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Old 04-14-14, 01:57 PM   #3421
Silent Steel
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Quote:
Originally Posted by Rocko View Post
PROBLEM

1. Sonar man does not report hydrophone contact within visual range.

2. With real navigation, sonar man seems to report hydrophone bearing relative to a celestial fix location. Frequently I get wrong estimates when applying the 4 bearings method with a static sub...

QUESTION

1. How can I enable hydrophone for contacts within visual range?

2. Any recommendations for adjusting hydrophone for real navigation?

Thanks !

Are you using the EMCCD mod (Even More Crew Commands through Dialog)?

If yes - try disabling it
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Old 04-14-14, 06:13 PM   #3422
Rocko
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Default Hydrophone question (real navigation)

HI Silent Steel,

Thanks for your feedback. I'm not using EMCCD.

PROBLEM

1. Sonar man does not report hydrophone contact within visual range.

2. With real navigation, sonar man seems to report hydrophone bearing relative to a celestial fix location. Frequently I get wrong estimates when applying the 4 bearings method with a static sub...

QUESTION

1. How can I enable hydrophone for contacts within visual range?

2. Any recommendations for adjusting hydrophone for real navigation?

This is the MOD list:

Generic Mod Enabler - v2.6.0.157
[f:\Program Files\Ubisoft\Silent Hunter 5\MODS]
Accurate German Flags
sobers game loading tips V5 SH5
DBM Background Video
SteelViking's Interior Mod V1.2
SteelViking's Interior Mod V1.2.1 Patch
DynEnv v2.9 - 1. Main Mod
DynEnv v2.9 - 5.e Ambient Settings - Brighter Nights-No Murky Waters
DynEnv v2.9 - No Glaring Sunlight
DynEnv v2.9 - 12. Sounds
Small_trees_SH5_V1
sobers smoke screen V1 SH5 (DynEnv compatible)
sobers water splash anim SH5
sobers best ever fog V22 SH5
sobers base sky mechanics V1
sobers better terrain v3 SH5
sobers waves mod V12 27032013
sobers more trees SH5
sobers see thru wake fix
SH5_7A_Conning_Fix
Fuel Gauge WoGaDi_SteelViking's Interior
Fix clock rear torpedo room VIIA
Equipment_Upgrades_Fix_v1_4_byTheBeast
Equipment_Upgrades_Fix_v1_4_Patch_1
#Equipment_Upgrades_Fix_v1_4_Patch_1_HotFix
Equipment_Upgrades_Fix_v1_4_Patch_1 (available by date) V9 by sober
EUF_UBoat_FX_v0_0_3_ byTheBeast
FX_Update_0_0_21_ByTheDarkWraith
Stock torpedoes - MagDet range 3m (modified for torpedoes failure patches)
FX Update torpedoes - MagDet range 3m (modified for torpedoes failure patches)
AI_sub_crew_1_0_2_TheDarkWraith
NewUIs_TDC_7_4_2_ByTheDarkWraith
NewUIs_TDC_7_4_2_alt_officer_wounded_by_Torpedo
NewUIs_TDC_7_4_2_Real_Navigation
NewUIs_TDC_7_4_2_RadCapTools_0_2_alpha
Sjizzle's - Charts for NewUIs part1_07.06.2013
Sjizzle's - Charts for NewUIs part 2_07.06.2013
Manos Scopes-patch for 85x48
IRAI_0_0_39_ByTheDarkWraith
IRAI_0_0_39_ByTheDarkWraith_Patch_1
R.E.M_by_Xrundel_TheBeast_1.2
R.E.M_by_Xrundel_TheBeast_1.2 - no hyd on surface - NewUIs-IRAI compatible
Cerberus62 Corrected Depth Charge Projector 1.0
NOZAURIO'S SKIN (U-552-Red Devil Emblem) BETA
Reworked Morale and Abilities v.1.1
MightyFine Crew Mod 1.2.1 Stock faces
MCCD_1.04_MFCM_1.2.1_compatible
Pascal-sh5-Crew-Uniforms. 12.2011
SAS special abilities simplified V1 (MCCD) SH5
Speech fixes and additions (english version)
sobers green crew training V4 SH5
TDW FX Fix for Sobers chimney smoke
Church's Compass Dials Mod v2.2 - Option Two
OPEN HORIZONS II_full v2.2
Sobers Terrain fix for OH2 V2.2
TDW_Mines_Subnets_Detectable_in_hydro (OH II )
RPM Hydrophone merchants 2.1 -for OHII full v2.2-
Expanded Navies by Cybermat47 v.1.0.01
smaller flags for Warships 1_0b
sobers Lights Cfg V5 SH5
Trevally Tutorial - All v0.2(for OHIIv1.3)
Trevally Automated Scripts v0.6
Trevally Harbour & Kiel Canal Pilot v3.1
Trevally TDC Help v2
MadMaxs_SH5_Subdiesel (mono) v2
sobers hud sounds V1 SH5
sobers no footstep sound mod
sobers DOF V6 SH5
EQuaTool 01.01 by AvM - Large Style
AOB slide ruller for TDW UIs and MO by stoianm
gap - HD 1 deg Scope Bearing v 1.0
Warfox deck crew always whispering SH5 German Version
Shadow Improvement Mod
Grossdeutscher Rundfunk
Radio Paris French Music Full Version 1.2
GramophoneShuffler
TDW_GenericPatcher_v_1_0_113_0
IX Boat - enable when playing MG Campaign

Quote:
Originally Posted by Silent Steel View Post
Are you using the EMCCD mod (Even More Crew Commands through Dialog)?

If yes - try disabling it

Last edited by Rocko; 04-14-14 at 06:16 PM. Reason: Missing title and details
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Old 04-15-14, 04:17 AM   #3423
Silent Steel
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Quote:
Originally Posted by Rocko View Post
HI Silent Steel,

Thanks for your feedback. I'm not using EMCCD.

PROBLEM

1. Sonar man does not report hydrophone contact within visual range.

2. With real navigation, sonar man seems to report hydrophone bearing relative to a celestial fix location. Frequently I get wrong estimates when applying the 4 bearings method with a static sub...

QUESTION

1. How can I enable hydrophone for contacts within visual range?

2. Any recommendations for adjusting hydrophone for real navigation?



Hi again Rocko,

First - let's try disabling the 'RPM Hydrophone merchants 2.1 -for OHII full v2.2' mod

Please, tell me what happens.
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Old 04-15-14, 07:00 AM   #3424
THE_MASK
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sobers 2100 15042014
added
R.S.D. - Reworked Submarine Damage v5.6 by vdr1981_main mod
R.S.D. v5.6 - Indestructible UZO patch
Start a new campaign
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Old 04-15-14, 12:06 PM   #3425
Rocko
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Default Hydrophone question (real navigation)

Disabled 'RPM Hydrophone merchants 2.1 -for OHII full v2.2' mod and now hydrophone and sonar man reports for contacts within visual range seem to be working fine only if submerged past 15 m (targets not longer visible with a full raised periscope) but I think this is manageable. What is your feedback?

Quote:
Originally Posted by Silent Steel View Post
Hi again Rocko,

First - let's try disabling the 'RPM Hydrophone merchants 2.1 -for OHII full v2.2' mod

Please, tell me what happens.
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Old 04-15-14, 12:25 PM   #3426
ironcold
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Quote:
Originally Posted by sober View Post
sobers 2100 15042014
added
R.S.D. - Reworked Submarine Damage v5.6 by vdr1981_main mod
R.S.D. v5.6 - Indestructible UZO patch
Start a new campaign
Ok-start a new Campaign too,but i have a Question:
In your Modlist "REM by Xrundel_TheBeast_1.2 overwrites the UBoot_Sensor.sim
from IRAI_0_0_41_by TDW. Is this correct?
exactly: data/Objects/Sensors/Uboot_Sensors.sim

Last edited by ironcold; 04-15-14 at 05:29 PM.
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Old 04-15-14, 04:52 PM   #3427
vdr1981
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Quote:
Originally Posted by sober View Post
R.S.D overwrites it as well
Nope, RSD has it's own UBoot_Sensors_2.sim made by gap...
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Old 04-15-14, 04:59 PM   #3428
THE_MASK
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Quote:
Originally Posted by vdr1981 View Post
Nope, RSD has it's own UBoot_Sensors_2.sim made by gap...
My bad , I was looking at the zon file .
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Old 04-15-14, 06:10 PM   #3429
THE_MASK
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sobers 0900 16042014
added
Moon_light_mod V6 SH5
Avoid attacking on the surface at night with a full moon .
I wouldn't try to sneak into Scapa on the surface with a full moon .
Press the Shift + B keys to show the blackboard with the moon phase info for that day .

Last edited by THE_MASK; 04-15-14 at 06:40 PM.
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Old 04-15-14, 06:45 PM   #3430
Husksubsky
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Quote:
Originally Posted by JayR View Post
Is that the jelly-like effect that people have referred to in this thread?

Despite the sea the mega mod seems awesome, thank you sober!
I have talked about jelly effect on all my Dynamic Environment attempts, but that was the movement.(in addition to stutters). In a jpg, I think dynamics would look better than real env, but I admit your pic was very blue
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Old 04-15-14, 07:44 PM   #3431
Husksubsky
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Quote:
Originally Posted by ironcold View Post
Ok-start a new Campaign too,but i have a Question:
In your Modlist "REM by Xrundel_TheBeast_1.2 overwrites the UBoot_Sensor.sim
from IRAI_0_0_41_by TDW. Is this correct?
exactly: data/Objects/Sensors/Uboot_Sensors.sim
Beem worrying me too. REM has been around a while. The date on the simfile is newer in IRAI..
Anyway nice to get reports from your patrols Sober. Inspiring..
I used around six hours real time (no TC when enemy around)just sw of the English channel to outflank a convoy wich appeared to go sw ish slow. Heavy traffic in the sky this sunny winter day. Finally at evening found they had around 6 knots at approx 260 degrees. Lined up and fired 4 into the merch silouettes aprox 6-7 km off 4 mtrs depth and ran off.. Remembered the thrill off getting 3 out of 4 hits this way at around 10 kms distance a foggy night. However no thrill this evening..no hits. Heard some escorts speed up , but no serious threat. Just one forward torp left so I head home.
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Old 04-15-14, 08:01 PM   #3432
THE_MASK
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Quote:
Originally Posted by Husksubsky View Post
Beem worrying me too. REM has been around a while. The date on the simfile is newer in IRAI..
Anyway nice to get reports from your patrols Sober. Inspiring..
I used around six hours real time (no TC when enemy around)just sw of the English channel to outflank a convoy wich appeared to go sw ish slow. Heavy traffic in the sky this sunny winter day. Finally at evening found they had around 6 knots at approx 260 degrees. Lined up and fired 4 into the merch silouettes aprox 6-7 km off 4 mtrs depth and ran off.. Remembered the thrill off getting 3 out of 4 hits this way at around 10 kms distance a foggy night. However no thrill this evening..no hits. Heard some escorts speed up , but no serious threat. Just one forward torp left so I head home.
No hits , but your men are all alive . I bet it was shallow water . Do you play external camera ?
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Old 04-15-14, 08:07 PM   #3433
Husksubsky
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Quote:
Originally Posted by sober View Post
No hits , but your men are all alive . I bet it was shallow water . Do you play external camera ?
I was a bit futher SW and the depth varied from 130 to 170 mtrs.
OFC no ext cam . I m horribly curious what happened, but although follow torps with cam can be fun , nothing beats the pleasure of hearing the bang(s) after 6-10 mins travel. Maybe the escorts spotted them and gave warnings? who knows
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Old 04-15-14, 08:11 PM   #3434
THE_MASK
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Quote:
Originally Posted by Husksubsky View Post
I was a bit futher SW and the depth varied from 130 to 170 mtrs.
OFC no ext cam . I m horribly curious what happened, but although follow torps with cam can be fun , nothing beats the pleasure of hearing the bang(s) after 6-10 mins travel. Maybe the escorts spotted them and gave warnings? who knows
With IRAI and the TDW exe patcher i never know whats going to happen . OT I upgraded the sub skin to a dark camo skin rather than the hydrophones considering I was going close to the british coast . With the moon light mod night attack can be very dangerous if you don't take the moon phase and position in relation to the enemy and your sub . The dark camo skin helps in detection at night , yes it does .
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Old 04-15-14, 08:27 PM   #3435
Husksubsky
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Quote:
Originally Posted by sober View Post
With IRAI and the TDW exe patcher i never know whats going to happen . OT I upgraded the sub skin to a dark camo skin rather than the hydrophones considering I was going close to the british coast . With the moon light mod night attack can be very dangerous if you don't take the moon phase and position in relation to the enemy and your sub . The dark camo skin helps in detection at night , yes it does .
I put the assymetric camo, but I don t see it on my sub. Hope its there.
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