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Old 04-01-14, 06:05 PM   #1
THEBERBSTER
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Hi bandit

If you have a look at the points that the Torpedo Man can be awarded he is able to make changes as to how the Torpedoes will then react in the game.

This means that when you set up a firing position you cannot take into account these changes that the Torpedo Man has made.

In other words it creates a firing corruption and you suddenly wonder why your Torpedoes are starting to miss even though all your calculations are correct.

Peter
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Old 04-03-14, 03:20 PM   #2
bandit484
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SHO

Quote:
Originally Posted by THEBERBSTER View Post
Hi bandit

If you have a look at the points that the Torpedo Man can be awarded he is able to make changes as to how the Torpedoes will then react in the game.

This means that when you set up a firing position you cannot take into account these changes that the Torpedo Man has made.

In other words it creates a firing corruption and you suddenly wonder why your Torpedoes are starting to miss even though all your calculations are correct.

Peter
Ok, thanks THEBERBSTER I didn't know that. Does it also effect you if you use automatic TDC ?
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Old 04-03-14, 05:20 PM   #3
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Yes, Leave him well alone.

Any Bonus points will corrupt your firing solution.

You will be wondering why you keep missing the target.

If the 'Deck Gun' is fired by the 'Crew' then it is beneficial to give them the points as they will become more accurate and load quicker.

If you always fire the gun then the points are wasted so giving at least some of them to your Sonar Man will have benefits.

Peter
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Old 04-03-14, 06:10 PM   #4
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Quote:
Originally Posted by THEBERBSTER View Post
Yes, Leave him well alone.

Any Bonus points will corrupt your firing solution.

You will be wondering why you keep missing the target.

If the 'Deck Gun' is fired by the 'Crew' then it is beneficial to give them the points as they will become more accurate and load quicker.

If you always fire the gun then the points are wasted so giving at least some of them to your Sonar Man will have benefits.

Peter
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Old 04-04-14, 05:15 AM   #5
THEBERBSTER
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Default TDW’s Generic File Patcher Illustrated Settings You Can Use in Yours

Last updated 5th March 2017

Do Not Use These Settings For Either sobers Mega Mod Or The Wolves Of Steel
.


1. Patches to Enable in TDW’s Generic File Patcher (GFP) v1.0.68.0
2. Advanced and Experimental Patches should not be Enabled without taking advice.
3. This is a basic set up that you can copy and use to set up your own (GFP).
4. If you are using TDW’s NewUi 7-4-2 then there are no additional changes needed to be made.
5. If you are using TDW’s NewUi 7-5-0 then changes need to be made where shown.
6. Opening the Generic File Patcher and seeing all of the 9 Patchers. (Picture 1)
Picture 1


7. Seeing the 1st CameraManager Patcher. (Picture 2)
Picture 2


8. Seeing the 2nd EnvSim Patcher. (Picture 3)
Picture 3


9. Seeing the 3rd kernel Patcher. (Picture 4)
Picture 4


10. Seeing the 4th SH5.exe Patcher. (Pictures 5 Parts 1 & 2
If you are using TDW NewUI 7-5-0 then enable the Real nav menu.txt entries.
Want to know how to change the Map Colors then use the Tutorial below?
Post #41 Change The Map Colours In TDW's Generic File Patcher
Picture 5


Picture 5 part 2 Second part of this long patch.


Seeing the 5th SHCollisions Patcher. (Picture 6)

Picture 6


Seeing the 6th SHSim Patcher. (Pictures 7 Parts 1 & 2
This picture shows the 20 Torpedo Patches Enabled.
Picture 7


Picture 7 part 2 Second part of this long patch.


Seeing the 7th SHSound Patcher. (Picture 8)
Picture 8


Seeing the 8th SHNClient Patcher. (Picture 9)
Picture 9


Seeing the 9th SimData Patcher. (Picture 10)
Picture 10


Download Link and information for TDW's GFP
SH5.exe patches to fix bugs and add functionality
Other GFP Tutorial Links.

Courtesy acknowledgement to TheDarkwraith


Last edited by THEBERBSTER; 10-04-19 at 03:47 PM. Reason: Replaced missing pictures
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Old 04-05-14, 11:00 AM   #6
THEBERBSTER
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Default Using The 4 Bearing True Method By Trevally

Last updated 21st January 2018

4 Bearing True Method Tutorial > Step By Step Instructions
It is recommended that you use this ‘Documented Tutorial’ in conjunction with the ‘First Part’ of the mod ‘Trevally Tutorial – All v0.2 (for OHII v1.3)’
This can be found by selecting ‘Tutorials’ and then ‘4 Bearings’ from the ‘Main SH5 menu.’
Select ‘Historical Missions’ >‘4 Bearing Tutorial.’
Select ‘Start’ and the Tutorial’ will then load.

This ‘Tutorial Document’ has been edited so you can use it in your game play.
It is assumed that you know how to use the map tools.
Replace the ‘Data’ you see here with your own.

1. This Tutorial is based on the first part of Trevally’s Tutorial where the 15 minute ‘Bearing Times’ have been used.
2. U-Boat speed >‘0’ Knots.
3. U-Boat > ‘Compass Bearing’ > 90 degrees.
4. U-Boat > ‘Depth’ > 25 Meters.
5. ‘Hydrophone Contact Bearing’ > 270 degrees.
6. Start > ‘Stopwatch.’
7. Time starting at ‘0 minutes for True Bearing 2.’
8. ‘Stopwatch Time’ >‘Each Bearing’ > 15 minutes.
9. ‘Plot’ > Bearing 1.
10. Convert > ‘True Bearing’ ’90 + 270 = 360 or 0’
11. Draw Bearing 1 from > ‘Navigation Fix.’
12. North > 0 degrees’
13. ‘Zoom out for accuracy.’
14. You can ‘Plot’ with ‘Game Pause’ on.
15. ‘Un-Pause Game’ to make any adjustments.
16. Draw out > ‘50km.’
17. Start ‘Stopwatch’ time > Each Bearing.
18. Trevally’ is using ‘15 minutes’ for this first example.
19. TIP >‘Compass’ place on top of the ‘Bearing 1 Line’ towards the top and draw it out towards the ‘Navigation Fix.’ ‘Zoom out for accuracy.’
20. ‘15 minutes’ later.
21. ‘Contacts > True Bearing 2’ > 56 degrees.
22. ‘Stopwatch’ started 2nd time for ‘Bearing 3.’
23. Total time ‘15 minutes.’ (True Bearing 2 > 56 degrees)
24. ‘Plot Bearing 2
25. ‘Navigation Fix’ > 56 degrees.
26. Draw out > 50km.
27. ‘Zoom out for accuracy.’
28. Take note the way ‘Contact’ is heading.
29. Bearing 2’ is ‘East of ‘Bearing 1’
30. ‘Zoom out for accuracy’
31. ‘Target’ moving > West to East.
32. ’15 minutes’ later > Bearing 3.
33. ‘Stopwatch’ started 3rd time for the ‘Predicted Bearing 4.’
34. Total time ‘30 minutes.’ (True Bearing 3 > 61 degrees)
35. As soon as we get ‘Bearing 3’ we must ‘Move the U-boat’ before we can take the ‘4th True Bearing.’
36. ‘Surface’ > U-Boat.
37. ‘Ahead Standard.’
38. Plot course ‘Towards’ and to the ‘Side’ of the last ‘Contacts Position.’
39. Bearing 61 degrees’ from > Navigation Fix.
40. Draw out ‘50km.’
41. ‘Zoom out for accuracy.’
42. To get > Contacts Heading.
43. Pick a point over half way up on the ‘Bearing 2 Line’ > ‘Mark’ with an ‘X.’
44. ‘Compass’ > on top of the ‘Bearing 3 Line’ towards the end and draw it out towards > ‘Navigation Fix.’
45. ‘Zoom out for accuracy.’
46. Take both ‘Compasses’ and place ‘Parallel Across’ the ‘X Mark’ you made on the ‘Bearing 2 Line.’
47. ‘Zoom out for accuracy.’
48. Draw a line ‘30 km’ long from where the ‘Bearings Cross’ each other.
49. Bearing Line 1 to > Bearing Line 3.
50. TIP > Sometimes it is easier to ‘Mark’ the two crossing points and then draw your line through them with the ‘Ruler.’ <
51. ‘Erase’ the > '2 Compass Circles.’
52. ‘‘Contacts Heading Line’ (CHL) > 151 degrees.
53. ‘Predict’ now > ‘Bearing 4.’
54. If the ‘Target is maintaining > Constant Speed.
55. ‘Measure’ the ‘Distance’ > ‘Compass’ between ‘Bearing 2’ > ‘Bearing 3.’
56. ‘Compass’ on > ‘X Mark’ > Bearing 2 Line.
57. ‘Compass Radius’ shows the ‘Distance’ between ‘Bearing 1’ > ‘Bearing 3’ remains constant if plotted correctly.
58. ‘Compass’ drag to where the ‘Bearing Line’ and > CHL Cross.
59. ‘Spacing’ showing on ‘Bearing 1’ and ‘Bearing 3’ must be the same.
60. The ‘Edge’ will show where to ‘Plot’ the ‘Predicted > Bearing 4.
61. Predicted Bearing 4’ > Draw so it matches the shape of the ‘Bearing 1 Line’ is to the ‘Compass Circle.’
62. ‘Predicted Bearing 4’ > Plotted.
63. ‘15 minutes’ have passed.
64. During that time we have:
65. Moved our ‘U-Boat
66. Dived
67. ‘Speed’ > 0
68. ‘Hydrophone’ > New Bearing 4.
69. ‘True Bearing > 350 degrees.’
70. Navigation Fix.
71. Stop the ‘Stopwatch no longer needed.
72. Total time 45 minutes.’(True Bearing 4 > 350 degrees)
73. Plot > Real ‘Bearing 4’.
74. Draw out ‘350 degrees’ from > Navigation Fix’ so it crosses the > Predicted Bearing 4 Line.
75. ‘Compass’ > make ‘Parallel Line’ > on 151 degrees ‘CHL’
76. ‘Compass from ‘CHL’ and place it ‘Parallel’ until it also ‘Crosses both the ‘True Bearing 4 Line’ and ‘Predicted Bearing 4 Line.’
77. This is the Line coming out from the U-Boat.
78. We now know where the ‘Target’ is.
79. ‘Compass’ > ‘Measure’ > Bearing 1 Line’ > ‘True Bearing 4 Line.’
80. ‘Target’ > ‘9,000 meters > 45 minutes.’
81. We can now find ‘Target Heading – Target Range – AOB – Speed.’
82. Go to the ‘Knots in Meters Per Minute Chart.’
83. ‘9000 meters’ > Targets Speed 6.5 Knots.
84. Although in this particular scenario ‘15 Minutes between bearings has been used you can use any time gap as long as they are the ‘Same between all Bearings.’
85. Personally I do not like to use less than 20 minutes as you need to be able to have the accuracy from the bearings you plot.
86. If the bearings are too close to each other then you will not be able to achieve this.
87. Always allow enough time for > Map Work.
88. The further away and ‘Slower the Target’ is you will need to allow ‘Longer Times’ between each ‘Bearings.’
89. Set up ‘Firing Position’ >90 degrees.
90. If playing with ‘Real Navigation’ > ‘Navigator’ > new position fix.
91. ‘Protractor’ on > ’90 degree Line’ to > New ‘CHL.’
92. Draw a line > U-Boat > ‘CHL’
93. This is > ’62 degrees’
94. ‘Firing Point’ now need to move > 4,200 meters.
95. ‘Surface the Boat.’
96. Order > ‘Ahead Slow.’
97. ‘Compass’ <> ‘Rudder’ > 62 degrees.
98. ‘Speed per Minutes Chart’ > 4,200 Meters.
99. Check set up on ‘Firing Line’ > 90 degrees.
100. Prepare your attack.
101. Good Hunting Captain.

Courtesy acknowledgement to Trevally

Tip
If you shade this Tutorial and then copy and paste it to your PC Notepad you can then edit it.

Last edited by THEBERBSTER; 01-21-18 at 03:15 PM. Reason: removed text spacing
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Old 04-15-14, 07:44 AM   #7
THEBERBSTER
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Default NEW MOD FOR SH5 (RUSTED GLORY) By totheorder

Last updated 13th April 2016


------------------------
RUSTED GLORY SH5 >>>
------------------------

>>> THIS MOD IS JSGME READY. PLACE / EXTRACT INTO YOUR MODS
FOLDER AND ENABLE WITH JSGME WHILE IN BUNKER.

>>> IF YOU LOAD THIS MOD WHILE ON PATROL, YOU MAY NEED TO
BUNKER SAVE AND RESTART THE GAME BEFORE YOU SEE THE
CHANGES.

>>>
THIS MOD IS COMPATIBLE AND RECOMMENDED TO BE USED WITH
STEELVIKINGS INTERIOR MOD V1.2 AND XENOMERV'S DARK_INTERIOR _V1.
ENABLE RUSTED GLORY LAST IF USING ANY OF THOSE MODS AND BE SURE
TO ENABLE IN THIS ORDER:

STEELVIKINGS INTERIOR MOD V1.2
STEELVIKINGS INTERIOR MOD PATCH V1.2.2
DARK_INTERIOR_V1
RUSTED GLORY SH5

>>> ENABLE THIS MOD LAST ON YOUR LIST. ALLOW ANY CONFLICT.
THERE WILL BE NO HARD CODE CHANGES WITH SAID CONFLICTS.

-----------------------------------------
THIS MOD CHANGES THE FOLLOWING >>>
-----------------------------------------


>>> RUSTED EXTERIOR FOR TYPE VIIA, VIIB, VIIC AND VIIC/41. THIS
MOD WORKS WITH ((( ONLY THE COMMISSIONING PAINT SCHEME.)))
I HAVE INCLUDED THE ADDITIONAL CONNING TOWER FOR THE VIIC/41
U-FLAK MOD RELEASED BY vdr1981 ON 2-23-2016.

>>> RUSTED INTERIOR FOR TYPE VIIA, VIIB, VIIC AND VIIC/41. THIS
INCLUDES RUSTED BULKHEADS, PANELS, PIPES, EQUIPMENT, HATCHES,
ENGINES, LADDERS, PERISCOPE & MOST ANY PLACE NATURAL
OXIDATION CAN OCCUR.

>>> RUSTED U-BOAT BUNKERS

>>> DIMMED THE LIGHTS WITHIN THE SUB INTERIOR CREATING A
DARKER SETTING. THE HUE HAS ALSO BEEN ADJUSTED TO A MORE
REALISTIC LIGHTING YOU WOULD EXPECT FROM BULBS IN THE 1940'S

>>> THE CAPTAIN & NAVIGATION DESK PHOTOS HAVE BEEN CHANGED

>>> THE TORPEDO HEAD COLOR HAS BEEN CHANGED TO RED

>>>
THERE IS A SUBSIM EASTER EGG TO BE FOUND AS A TIP OF THE HAT
TO ONE OF THE BEST COMMUNITIES ON THE WEB. WITHOUT SUBSIM
AND ITS MEMBERS, THIS MOD WOULD HAVE NEVER BEEN POSSIBLE.

--------------------------------
FINAL NOTES & AGREEMENT >>>
--------------------------------


RUSTED GLORY SH5, IS A SUBSIM.COM COMMUNITY MOD.
PLEASE READ THE DOCUMENTATION FOR IMPORTANT INFORMATION.
ITS TIME TO GET IN YOUR RUSTY SUB AND SINK 'EM ALL!

Dwnload Subsim
http://www.subsim.com/radioroom/down...o=file&id=4928

Download Media Fire
http://www.mediafire.com/download/sw..._GLORY_SH5.rar


__________________

Kaleun Frank Taylor
Present Command: U-19 @ Lorient Bunker SH5
Type VIIB U-Boat "Evil Ashy"

Last edited by THEBERBSTER; 04-13-16 at 04:29 AM. Reason: Added additional download link
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Old 01-31-18, 12:41 PM   #8
bortass
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Default

Regarding post #57, the four bearing tutorial. Please delete this if it's not appropriate to ask here.

The in-game four bearing tutorial text says the course of the ship is 206. I keep coming up with a course of about 198 after the third bearing reading. The true bearing for the contact in order are 56, 61, and 68 according to the tutorial text. I've gone through and done the map work twice and get the same result.

Any idea what I may be doing wrong? I did zoom in when drawing lines to get it as accurate as I could. I've done it enough that I get the concept and what I should be doing but I question it since I get a different result....
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