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Old 01-14-11, 06:37 PM   #1
desirableroasted
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Originally Posted by Stargazer View Post
Hiya,

En-route to my destination, I'll drop out of hyperspace (time compression) and a friendly or neutral ship will appear as a square with the direction indicator marked on it. After a bit of time ignoring it, it fades off and I go back to hyperspace.
That is because the contact is no longer "fresh." They fade with time.

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Originally Posted by Stargazer View Post

While I'm searching my grid, I'll sometimes get a red square appear that I can chase down and shoot at. What is happening more and more often though, is that I'll be told about a ship at bearing whatever and I'll just have a line leading from my sub on the map to nothing.

I chase after it and find nothing. Then when I ask where the sound contact is I'm told there isn't one just for it to magically reappear a few minutes later someplace else entirely.
The sound contact is actually quite accurate... pretty much on the end of that line is where your target is. Mark the tips of the line over several minutes and you will establish a pretty good path for the ship.

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Also, a ship will be marked on the map for me, I go chasing after it because my grid is as dead as my local highstreet, get there, the marker is still there, but no ship.
Just like duck shooting... you have to lead your bird. Darksun, in a post on 07-16-2006, has an excellent guide for setting up intercepts. Generally, intercepts of something over 100 km away have a fairly low success rate, unless they are heading pretty much for you (and then, perhaps not, as they change course).

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As for the deck gun, I get it all crewed up...But once I'm in control of the gun, I only have the option of AP's, and nobody can find any ammunition. The counters read 0 and that's that.
Assuming you are in GWX... 1) winds need to be at 7 m/s or less. 2) Send your gun crew to the bridge (either have your watch officer do it, or do it yourself). 3) Using your binoculars (not the UZO!!), find your target. Press the space bar. Your crew should begin firing. 4) Go to watch officer, then the deck gun, and have them fire for the waterline at medium range.

Make a note of the range to target, adjust your speed and bearing so that you can bear guns at about 1000-1500 m. Then, clicking on the left hand deckgun icon, you can take over the gun. Find the target, tab twice, set your range very conservatively (if your last range was 1600m, set your gun range at 1200), and start shooting. You want below-the-waterline shots that look like "Splash...... little burst of light" or "splishpop."

Give her 4-5 splishpops and see if she slows down after 5 or 6 minutes of game time. If so, give it another 30 minutes of game time... they can actually sink in that time. If not. give her a few more & give it a few more minutes. Don't be tempted to blast everything off the decks or keep shooting. It takes time for her to flood, and you are just wasting ammo.

Naturally, this applies to 1939-1940 against unarmed merchants.
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Old 01-14-11, 06:52 PM   #2
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Originally Posted by desirableroasted View Post
The sound contact is actually quite accurate... pretty much on the end of that line is where your target is. Mark the tips of the line over several minutes and you will establish a pretty good path for the ship.
Yep, and keep in mind that if you only make contact with a ship over the hydrophones, that's all you will get. It will not show up as a square on the map until you make visual contact with it, i.e., get close enough to see it from the bridge (if you surface) or through the periscope. If you are tracking it visually and maintaining contact that way, you will see the icon and see it moving. If all you've got is a sound contact from the hydrophones, you'll have to track it using the bearing lines as desirableroasted describes above.

The square icons that show up on the map for ships that you yourself have not seen are from the contact reports sent in to HQ and passed on to the front in case anyone out there is within range to find and intercept them. They will not "move" on the map unless more intel is received updating their positions over time, even though the ships they represent are continuing to move. If you want to hunt those, you have to look at the time the contact was reported, estimated speed and heading, and try to plot the ship's course and likely position at a later time just from that.
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Old 01-14-11, 07:17 PM   #3
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Thanks for the replies peeps...

I'll have to sit down with the manual tomorrow morning. Perhaps I'll flip through it while en-route to my next mission.

I'll try to keep in mind then that it's only the nearby targets that I'm guaranteed to catch. As for the others, I guess I'll have to try and learn to intercept. I assume that with all things Silent-Hunter, it requires practice and plenty of it too.

As for the deck gun, as was pointed out, I was incorret about what I had as standard initially. I do start with HE rounds not AP's as I first said.

Clicking the shell sure enough does load the gun ready for use and bring the ammo counter up to 220. You said that the other types of shell were removed for realism? Can I assume then that they make a return at a later date?

Thanks again for all this help. It truly is appreciated.

Rob
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Old 01-14-11, 07:56 PM   #4
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Originally Posted by Stargazer View Post
As for the deck gun, as was pointed out, I was incorret about what I had as standard initially. I do start with HE rounds not AP's as I first said.

Clicking the shell sure enough does load the gun ready for use and bring the ammo counter up to 220.
Don't feel bad, I can't remember how many times I've given the order to "feuer frei" and then sat here fuming because NOTHING WAS HAPPENING.

And then I would remember that I didn't go to the gun and select HE before trying to make the crew load it.

If nothing else, questions like yours help remind everybody of some of the little quirks of the game that it's all too easy to forget about in the heat of the action.

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You said that the other types of shell were removed for realism? Can I assume then that they make a return at a later date?
In GWX I think the deck gun ammo stays the same throughout the war, and honestly the later into the war you get the likelihood of using the gun at all decreases down to zero due to a variety of factors. At some point (in RL) they started removing the deck guns from u-boats entirely, to decrease dive times by losing the weight and/or to replace them with more AA guns because Allied aircraft had become the #1 threat. So having more and different ammo available later in the war would be kinda pointless.

Altho I did think about modding in 1 round of AP ammo, just to see if having it there would let the crew start loading the gun without my help - one round of AP to start the process, and then they'd move right on to the HE as intended. I think the general consensus was that it wouldn't work (maybe there's actually a stock bug that borks up the whole thing no matter what ammo you've got). Can't remember that I ever actually tried it, though, just to see for myself.
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Old 01-17-11, 02:57 PM   #5
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Altho I did think about modding in 1 round of AP ammo, just to see if having it there would let the crew start loading the gun without my help - one round of AP to start the process, and then they'd move right on to the HE as intended. I think the general consensus was that it wouldn't work (maybe there's actually a stock bug that borks up the whole thing no matter what ammo you've got). Can't remember that I ever actually tried it, though, just to see for myself.
Oh hey, you know I just tried this and it worked.

Changed the basic.cfg so the standard loadout gives us 1 rd AP in the standard loadout, and deducted 1 rd from the HE. I ordered the gun manned and told them to fire at will and I swear they started shooting without me having to go down there and tell them which ammo to use.

Altho that was only in the Academy artillery test so I have yet to see if it will work the same on patrol.
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Old 01-17-11, 04:12 PM   #6
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Oh hey, you know I just tried this and it worked.

Changed the basic.cfg so the standard loadout gives us 1 rd AP in the standard loadout, and deducted 1 rd from the HE. I ordered the gun manned and told them to fire at will and I swear they started shooting without me having to go down there and tell them which ammo to use.

Altho that was only in the Academy artillery test so I have yet to see if it will work the same on patrol.
It should do....no diffirentation between the two.
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Old 01-17-11, 04:34 PM   #7
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It should do....no diffirentation between the two.
Fantastic.

I'd actually forgotten I'd made the edit until they started firing.

*sniff*

My little crew is all grown up and loading shells all by themselves!
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Old 01-15-11, 07:08 AM   #8
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Can I assume then that they make a return at a later date?
There will be no change in deck gun ammo as the war progresses and as previously stated.....I doubt you'd need it because eventually most merchants become armed and air power almost overwhelming.
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Old 01-15-11, 11:13 AM   #9
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I have noticed on patrols before, usually near an enemy port, that my map says there are enemy warships around, i couldnt see them so went in for a closer look, still nothing, they are moving quite fast in a zigzag pattern, so i goto my external camera and head off towards them. They look like little dingys or summat, WTF are they and why do they show are warships on my map lol??

Ill try get a screenshot if nobody has seen them before.
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Old 01-15-11, 12:29 PM   #10
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You're probably looking at the Vorpostenboots.


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Old 01-15-11, 12:58 PM   #11
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You're probably looking at the Vorpostenboots.


I disagree here. DJRenegade mentions enemy ports and there is no way a Vorpostenboot will come near there.
He might be looking at fast torpedo boats Elcos or MTBs.
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Old 01-15-11, 02:40 PM   #12
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I have noticed on patrols before, usually near an enemy port, that my map says there are enemy warships around, i couldnt see them so went in for a closer look, still nothing, they are moving quite fast in a zigzag pattern, so i goto my external camera and head off towards them. They look like little dingys or summat, WTF are they and why do they show are warships on my map lol??

Ill try get a screenshot if nobody has seen them before.
Sounds like the RAF rescue launch to me....only ship painted yellow IIRC.

Either that or a Luftwaffe recue buoy.
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Old 01-15-11, 02:52 PM   #13
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Unless Mikhayl's Mod was installed?
There are no Luftwaffe recue buoys in GWX any version.
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