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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#706 | |
Seaman
![]() Join Date: Sep 2020
Location: Thermal Layer
Posts: 41
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thanks a lot!! Mind telling me what it is exactly?
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![]() But sir.. Don't worry, she can handle the depth. We're perfectly fi.... |
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#707 |
Seaman
![]() Join Date: Sep 2020
Location: Thermal Layer
Posts: 41
Downloads: 82
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HOLY... HE ACTUALLY HAS WHAT I WAS LOOKING FOR!!!
Thanks a lot, mate, you just made a full-grown man very happy. I can't thank you enough. I'm probably not sleeping tonight. Thanks man
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#708 | |
Navy Seal
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DW menu ini is VERY tweaked ![]()
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#709 |
Bosun
![]() Join Date: Mar 2018
Posts: 64
Downloads: 559
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This is a modification of menu.ini from DW_v2 or DW_v3, there is no U-Jagd here and the OM_U-Jagd mod is not compatible.
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#710 | |
Seaman
![]() Join Date: Sep 2020
Location: Thermal Layer
Posts: 41
Downloads: 82
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Played for some hours last night and everything seems fine actually. I only have limited knowledge about modding but based on my observation, nothing really seems broken. The extra U jagd mod is probably not compatible though. But I guess It's ok for me.
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#711 |
Seaman
![]() Join Date: Sep 2020
Location: Thermal Layer
Posts: 41
Downloads: 82
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Hi it's me again
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![]() But sir.. Don't worry, she can handle the depth. We're perfectly fi.... |
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#712 |
Navy Seal
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They are there for sure! Up to you to find them...
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#713 |
Seaman
![]() Join Date: Sep 2020
Location: Thermal Layer
Posts: 41
Downloads: 82
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Huh, so they are just really hard to find eh? I was certainly about to pull all my hair out of frustration lol. I probably just need to git gud. Does time compression affect the rate at which the ships spawn?
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![]() But sir.. Don't worry, she can handle the depth. We're perfectly fi.... |
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#714 |
Navy Seal
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No, only for planes
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#715 | |
Silent Hunter
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date/time period? which base? which boat? where are you patrolling? it is always a good idea to also include your mod set from JSGME with your initial question. Task-Export-Mods-To Clipboard and then paste that into your post. i cannot make bricks without clay. ![]() ![]()
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there are only two things in the world: submarines and targets. Fortis et stabilis et fidelis, semper ![]() ![]() ![]() ------------------------------------------------------------ Silent Hunter 4 1.5 Gold Edition on CDROM LAA enabled Dell XPS with 32 GB Ram running Win10 |
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#716 | |
Seaman
![]() Join Date: Sep 2020
Location: Thermal Layer
Posts: 41
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Hmm thanks!
Quote:
Oh and i tried multiple types of boats on these runs ao i really couldn't remember but majority was type 9.
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#717 | |
Frogman
![]() Join Date: Feb 2007
Location: USA
Posts: 308
Downloads: 104
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Not sure about Dark Waters, but depending on the mod, for instance with TMO, I'll run about 2/3 or Standard speeds at 64 or 32 time compression and once an hour, usually at the top of the hour, I'll drop the time compression down to 1 and submerge down below 40 feet maybe even to periscope and check the sonar ring... Kinda like a radar in a sense. Below 40 feet depth, you'll pick things up (10 to 15 miles away that you won't pick up on the surface so you can head towards them (lots of times before even a sonar track appears on the map). You don't have to submerge with the FotRSU mod... the sonar works on the surface. Not sure if this is realistic or not since surface noise probably seriously inhibited sonar capabilities on the surface in WW2. I use this technique quite a bit on the first patrol or two and even use it later in lieu of too much radar usage since the enemy can home in on your radar in latter years of the war. Hope this helps. Regards and Good Hunting!
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. Member since February 2007 Wargaming since 1971 (1st game Avalon Hill's Stalingrad) Hobby/Gaming Computng since 1977 (TRS-80) (adhoc programming & game modding ever since) |
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#718 | |
Seaman
![]() Join Date: Sep 2020
Location: Thermal Layer
Posts: 41
Downloads: 82
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![]() But sir.. Don't worry, she can handle the depth. We're perfectly fi.... |
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#719 | |
Frogman
![]() Join Date: Feb 2007
Location: USA
Posts: 308
Downloads: 104
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When I find one of these "far away" contacts, I'll note the bearing of the "center" of the signal, go to the nav screen, zoom in until you see the bearing ring around the sub. Grab the ruler and draw a quick line from the center of the sub position outwards to the bearing of the "far away" contact. Now you have a "visual" cue on the Nav screen when you zoom out for a larger mileage area view. Come to the heading of the "ruled" line you just made and you're on your way. I usually close at "Full" speed, especially if I don't have a sonar track showing on the Nav map and I'll close at that speed for 15 to 20 minutes. At that point, if I don't have a sonar track yet, I'll drop back down to periscope depth if necessary to reaquire his more than likely changed bearing. This also gives you a clue which way he may be heading and you might lead him somewhat using your intuition on your next closing leg. At some point, you should acquire a sonar track and you can then close continuously (or lead) on the track itself as you normally would. I acquire 90% or more of my targets in this manner. Watch your time compression though (keep it low) ... You could be closing on an unidentified warship before you acquire an actual track and/or hear the fast screw noises in the sonar room and your sonar man may not tell you soon enough.
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. Member since February 2007 Wargaming since 1971 (1st game Avalon Hill's Stalingrad) Hobby/Gaming Computng since 1977 (TRS-80) (adhoc programming & game modding ever since) |
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#720 | ||
Admiral
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![]() + 1 ![]() ![]() ![]() M. M. ![]()
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