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Old 03-24-10, 03:50 PM   #1
KiwiVenge
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Default Just starting out, few questions.

Hey guys, finally got sh5 install and starting to give it a go.
I have a few (likely noobish) questions.

What are some of the priority suggested placement of the crew ability points (or whatever they are called)? I remember reading there is one to avoid because it changes torp speed and can mess with targeting. Which one is that? Seems a few could apply.

Out of the various Targeting methods, what one should I use? I realize this one may be very much 'up to you' kind of thing but I think seeing a few opinions on the matter may help me decide what is good for me.

Mods, I am using MoraleMod, Electric Torp wake removal, Command Key 1.03, Mightfine crew mod 1.2.1. With the idea of keeping it simple to see how stable SH5 runs for me. So far, but with only a couple hours of playing I have had no troubles whatsoever. Any other mods that I am silly not to use?

Plus any other 'wish i knew' kind of info anyone would like to throw out there would be appreciated

Thanks
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Old 03-24-10, 04:06 PM   #2
robbo180265
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I've been playing a couple of weeks or so - so I'll try to help based on what I've done.


Quote:
Originally Posted by KiwiVenge View Post
Hey guys, finally got sh5 install and starting to give it a go.
I have a few (likely noobish) questions.

What are some of the priority suggested placement of the crew ability points (or whatever they are called)? I remember reading there is one to avoid because it changes torp speed and can mess with targeting. Which one is that? Seems a few could apply.

I've spent my points in Hydrophones and diving quickly. Also got the engine upgrade that makes it quieter.

Out of the various Targeting methods, what one should I use? I realize this one may be very much 'up to you' kind of thing but I think seeing a few opinions on the matter may help me decide what is good for me.

I'm using auto targeting this time around may change to manual next time. I looked at all the tutorials and went with the one that I liked the look of.

Mods, I am using MoraleMod, Electric Torp wake removal, Command Key 1.03, Mightfine crew mod 1.2.1. With the idea of keeping it simple to see how stable SH5 runs for me. So far, but with only a couple hours of playing I have had no troubles whatsoever. Any other mods that I am silly not to use?

Looks like you have all the main ones, have a look at the forum and see what appeals to you. I have mods to make the ships sink a little more realistically, also got "critical torpedeo hits" I have a few others but I'm not on my pc to check right now.

Plus any other 'wish i knew' kind of info anyone would like to throw out there would be appreciated

I can't think of anything - reckon you'll be best served by having a look at the FAQ's section.

Thanks

Good luck matey and have fun
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Old 03-24-10, 05:29 PM   #3
KiwiVenge
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Have to head out, but before I go, cant seem to spot the auto Identify command (for targets) in terms of type of ship etc.
Also, can't seem to remember how to get back into realism panel top adjust it.
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Old 03-24-10, 06:28 PM   #4
Turm
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In the campaign, you can only adjust the realism settings when in port, walking around the pen, i.e. when you're not on the boat. Just press the 'Esc' key and edit the settings before your next patrol.

For the auto-ID of targets, it's probably added by one of the mods that gives you extra keyboard shortcuts. Might be included with Command Keys 1.03 which you have. No key or button is available in stock SH5 at the moment, I believe. I don't use it anyway, so not sure!
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Old 03-24-10, 06:38 PM   #5
reboot
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Quote:
Originally Posted by KiwiVenge View Post
Have to head out, but before I go, cant seem to spot the auto Identify command (for targets) in terms of type of ship etc.
Also, can't seem to remember how to get back into realism panel top adjust it.
Shift + I with Command Key mod. You have to have the target locked and scope pointed at it before it will work.
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Old 03-24-10, 06:59 PM   #6
KiwiVenge
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Thanks for the info
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Old 03-24-10, 08:41 PM   #7
KiwiVenge
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Quote:
Originally Posted by reboot View Post
Shift + I with Command Key mod. You have to have the target locked and scope pointed at it before it will work.
Hmm, can't seem to get it to work.
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Old 03-25-10, 12:16 AM   #8
robbo180265
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Quote:
Originally Posted by KiwiVenge View Post
Hmm, can't seem to get it to work.
The way I do it is to turn the tdc on (via the WO) with the target locked.
Where it says unknown "freighter" click on the freighter and it should identify the target.

I then turn the tdc off and use auto targeting.
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Old 03-25-10, 01:29 PM   #9
KiwiVenge
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Quote:
Originally Posted by robbo180265 View Post
The way I do it is to turn the tdc on (via the WO) with the target locked.
Where it says unknown "freighter" click on the freighter and it should identify the target.

I then turn the tdc off and use auto targeting.
Thanks again for the reply

Thats exactly what I needed to do. I wasn't turning on the TDC to get the ID thing happening. However, in my efforts of trying to figure otu what i was doing wrong I found a simplified manual type of targeting which I would suggest to anyone still using auto type targeting.
http://www.subsim.com/radioroom/showthread.php?t=164000

It really is not much harder then auto targeting yet you get more of an idea how solutions are reached. In my opinion it is a great basic step to try before going with the No Contact 100% realism setting.
Or, just sticking with it and having fun is all good too
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