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Old 02-01-11, 10:55 PM   #1
Kerkain
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Default A little hello and needed insight. (lengthy)

Hello SubSim! You guys are awesome! Just wanted to put that out there. It's snowing/sleeting/drifting/blowing/winding/etc like mad outside so I guess I'll finally ask some questions. I just want to say that I am about as noob as they come when it comes to SH. I seen some Let's Plays on Youtube of it and got instantly intrigued. So about a week ago I bought SH3 and SH5 but been playing mainly in SH5. And I have some problems.

It is a completely vanilla game patched to 1.2 and it is the Steam version.

I noticed that at some high time compression rates (above 3000) the game will CTD. So I've quit doing it. Is this a known issue? Not a problem for me just takes longer to go from port to anywhere heh.

Are there any mods that will make "Call for Resupply" work no matter if you are on certain missions or not?

I'm playing at about 58% realism if I remember correctly. I have map contacts on but I've also turned manual targeting on. Dunno what manual targeting does since I can still play connect the dots with the TDC. Don't like to play connect the dots when I'm trying to KILL KILL KILL *ahem* My goal is to get to 100% soon.

My biggest problem is when it comes to the TDC. It seems simple enough but AOB and I think possibly Range is causing a majority of my missed torpedos. They are mainly WAY far ahead of the target ship. Great when I find a convoy of like 10 or 15 ships. Then maybe they aren't wasted heheh.

I'll try to explain my setup best I can. Actually I'll make this easier for myself and hopefully you guys. I followed this video ( ) as best I could. But I don't think I'm doing it right. Worked for that guy but not for me.

I also just found this:
http://www.subsim.com/radioroom/showthread.php?t=163971
while procrastinating this post a bit. I will try this method out soon as I finish up here and see if that helps any. Seems a lot simpler, a little too simple even. Doesn't look as interesting on the map though heh. Doubt I'll stick to this method as I'd like to play without map contacts sooner then later.

Do you guys have any tips to finding an accurate range (without using the ruler which I think is inaccurate and the stadimeter which from what I read is broken anyway) as well as an accurate speed reading? I believe these things are causing a lot of my problems.

When tracking targets merchants have a grey circle around them. Is this their field of view?

Warships also have that along with a yellow (orange? dunno) circle. Field of view/ping range or something? I have no idea what all that is.

Using gas torpedos whats a good general setting for figuring out what speed to use for them? What'd be good for finding an accurate range at a certain speed?

When outside of the U-Boat, is there a way to STOP the rain droplets and water droplets etc from having an effect on the screen? Looking through binoculars or a periscope I understand. But when I'm outside its like I'm looking through a sheet of glass at all times. If there were a mod for that I would love to use it!

Lastly and to make this post even longer then it already is here are the mods that I have intentions to implement shortly or at least very soon.

Magnum Opus http://www.subsim.com/radioroom/showthread.php?t=176123
Venatore's SHV Mod Bunker (I have this with the other mods but I don't remember why I bookmarked it lol) http://www.subsim.com/radioroom/showthread.php?t=173371
Battlestations sound mod http://www.subsim.com/radioroom/show...=178938&page=2
Critical hits for torpedos (Is the crit hits for deck guns in this as well??) http://www.subsim.com/radioroom/show...=163930&page=5
BARF http://www.subsim.com/radioroom/showthread.php?t=164953
Stormy's DBSM collection http://www.subsim.com/radioroom/showthread.php?t=164552

I'll bring this to a close. Sorry for the length but its a lot of things going through my head that need some clearing up. Thanks ahead of time for anyone that can lend me some help if only on a couple of points I listed. You guys are awesome and I've already learned quite a bit. Cheers!
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Old 02-01-11, 11:42 PM   #2
Krauter
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Greetings and welcome to subsim!

It would seem you're enjoying yourself in U-boats Good fun games to be had as long as you enjoy patiently stalking and ambushing things.

Now for your questions many of them are some that have been asked already so a quick search will yield a lot of answers. But since I'm bored, and have nothing to do anyways I'll try to help.

-For the CTD issue, some refuse to go above 1000 TC (time compression) others will stay at 8000x for days until a contact is spotted. I would suggest that you stay under 2000x as you run the risk of not getting to 1x fast enough to respond to problems (like a DD bearing down on you!). Generally, because the Atlantic is so small (compared to the Pacific where you travel for weeks just to get to patrol) high TC levels are not needed.
With the issue of the CTD, I have never really had any problems, but it might be your computer specs or maybe steam I really can't tell.

- As of now I don't think there are any mods that let you do the 'Call for resupply' action, but some campaigns (Drumbeat, Distant Waters) will let you do this because of the long distances required.

- One thing that I would really recommend is to not start off at 100% realism too soon. Yes we all love saying we use 100% and bring in 100k tons a patrol.. but if you don't let yourself acclimatise (sp) to submarine warfare, you're going to have trouble learning in the first place. Might I suggest to gradually turn on options (limited fuel, and battery, etc) and then manual (after learning how to set up and attack) and then on to more things. It will really help you in having fun, while still learning the basics. (the 1-2-3 issue I'll talk about below)

- Generally, with any attack, you want to set up ahead and abeam (perpendicular [90degrees] to your targets path). Find your contact, get ahead of him, submerge to PD, and listen on your hydrophone. As you hear him get closer (you should be at all stop) raise your scope and take your readings. Take MULTIPLE readings to check and recheck things like AOB, range and speed. Make sure that when you fire, he is at the point where his course takes him closest to you (at least 300m or torps won't arm). When you are comfortable with your solution, fire and watch.

As for the stadimeter, it is fixed in a mod discussed below.

- Yes, the grey circle will shrink or grow depending on conditions (night, day, weather, aspect ratio you present). On escorts, the red half circles notes the active sonar cone, with the yellow circle delineating the passive sonar cone.

- For torpedo attacks, generally I try not to attack over 1500m on a moving target. Most if not all of my attacks happen under 800m. Because of this, I always set my torpedoes to fast. Only when I am hitting stationary targets will I attack using slow speed and long range. Also, be aware that gas torpedoes, though faster leave a trail pointing back to you, whilst electric torpedos leave no wake but have severely reduced speed and range.

- As of now I currently don't know how to stop water droplets from happening on your.. face.. er... eyes..

- Mods.. the heart and soul of the Silent Hunter franchise

To start off with SH5s numerous mods. Let me first say that you should play vanilla for a bit, find out what you don't like, and then hunt for mods that fix this. When I was playing I had a list upwards to 70 mods. Obviously with a super-mod out now, that helps, but still.

For your choices;
- Magnum Opus comprises many of TheDarkWraiths numerous and helpful fixes for the game. ( I donot know if it comprises IRAI so someone please correct me..) What I would first do is learn how to use his TDC Mod (this fixes A TON of things such as the stadimeter, map options, 1-2-3 line, etc). From what I have read, this mod is a great starter. However, due to the difficulty of IRAI, you may not want to install it right away.

- Venatores mods are mainly graphical or sound changes, as such they don't drastically change gameplay, but add a lot of immersion. Great picks if you want!

- Critical hits I have not tried, but I hear it is good as in stock you sometimes require 3-4 torpedoes for a small merchant .. I myself used a mod by Seawolf which was improvedtorpedos (1-2 sinks most merchants).

- BARF is a great mod that helps a lot when attacking merchants.

Other suggestions I would like to add are.. (and please someone correct me if they are added in Magnum Opus..) Env. 5.0, UHS 1.4, InteriorImprovements mod by SteelVikings, ShadowImprovents by SV, Athlonics MCCD, Heretics Mighty Fine Crew, Churchs Command changes, Capthelms Audio Mod (with SV's touchups), Arclights More Realistic Periscope. If you're curious, just browse the downloads section for many others!

Check this link out for more information (some may be outdated):

http://www.subsim.com/radioroom/showthread.php?t=173193

Cheers mate! And happy hunting! Know that whenever you ask questions here, someone will make at least a half-arsed attempt to help you

Krauter
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Old 02-02-11, 01:02 AM   #3
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Like krauter said, with the torp shots, a 90 degree shot is the best. I dont play Sh5 and I dont use manual, but I always plot the targets course using the 3:15 method

(Mark the target, wait for 3 minutes 15 seconds, mark again, then draw a line straight through from the first mark to the next, the distance is his speed, .9 would me 9 knots, and it gives you his course, which allows you to go ahead and set up ahead of him at a perfect 90 degree shot (so you alreay know the AoB) and at a set distance so you already know that too!)

Using this method I find it incredibley easy to hit and sink targets, even in convoys and such! Hope that helps

Casey
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Old 02-02-11, 04:50 AM   #4
stoianm
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Quote:
Originally Posted by USNSRCaseySmith View Post
Like krauter said, with the torp shots, a 90 degree shot is the best. I dont play Sh5 and I dont use manual, but I always plot the targets course using the 3:15 method

(Mark the target, wait for 3 minutes 15 seconds, mark again, then draw a line straight through from the first mark to the next, the distance is his speed, .9 would me 9 knots, and it gives you his course, which allows you to go ahead and set up ahead of him at a perfect 90 degree shot (so you alreay know the AoB) and at a set distance so you already know that too!)

Using this method I find it incredibley easy to hit and sink targets, even in convoys and such! Hope that helps

Casey
Or, modify the option.py (in the radio message section - and change the maxim distance (put like 300 km) that a crew watch member can see for updating the information (for a spoted ship).
After that when you put your scope on a ship you will have automatic displayed in your nav/tai map the most acurate cource of that ship (from here you can calculate everything and put in your TDC) (just a tricky thing - maybe sounds more like cheating - your choice)!

Best regards!
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Old 02-02-11, 09:56 AM   #5
Kerkain
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Sorry for the semi late reply. Spent the night on station dealing with car accidents and the like due to the storm.

Quote:
Originally Posted by Krauter View Post
Greetings and welcome to subsim!

It would seem you're enjoying yourself in U-boats Good fun games to be had as long as you enjoy patiently stalking and ambushing things.
First kill I had when the torpedoes actually went for the target I was a hootin' and a hollerin' haha. It was awesome to see that happen even though I just eyeballed a lot of it.

Quote:
Originally Posted by Krauter View Post
Now for your questions many of them are some that have been asked already so a quick search will yield a lot of answers. But since I'm bored, and have nothing to do anyways I'll try to help.
I've searched for a lot already. I've gotten answers to a lot already as well. But some things just didn't make sense and didn't click for me what so ever. Its been my experience that sometimes things are easier understood when they are explained personally for me. I know its a little more inconvenient but what works, works. I'll usually search as much as I can for an hour or so before asking a question. Hopefully what I have posted were not questioned asked 5000 times before in the past.

Quote:
Originally Posted by Krauter View Post
-For the CTD issue, some refuse to go above 1000 TC (time compression) others will stay at 8000x for days until a contact is spotted. I would suggest that you stay under 2000x as you run the risk of not getting to 1x fast enough to respond to problems (like a DD bearing down on you!). Generally, because the Atlantic is so small (compared to the Pacific where you travel for weeks just to get to patrol) high TC levels are not needed.
With the issue of the CTD, I have never really had any problems, but it might be your computer specs or maybe steam I really can't tell.
When I first started playing I was using a high TC just for convenience. But like you said it made trying to get to realtime difficult. I've since quit using that high of a TC mainly due to the CTDs but also for your reasoning. Game runs smoother anyway.

Quote:
Originally Posted by Krauter View Post
- As of now I don't think there are any mods that let you do the 'Call for resupply' action, but some campaigns (Drumbeat, Distant Waters) will let you do this because of the long distances required.
I figured as much. It would be nice though to be able to be on a long mission without having to travel all the way back to port just to refit. But oh well, a task I will deal with!

Quote:
Originally Posted by Krauter View Post
- One thing that I would really recommend is to not start off at 100% realism too soon. Yes we all love saying we use 100% and bring in 100k tons a patrol.. but if you don't let yourself acclimatise (sp) to submarine warfare, you're going to have trouble learning in the first place. Might I suggest to gradually turn on options (limited fuel, and battery, etc) and then manual (after learning how to set up and attack) and then on to more things. It will really help you in having fun, while still learning the basics. (the 1-2-3 issue I'll talk about below)
I've been playing with around 58% realism. This seems to be a generally good spot for me. The only thing that isn't limited right now is fuel. Turning map contacts off will be the "last" thing that I will enable once I feel a little more comfortable and am capable of hitting something with relative ease and without having to pause the game to make calculations.

Quote:
Originally Posted by Krauter View Post
- Generally, with any attack, you want to set up ahead and abeam (perpendicular [90degrees] to your targets path). Find your contact, get ahead of him, submerge to PD, and listen on your hydrophone. As you hear him get closer (you should be at all stop) raise your scope and take your readings. Take MULTIPLE readings to check and recheck things like AOB, range and speed. Make sure that when you fire, he is at the point where his course takes him closest to you (at least 300m or torps won't arm). When you are comfortable with your solution, fire and watch.
This is something I have been doing so far, mostly. I guess I don't really understand exactly the AOB. I will keep looking into tutorials and guides that have been posted here to see if there is something that will make that just "click" for me.

Quote:
Originally Posted by Krauter View Post
For torpedo attacks, generally I try not to attack over 1500m on a moving target. Most if not all of my attacks happen under 800m. Because of this, I always set my torpedoes to fast. Only when I am hitting stationary targets will I attack using slow speed and long range. Also, be aware that gas torpedoes, though faster leave a trail pointing back to you, whilst electric torpedos leave no wake but have severely reduced speed and range.
This probably isn't a good thing but I've been using the gas torpedoes a lot because they look cooler in the water. Though that makes sense to me. Is there a max range for torpedoes at slow/medium/fast speeds? Like 3km on slow, 5km on medium, and 7km on fast? I don't remember if this is listed in game as I'm not at my home computer at the moment.

Quote:
Originally Posted by Krauter View Post
As of now I currently don't know how to stop water droplets from happening on your.. face.. er... eyes..
I just looks weird to have water droplets hitting your face as they would while looking through glass. I suppose you could say I'm looking through my monitor and THATS what is getting wet heh. But thats too bad. Maybe in the future I'll get lucky to see something like that.

Quote:
Originally Posted by Krauter View Post
To start off with SH5s numerous mods. Let me first say that you should play vanilla for a bit, find out what you don't like, and then hunt for mods that fix this. When I was playing I had a list upwards to 70 mods. Obviously with a super-mod out now, that helps, but still.
The ones that I listed have been the ones that have interested me the most. I have not implemented them yet and won't for probably another couple of days until I'm more familiar with the game itself. The one that I will probably get when I get home would be the critical hits for torpedoes and the deck gun.

Quote:
Originally Posted by Krauter View Post
Magnum Opus comprises many of TheDarkWraiths numerous and helpful fixes for the game. ( I donot know if it comprises IRAI so someone please correct me..) What I would first do is learn how to use his TDC Mod (this fixes A TON of things such as the stadimeter, map options, 1-2-3 line, etc). From what I have read, this mod is a great starter. However, due to the difficulty of IRAI, you may not want to install it right away.
I have been going back and forth installing this mod soon. It includes about 5 mods that I have looked at recently that I would have wanted. The IRAI difficulty I was reading about last night a bit and it can be toned down to a more beginner level. The fixes are almost worth it to just install it sooner then later.

Quote:
Originally Posted by Krauter View Post
Other suggestions I would like to add are.. (and please someone correct me if they are added in Magnum Opus..) Env. 5.0, UHS 1.4, InteriorImprovements mod by SteelVikings, ShadowImprovents by SV, Athlonics MCCD, Heretics Mighty Fine Crew, Churchs Command changes, Capthelms Audio Mod (with SV's touchups), Arclights More Realistic Periscope. If you're curious, just browse the downloads section for many others!
I will definitely be checking these out soon!

=================================

Quote:
Originally Posted by USNSRCaseySmith View Post
Like krauter said, with the torp shots, a 90 degree shot is the best. I dont play Sh5 and I dont use manual, but I always plot the targets course using the 3:15 method

(Mark the target, wait for 3 minutes 15 seconds, mark again, then draw a line straight through from the first mark to the next, the distance is his speed, .9 would me 9 knots, and it gives you his course, which allows you to go ahead and set up ahead of him at a perfect 90 degree shot (so you alreay know the AoB) and at a set distance so you already know that too!)
Casey
I did not know about this method. Will definitely be using this in the future.

Quote:
Originally Posted by stoianm View Post
Or, modify the option.py (in the radio message section - and change the maxim distance (put like 300 km) that a crew watch member can see for updating the information (for a spoted ship).
After that when you put your scope on a ship you will have automatic displayed in your nav/tai map the most acurate cource of that ship (from here you can calculate everything and put in your TDC) (just a tricky thing - maybe sounds more like cheating - your choice)!

Best regards!
Heheh I think I'll pass on this one. Would seem to make the game far too easy. Which is the opposite of what I'd want. I want to go forward in difficulty not backwards.



I have a thing with long posts I guess. Thanks for the information guys it will help a lot in the long run. My biggest hurdle right now is AOB and trying to understand it better. Cheers!
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Old 02-02-11, 10:08 AM   #6
TheDarkWraith
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Install my Magnum Opus or UIs mod and go through the tutorials. You'll learn much about the game this way. The tutorials are 'in game' so you learn by using the game. Trevally has made some excellent turorials on TDC and RAOBF.
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Old 02-02-11, 10:18 AM   #7
Kerkain
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Quote:
Originally Posted by TheDarkWraith View Post
Install my Magnum Opus or UIs mod and go through the tutorials. You'll learn much about the game this way. The tutorials are 'in game' so you learn by using the game. Trevally has made some excellent turorials on TDC and RAOBF.
AWESOME!

I didn't know they were in game, but just documents. MO just got priority for when I get home! Cheers TDW.

EDIT: So I've been spending the last half hour or so trying to see if I'm installing these mods right or not. Will the mod work if I just download MO + patch, extract the folder and move it into the MODS folder? Or do I have to move the folder that is inside of the downloaded MODS folder first AND THEN move it over to the game MODS folder?

Also found this thread earlier: http://www.subsim.com/radioroom/showthread.php?t=178048
Is the info included there mostly up to date? I like the idea of it being mainly game fixes. Are most these included in MO??

Last edited by Kerkain; 02-02-11 at 05:54 PM.
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Old 02-02-11, 05:32 PM   #8
Krauter
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Exactly.

One thing I would really suggest though, go check out the other subforums. The sh3 forum has a ton of guides within it that have some nice things, same as the Sh4 (but some won't apply to U-boats, such as making sonar only attacks).

For the AOB think of it like this. If you were standing on the target ship, what direction, in degrees, would you have to look to see your submarine. Obviously a broadside shot would be 90(270) degrees, headon= 0, running away = 180. It gets trickier, but sometimes you can eyeball it to a good number, other times you need to use your plotting table. (Hint* USE THE MAP RULER, PROTRACTOR AND PENCILS..)

Good Hunting,

Krauter
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Old 02-02-11, 05:58 PM   #9
Kerkain
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Angle off the bow is based off the TARGET SHIP!!!??

Well hell. I feel both incredibly stupid and relieved. Dunno why I didn't figure that one out earlier.

Working on getting MO installed ATM (read above edit) and will get to better figuring things out now.

That makes SO much more sense now....
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Old 02-02-11, 06:16 PM   #10
Krauter
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To install a Mod.

First get JGSME. Install this to your games root folder

(C:/.../Ubisoft/SH5)

When you first run it, it will create a MODS folder for you. Now, when you download the mod. Unpack it, enter the downloaded folder until you see a folder named 'data'. Now go BACK on folder. (This is how I make sure I'm getting the entire mod rather then a badly packagedone).

Now copy/paste this into your MODS folder that was created by JGSME. Your done now, open up JGSME, there should be the name of the mod you want to load up, select and click the arrow and it will load. Now your good to go!
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