SUBSIM Radio Room Forums



SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997

Go Back   SUBSIM Radio Room Forums > Silent Hunter 3 - 4 - 5 > Silent Hunter 4: Wolves of the Pacific
Forget password? Reset here

Reply
 
Thread Tools Display Modes
Old 03-04-16, 01:43 PM   #1
DesertFalcon
Nub
 
Join Date: Jan 2016
Location: USA
Posts: 4
Downloads: 7
Uploads: 0
Default

Quote:
Originally Posted by vdr1981 View Post
LoL...
Once upon a time, people were asking the same questions and then somebody invented MODS!
TMO and RFB are great choice for Pacific theater...

P.S.
And welcome to Subsim!
thanks...I should probably start another thread for this, but sadly I cant use most mods...my version is only 1.0 and the patch for 1.4 says I dont have the game installed. I bought the game secondhand, wonder if thats the problem.
DesertFalcon is offline   Reply With Quote
Old 03-04-16, 01:53 PM   #2
vdr1981
Navy Seal
 
Join Date: May 2010
Location: Србија
Posts: 6,078
Downloads: 581
Uploads: 13


Default

Quote:
Originally Posted by DesertFalcon View Post
thanks...I should probably start another thread for this, but sadly I cant use most mods...my version is only 1.0 and the patch for 1.4 says I dont have the game installed. I bought the game secondhand, wonder if thats the problem.
Ouch...I remember that SH4 v1.0 was a disaster ...You quickly need at least patch 1.4.
vdr1981 is offline   Reply With Quote
Old 03-05-16, 01:41 AM   #3
razark
Ocean Warrior
 
Join Date: Mar 2007
Location: Houston, TX
Posts: 2,731
Downloads: 393
Uploads: 12
Default

A. You sink ships by poking holes in them and filling them with liquid.
B. Tankers are ships that are designed to be filled with liquid.
:. Tankers can be hard to sink.

I wish we could at least get credit for damaging a ship. I remember Silent Service 2 would give credit for damage, and I think Silent Hunter 1 did, as well. Now with SH4, I can damage multiple ships in a convoy, but unless they sink or lose the propeller, they'll happily keep position in the convoy while listing 45 degrees.

Also, if you get into playing with mods like TMO, your deck gun is going to feel underpowered. It's good for sampans and fishie marus, but it's not going to be as effective in taking out larger targets (but it can be done). Aim for the waterline. You're looking to get not only an explosion, but also the column of water thrown up. That's when you know you're making those holes that let the water in.

Anyway, welcome to your new hobby of getting pissed off at bizarre ship physics. (Wait until you return from a patrol and find half the ships you sank wiped from the record.)

Quote:
Originally Posted by vdr1981 View Post
Ouch...I remember that SH4 v1.0 was a disaster
I don't really remember how bad 1.0 was. The 1.1 patch was released so quickly that I don't remember not having it. I think I downloaded it before the game arrived.
__________________
"Never ask a World War II history buff for a 'final solution' to your problem!"
razark is offline   Reply With Quote
Old 03-05-16, 03:48 PM   #4
Webster
Stowaway
 
Posts: n/a
Downloads:
Uploads:
Default

one thing to remember if you use auto targeting, the torps will almost always hit the exact same spot every time so its best to fire one then on the next torps you lock, unlock, move the crosshairs forward or back from the centered auto lock position and fire. that way you aren't hitting an already destroyed section over and over wasting torps. you have to lock first then unlock or it wont aim right.

another tip is if you fire one torp and wait for a result it takes more torps to sink that ship because the game simulates "damage repair" between torps. what that means is, if a ship would sink from 2 torps fired at the same time (even at the same spot) it will take 3,4 or even 5 torps to sink if you fire, wait to see what happens, and then fire again.

I have a torpedo testing mission in my torpedo mods you should use and practice sinking stationary ships to see how many torps each takes to sink and how different the results are if the aiming point gets changed after the first torp is fired. you might also like to use the mod itself to increased torp power the mod gives you

Last edited by Webster; 03-05-16 at 11:20 PM.
  Reply With Quote
Old 03-05-16, 10:00 PM   #5
Aktungbby
Gefallen Engel U-666
 
Aktungbby's Avatar
 
Join Date: Jul 2013
Location: On a tilted, overheated, overpopulated spinning mudball on Collision course with Andromeda Galaxy
Posts: 30,023
Downloads: 24
Uploads: 0


Default Welcome aboard!

DesertFalcon!
__________________

"Only two things are infinite; The Universe and human squirrelyness?!!
Aktungbby is offline   Reply With Quote
Old 03-06-16, 08:19 AM   #6
Jimbuna
Chief of the Boat
 
Jimbuna's Avatar
 
Join Date: Feb 2006
Location: 250 metres below the surface
Posts: 190,615
Downloads: 63
Uploads: 13


Default

As Webster has already stated, salvo into separate ship sections.

Welcome to SubSim
__________________
Wise men speak because they have something to say; Fools because they have to say something.
Oh my God, not again!!

Jimbuna is offline   Reply With Quote
Old 03-10-16, 10:00 AM   #7
Aktungbby
Gefallen Engel U-666
 
Aktungbby's Avatar
 
Join Date: Jul 2013
Location: On a tilted, overheated, overpopulated spinning mudball on Collision course with Andromeda Galaxy
Posts: 30,023
Downloads: 24
Uploads: 0


Default Welcome back

Florida Sailor! Your on the surface after a 6 year silent run!
__________________

"Only two things are infinite; The Universe and human squirrelyness?!!
Aktungbby is offline   Reply With Quote
Reply

Tags
tankers, torpedoes, wont sink


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT -5. The time now is 06:10 PM.


Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright © 1995- 2025 Subsim®
"Subsim" is a registered trademark, all rights reserved.