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Old 09-14-10, 03:25 AM   #1
uss_cucumber
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Default Questions 4 exp skippers

I am using SH4 WoP version 1.0,and want to ask a few questions:

1.How do i re-arm my torps once all tubes r empty?I know i have
to go to port,click anchor button,and only thing i get is fuel !!!
I dont get neither deck gun/aa gun shells,nor torps ! Bummer.
Is it possible only in campaign,or it can be done in quick missions
and patrols?I have many quick missions created by myself in editor,
so it would be a real bummer if i cant refit torps @port.

2.When destroyer ship spots you,how deep can his bombs drop?
And should i use decoys while crash diving/evading before chasing
destroyer?

3.I read in SH manual that torpedo deep should be set on '20' for
battleship class,but thats too deep,and torps are coming lower than
the ship hull is.Should i make it like 15 or something?I would really like
to see how that magnetic contact torp is working

Thanx all 4 answers,i know i am borring and new and stupid,but i just
have to ask 10-4, Cucumber over and out.
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Old 09-14-10, 05:20 AM   #2
uss_cucumber
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This is captain of USS CUCUMBER speaking to all friendly
boats in area,please helps or these damn IJN dudes will
topr my ass off and process it to shark's food !!!
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Old 09-14-10, 06:35 AM   #3
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You might be surprised to learn that at the times you've posted most people are fast asleep....
I'm sure you'll get all the info you need (and more...) in the course of the DAY....
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Old 09-14-10, 06:44 AM   #4
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1. in campaign mode you can rearm at any friendly port with an anchor. Have no idea if it works in quick missions(never tried any)

2. It can drop bombs far deeper than you can dive. I never use decoys unless i have been discovered and they are closing in on my position. That is.. once an enemy DD is starting its final run for me, i drop the decoy and make a sharp turn, stop engine and "drift" for a while.. thuogh it all depends on the situation.

3. if you are using the magnetic detonators you should set the dept of the torpedo to no more than 3 feet lower than the keel dept found in the manual. If in high seas, use contact instead.

nappy

Last edited by nappy; 09-14-10 at 04:06 PM.
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Old 09-14-10, 07:42 AM   #5
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I run my torps at about 15-20 feet. There is no sound way to avoid or evade Destroyers its all sorta fly by the seat of your pants.
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Old 09-14-10, 08:59 AM   #6
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Thanx

DDs really bugs me!They r always around convoys,protecting the
''valuable ones'' inside,and at even slightest sign of danger,they r
all rushing toward me,droping bombs and wrecking havoc
Azizuki is really hatred name for me !!! Agrrrr !!!

As for the topr deepth,now its ok,everything works just fine
Thanx once more.Just cant reload those dan torps,still
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Old 09-14-10, 09:13 AM   #7
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First of all you're going to have insurmountable bugs with version 1.0. You need to patch at least up to version 1.4. All patches are available in the downloads area of Subsim. All you have to do is apply patch 1.4, which includes all previous patches.

Even there you will be at a disadvantage for using any mods because with Silent Hunter 4 U-Boat Missions (SH4UBM) came patch 1.5. Just about all mods are written for patch 1.5 and will have problems with a patch 1.4 game.

Buying SH4 Gold is the best solution for that for several reasons I won't go into. The most important reason is a great price and everything on one DVD.
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Old 09-14-10, 10:41 AM   #8
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Default uss cucumber

RR advice is your solution. You can get a gold edition for less than $20, and that gives you the option of lots of mods.

Early war torpedoes ran deep and magnetic contacts were defective.

There is a post in RR sticky re bag of tricks for skippers that discusses techniques to avoid a dd's sonar, etc.
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Old 09-14-10, 08:47 PM   #9
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Here courtesy of RR and credit to Ducimus i believe.

This helped me understand how to think in terms of evading DD attack.

http://www.ducimus.net/sh415/ai.htm
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Old 09-15-10, 10:33 AM   #10
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Thanx guys,it all were very helpfull !!!
I patched to 1.4 and this is completely NEW game now
Hehe Everything seems to work better way!
And refit of torps @home port,i simply love it
Now i can rocknroll through the seas

Read that DD post too,will try my best to avoid/sink
those m'f'ers !

Gracias mucacos!
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Old 09-15-10, 10:37 AM   #11
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If you can't get gold, at least add TMO for 1.4 and you'll see yet another new game.
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Old 09-15-10, 12:30 PM   #12
I'm goin' down
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Default here is a deal

U Boat Missions-$6.79.

http://www0.shopping.com/xPF-Silent-...of-the-Pacific

Last edited by I'm goin' down; 09-15-10 at 10:11 PM. Reason: fixed the price
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Old 09-16-10, 08:20 AM   #13
uss_cucumber
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I am idiot:|Whats TMO?
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Old 09-16-10, 08:50 AM   #14
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Trigger Maru Overhauled

It's a massive mod that vastly improves the game.
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Old 09-16-10, 10:40 AM   #15
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Default mr. cucumber

Many mods fix one or two aspects of the game. E.g. the U.S. medals fix. Webster has lots of inidividual mod fixes. Mega mods change the entire game. TMO, RFB, and FOTRS are three mega mods. RSRDC is a mega mod that adds actual WW2 convoy and Task Force routes and overlays RFB and TMO. I haven't played Operation Monsoon, etc.

You can get a partial list of the mods in the mod forum under Neal Stevens' sticky re popular mods, etc. It displays the range of mods, tutorials, modding tools, etc., but it is only a partial list, as there are a ton of creations.

If you do not play with a mega mod, you might want to look at Webster's various mods, which cover a wide range of game "fixes." He has a mod called GFO, which I believe is a collection of a large number of game fixes.

If you want help in attacking, study the information at Rockin Robbins sticky in the main forum re skipper's bag of tricks, etc. Don't forget the Easy Aob mod in this regard.

There is a ton of information, so dive in. By the way, TMO is the toughest of the mega mods. Its destroyers can detect anything, anywhere, and at any time....

Finally, you should upgrade to the UBoat missions (SH4 v1.5.) Then you will be able to take advantage of the full range of mods.
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