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Old 08-15-14, 06:10 PM   #1
THEBERBSTER
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SH5 still continues to take knocks.

When you consider you have the Reworked Submarine Damage mod.

You can operate the Dive Planes.

You can use a Sextant to get Celestial Fixes.

You can adjust the Wind Speed.

You can have your Decks Awash.

You can have Independent Engine Controls.

Air to Air combat.

Coastal Artillery.

Active Searchlights.

You can change your Map Colours.

Superb Graphics.

Some excellent Interface and Campaign mods.

Mod soups you can put together without ctd’s if you know what you are doing.

And much more.

Those who do not understand how SH5 works continue to knock it and are not prepared to learn it either by the documentation or the Forum Posts and so it does not get the chance it deserves because people give up on it.

We seasoned skippers appreciate the hard work that has gone in to making this a game full of immersion and with a realism aspect that allows you to take it as far your ability can handle.

I play both SH4 and SH5 all the time and enjoy playing these two contrasting games.

Peter
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Old 08-16-14, 09:42 AM   #2
Sailor Steve
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Quote:
Originally Posted by THEBERBSTER View Post
SH5 still continues to take knocks.
As do the others. Every game has its flaws, depending on what you expect from it. For me the knocks to SH5 are different than most. I judge the game by what it still can't do, compared to the others.

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You can operate the Dive Planes.

Something no real-life captain could do. One of my biggest compaints about SH2 was the mod that allowed you to fly the sub like an airplane. Modern subs can do that. WW2 subs could not.

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You can use a Sextant to get Celestial Fixes.

Certainly one of SH5's biggest selling points. SH3 has a Celestial Navigation mod, but it doesn't come close the the one by DarkWraith for SH5.

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You can have Independent Engine Controls.

Really? Can you steer the boat with the engines? That would be a huge plus.

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Those who do not understand how SH5 works continue to knock it and are not prepared to learn it either by the documentation or the Forum Posts and so it does not get the chance it deserves because people give up on it.

I agree, and as I've said many people think it's the best there is. Me, I'm still waiting on a Type II.
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Old 08-16-14, 10:10 AM   #3
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Hi Pistoliero

What you are doing wrong is playing Stock!

Are you using Steam?

If you are not a Steam user do you have TDW's Generic File Patcher and Option File Editor Installed?

Take the time to go through my Tutorials.

Everything you need is there for the beginner.

There is no reason why you cannot start off as a beginner with a good mod content that works without ctd's.

All the instructions are there.

Link to my SH5 – SH4 posts:

Step By Step Tutorials & How To Do It

Also Included Are Some Useful Download Links

http://www.subsim.com/radioroom/showthread.php?t=211804

If you have a problem just PM me and we will take as long as it takes to get you up and running with a game worth playing.

Peter
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Old 08-16-14, 10:12 AM   #4
BigWalleye
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Really? Can you steer the boat with the engines? That would be a huge plus.
No, you can't. You can control the speed of the two engines independently, and stop one while going ahead on the other at slow turns. So you can creep under Silent Running. But, last I looked, it was not possible to generate a turning moment that way. Turning must be done with the rudder.

TDW may have found a way around this by now. SH5 keeps moving ahead so fast, it's hard to keep up. That's one reason I stopped playing it. Every mod was a "Must Have." I could never get through more than a patrol or two without changing everything.
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Old 08-16-14, 10:16 AM   #5
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Hi Steve

As SH5 seems to strive for further perfection this is the latest addition.

Starting with v1.0.165.0 added a new patch to SHSim_act: RPM inertia. Player's unit and AI unit's shafts/props will now have inertia and thus will not 'spin up' or 'spin down' at ridiculous speeds. See the Notes= of the patch for how to change the multipliers

Peter
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Old 08-16-14, 01:17 PM   #6
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You're right Pooch, with the right mods SH5 is arguably the best in the series. Certainly the most realistic navigation system out there with Real Nav. Also punishing AI with IRAI. Good hunting!!
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Old 08-16-14, 03:27 PM   #7
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Quote:
Originally Posted by BigWalleye View Post
No, you can't. You can control the speed of the two engines independently, and stop one while going ahead on the other at slow turns. So you can creep under Silent Running. But, last I looked, it was not possible to generate a turning moment that way. Turning must be done with the rudder.
That's still pretty cool. Thanks for the heads-up.

Quote:
TDW may have found a way around this by now. SH5 keeps moving ahead so fast, it's hard to keep up. That's one reason I stopped playing it. Every mod was a "Must Have." I could never get through more than a patrol or two without changing everything.
I have been asked why, after nine years, I have still not gotten past 1940 in SH3. Every time some new mod comes out that affects things at the beginning of the war I stop all my careers (one from each flotilla) and start over again with the new mods. Maybe I have OCD. Maybe I'm just flat-out insane. In fact I'm sure both are true, but it's the only way I can do it.

Quote:
Originally Posted by THEBERBSTER View Post
Starting with v1.0.165.0 added a new patch to SHSim_act: RPM inertia. Player's unit and AI unit's shafts/props will now have inertia and thus will not 'spin up' or 'spin down' at ridiculous speeds. See the Notes= of the patch for how to change the multipliers
That also sounds really cool. If I ever finally get a computer that will run SH5 I do mean to finally load it up (I've owned a copy since the day they removed the "online only" requirement). I'm pretty sure the "no Type II" thing will still be a limitation for me, though.
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