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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#16 |
Swabbie
![]() Join Date: Jan 2012
Posts: 8
Downloads: 23
Uploads: 0
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Thanks Sailor Steve but... That is exactly the same link of Herr-Berbunch
![]() Well, I was hoping for my first run today but some problems occured. First of all it was a PAIN in the arse to fix my widescreen problem. Yeah I had a huge problem. It was all stretchy and pretty much unplayble, no idea why or how this happened. When I got around that problem the next one occured right away. I tried to start the first training and - CTD without an error message. Lol ![]() No mods installed so far, just wanted to start up the game for a test run... I might just try to install some mods. maybe they magically fix the problem but I doubt it... Gonna do some research to find out what the heck is happening! |
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#17 |
Chief of the Boat
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A quick route to all Fubars skins....click on the link above my sig.
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#18 | |
Eternal Patrol
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“Never do anything you can't take back.” —Rocky Russo |
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#19 |
Sea Lord
![]() Join Date: Apr 2007
Posts: 1,639
Downloads: 75
Uploads: 0
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Yeah, GWX is awesome.
I also use lifeboats and debris. That is very cool. The FM interior mod (is that what we are talking about) is very cool, but I find it can tax the resources of your machine, so if you start having CTD, disable it. Plus if you switch to a type IX it is no longer applicable. Manual targeting is easy if you do 90 degree attacks. That is, you approach your target 90 degrees to its heading. Here is how you do it: 1) Determine target speed. There are formulas, or you can use your stopwatch to determine the number of meters it travels in 3:15 using the stopwatch. This also gives the speed. This is the most important piece of information. 2) Drive your u-boat 90 degrees to the target's heading. The closer you get, the better your odds of a hit and the less chance of a premature detonation (those almost never happen under 1000m). I try and shoot from 1000m or less. 500m if I can manage it. 3) Set your scope (uzo or periscope) to 000 bearing. Turn on your TDC to manual mode. 4) Set the Angle on the Bow to either 90 degrees port or starboard, depending on which side of the ship you are. If you are on the starboard side of the target, turn the dial to 90 degrees to the right. If you are on the port side of the target, turn the dial 90 degrees to the left. 5) Set the target's speed. 6) Turn off the TDC manual mode. 7) Turn your scope until the Gyroangle reads "000". You should be turning towards the target. This allows you to "lead" the target as obviously you must fire some few degrees away from straight ahead in order to hit the target when it is actually straight ahead. 8) When the target crosses your vertical reticule, fire your torpedo. If you desire to strike multiple places on the target specifically, shoot as those places cross the reticule. Distance to target is irrelevant with this method, so long as you are within range of your torpedoes, of course. The close you are to your target the less susceptible you will be to errors in measurements or evasive maneuvers by your target. If you want to start shooting from angles other than 90 degrees to track you will have to learn about how to estimate the target's angle on the bow. Sometimes you will want to do this if you are trying to slide a magnetic torp under a target that is not at 90 degrees to you. But your optimal setup is a 90-degree attack. You have the best likelihood of impact detonation at that angle. Steve |
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#20 | |
Silent Hunter
![]() Join Date: Nov 2002
Location: London. UK
Posts: 4,187
Downloads: 280
Uploads: 0
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Best regards. Fubar2Niner |
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#21 |
Swabbie
![]() Join Date: Jan 2012
Posts: 8
Downloads: 23
Uploads: 0
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Thanks for your kind assistance, more than appreciated!
So yeah, the only thing I am missing right now is the GUI. I wasnt really able to find out what it exactly was, Fontiers GUI looks like the thing to go with when learning the game. The only problem I have atm is holding me back... ![]() I really want to start but it would be wiser to wait until that crucial part is available! Frontier has uploaded a list of the mods he is using. http://forums.voltronarmy.com/viewtopic.php?f=3&t=1821 There are some confusing things about the list. Firstly, I cant make out any GUI mod in there... Due to my lack of experience I guess ![]() Secondly, why are some mods greyed out and others in bold black? Does that mean the greyed out ones are deactivated and on a "standby" mode? Regards and a happy weekend guys, Avenger |
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#22 | |
Silent Hunter
![]() Join Date: Nov 2002
Location: London. UK
Posts: 4,187
Downloads: 280
Uploads: 0
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The only ref I can see in that list to a GUI is OLC 'Gold' MKII~Option 4~Enviroment with EDE and GUI with LRT The reason some mods are greyed out is because they have been over written in part by other mods, hence the mod that follows the one I quoted has changed/upgraded the previous mod. Hope this helps. Best regards. Fubar2Niner |
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#23 |
Swabbie
![]() Join Date: Jan 2012
Posts: 8
Downloads: 23
Uploads: 0
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Oh!
![]() Well, that explains it. I thought the greyed out stuff was completely deactivated and not just partly updated! In that case the GUI is easily noticable, yeah... I am so meh. LOL. Could have made that conclusion on my own I guess ![]() You probably saved me alot of time there mate, I think if I start grabbing that stuff now I might be able to actually start tonight! Cant wait ![]() EDIT: I just noticed that I recieved a "promotion" ![]() ![]() |
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#24 |
Captain
![]() Join Date: Dec 2006
Location: Norway
Posts: 525
Downloads: 259
Uploads: 0
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Warmest welcome, Avenger !!!
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"Soldaten sterben nie, sie verblassen nur weg". ![]() ![]() ![]() |
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#25 |
Swabbie
![]() Join Date: Jan 2012
Posts: 8
Downloads: 23
Uploads: 0
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Just to let you know, I am still playing this
![]() Silent Hunter 5 is a bit disappointing after all. Still trying to find some mods to make the nice looking game "playable". I hope you are all well and doing good! ![]() |
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