yellow on the dial) for whatever reason I cannot maintain that depth but rather keep sinking deeper, and can't seem to go higher without blowing ballast. Does that mean the max depth is 100m? At 96m I have no problems, but I know that u-boats could go to 200m or so if they had to. Is this a bug or is my u-boat perhaps just damaged?
EDIT: Actually I'm experiencing a far more important problem. I can't seem to save. Every time I try to save I get "Save Game Failed". What the hell? It was working an hour ago and now it's not. Nothing I do seems to fix this... EDIT2: It seems to have been caused by some kind of corruption of the game. I just couldn't save if I ever went below 100m, and I couldn't escape the group of destroyers without going that deep. I just had to load a previous save and not attack the convoy I attacked at all because I just had not hope of escaping without messing up the save file. Last edited by RoflCopter4; 08-16-15 at 10:06 PM. |
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