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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Swabbie
![]() Join Date: Apr 2014
Posts: 6
Downloads: 2
Uploads: 0
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Out of torpedo's
Hi ppl, im out of torpedo's in first mission, i think its called western approaches, i sunk 6 ships(2 with deckgun) but didnt get enough tonnage to finish the mission. what should i do now? is there a way to reload torpedo's? tonnage bar is half-way full
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#2 |
Helmsman
![]() Join Date: Jul 2010
Location: London
Posts: 108
Downloads: 275
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Head back to a friendly port and when you're close enough a little blue anchor icon pops up. Click on it and then press "refit" and you should be loaded with more eels.
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#3 |
Gefallen Engel U-666
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"Only two things are infinite; The Universe and human squirrelyness?!! |
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#4 |
Sea Lord
![]() Join Date: May 2005
Location: Under a thermal layer in chilly Olde England
Posts: 1,842
Downloads: 0
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If it's a career you are on, I'm pretty sure that even if you end the mission your tonnage total for the missions is cumulative, i.e. even if you sail back to port and end the mission, you can go beck and do it again and it adds your previous mission tonnage to the total. Although of course as others suggest, you can simply go to a port and rearm using the 'refit' option and then return to the mission location and carry on. The only disadvantage to doing that is that your renown and promotion points for anything you've sunk don't kick in until you end a mission and start a new one, so you won't be able to promote anyone until the mission is actually ended.
It is also possible to radio for a resupply by taking to your radio operator, but if you are a long way from base and don't have much renown then you are likely to have the request denied, as you probably would have in real life since it would be risky parking two subs up on the Western Approaches for a few hours whilst a load of torpedoes were transferred. This is especially true if you radio in a rendezvous location after late 1941, since this is when the Kurzsignale position reports from U-Boats began to be regularly decrypted, and I'm pretty sure this is reflected in the sim. Note that you could always look for some ships with little or no protection and engage them with the deck gun (if you have one, not sure you do on that first mission). It'll probably take thirty shots to sink something like a Liberty cargo ship (depending on where you hit it). Be careful though, some merchants will shoot back at you, notably the Cimarron Class Oilers (tankers), although if you approach them from the rear, they can only bring one gun to bear because the superstructure of the ship gets in the way of the other gun's line of sight. Take that rear deck gun out, stay behind it and it'll be practically defenceless as you lob shells at the thing. In SH5, you've got about enough HE and AP rounds to sink maybe four or five Liberty Cargo ships, and early in your war career, there's little risk in doing so.
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![]() Last edited by Chock; 04-17-14 at 03:43 AM. |
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#5 |
Chief of the Boat
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Welcome to SubSim
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#6 |
Swabbie
![]() Join Date: Apr 2014
Posts: 6
Downloads: 2
Uploads: 0
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![]() and i have one more problem, when i save/exit and then later load game and play, i cant see icons(my shipwrecks/markers/etc) on map. can that be fixed, i like when my map has a little touch of red. ![]() |
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#7 |
Sea Lord
![]() Join Date: May 2005
Location: Under a thermal layer in chilly Olde England
Posts: 1,842
Downloads: 0
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Actually, you can make things a little more immersive by noting such positions in a log (any old exercise book or some such will do for that). If you have the positions noted down, you can then redraw the locations on your map if you really want to. You could even get a small map or chart, put it up on your wall and stick pins in it if you want to get really 'nerdy' about your victories. Things like that can make the sim more fun depending on how 'into it' you are.
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