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Old 01-14-2019, 03:51 PM   #11611
Tonci87
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Does anybody know what radius the patrol area objectives have? For example I am ordered to patrol AN88, how far ca I stray from that area?
Thx
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Old 01-14-2019, 04:15 PM   #11612
Fifi
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Quote:
Originally Posted by Tonci87 View Post
Does anybody know what radius the patrol area objectives have? For example I am ordered to patrol AN88, how far ca I stray from that area?
Thx
You should receive a radio message with the radius distance when you approach the point.
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Old 01-15-2019, 01:46 AM   #11613
italianmarine
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Quote:
Originally Posted by Tonci87 View Post
Does anybody know what radius the patrol area objectives have? For example I am ordered to patrol AN88, how far ca I stray from that area?
Thx
most of the time it is 120 km (next to English coast), Atlantic missions I had 200km, but of course it depends on the radio message you get.

Last edited by italianmarine; 01-17-2019 at 07:46 AM.
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Old 01-17-2019, 02:03 PM   #11614
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Originally Posted by vdr1981 View Post
You scored more than 90.000 tons in your last patrol right???
By the way, it's UZO high magnification which bothers you...

Heh, I never heard complains about deck guns gyro stabilized view, I guess you guys find that "realistic"?
So, I´m quoting this really old post because I´m bothered by the gyro stabilized deck gun sight, and I can not find a solution for that.

If you use the deck gun the sight will be stabilized, but the gun barrel will swing up and down with the movement of the sub. If you are in the optics mode, there is no way to judge when the gun is actually pointing at your target instead of the sky, or the sea in front of your boat.
Is there any way to remove the sight stabilization, so that the sight aims down the barrel at all times?

Thank you.
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Old 01-17-2019, 04:09 PM   #11615
finchOU
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Default What happened to......

What happened to all Game play advise in the first or second post? Looks like they have some stuff still there like campaign transfer dates ans what not. Was looking specifically how and when you are supposed to save the game for stability purposes.

I"m running an older version of TWOS (1.06) due to not wanting to start a new career just yet....and only playing once or twice a month (new baby). Are the newer versions of TWOS more stable and thus not require game saves throughout the game...like when near convoys or land???

Anyway I was wondering if a "save and exit" means to windows or just to the game menu? It's been awhile....lol.
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Old 01-17-2019, 04:22 PM   #11616
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Originally Posted by finchOU View Post
What happened to all Game play advise in the first or second post? Looks like they have some stuff still there like campaign transfer dates ans what not. Was looking specifically how and when you are supposed to save the game for stability purposes.

I"m running an older version of TWOS (1.06) due to not wanting to start a new career just yet....and only playing once or twice a month (new baby). Are the newer versions of TWOS more stable and thus not require game saves throughout the game...like when near convoys or land???

Anyway I was wondering if a "save and exit" means to windows or just to the game menu? It's been awhile....lol.

Your silent hunter 5 folder -> The Wolves of Steel - Documentation ->Quick start manual.


I hope somebody has a solution for the Gyro stabilized deck gun....

Is there a hotkey to disable all the HUD elements at once?
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Old 01-17-2019, 04:52 PM   #11617
finchOU
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Originally Posted by Tonci87 View Post
Your silent hunter 5 folder -> The Wolves of Steel - Documentation ->Quick start manual.


I hope somebody has a solution for the Gyro stabilized deck gun....

Is there a hotkey to disable all the HUD elements at once?
Thanks I'll take a look.

as far as disabling the HUD (i'm assuming to declutter so you can see more at night?)....

It's shift + Z (not the ./Del key)
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Last edited by finchOU; 01-17-2019 at 06:06 PM.
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Old 01-17-2019, 05:39 PM   #11618
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Quote:
Originally Posted by Tonci87 View Post
Is there a hotkey to disable all the HUD elements at once?
It should be shift + z
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Old 01-17-2019, 06:05 PM   #11619
finchOU
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Quote:
Originally Posted by gap View Post
It should be shift + z
Yep...just about to edit it. Couldn't remember exactly. the ./Del key is for Heading to View.
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Old 01-17-2019, 09:03 PM   #11620
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Quote:
Originally Posted by italianmarine View Post
If you have Wolves of steel, there is a possibility to use the noob mode.
When in the bunker, deactivate manual targeting in the options.
Once started the mission, use the map. There is menu to highlight/activate all the info`s again which will be shown on the map once done.
You can lock then a target and see the numbers 1 to 3 you mentioned above.

Tip: lock target, make your settings, unlock target while aiming at the spot where the torpedo should hit and shoot. (easy mode)

Normally it will hit. If the ship notices the torpedo they could still evade by changing speed and movement of course. If you shoot within 1000m normally they can`t evade.

You just made my night
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Old 01-18-2019, 01:49 AM   #11621
italianmarine
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Originally Posted by HistoryNerd View Post
You just made my night
glad to help :-)
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Old 01-18-2019, 06:03 AM   #11622
oIMADMANIo
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This Mod makes SH5 to a great simulation Game as it has to be - i love the in-depth details like the Enigma and the RealNavigation-Tools.

So thanks to everyone who worked on this

I hope someone can answer me a question about RealNavigation - i got a strange thing here. When I give my NavigationOfficer the order to make a celestial Position fix - he tells me the WeatherReport - same with the AutomaticScript. Dead-Reckoning works - Celestial don´t.

I installed the mod as it should be, i guess and don´t have change anything - except UBoatNumber and CaptainsName.

Thanks for help & have fun

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Old 01-18-2019, 07:09 AM   #11623
gap
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Quote:
Originally Posted by oIMADMANIo View Post
When I give my NavigationOfficer the order to make a celestial Position fix - he tells me the WeatherReport - same with the AutomaticScript. Dead-Reckoning works - Celestial don´t.
Dead-Reckoning fixes can be calculated any time; IIRC, celestial fixes require the boat to be surfaced and weather to be clear
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Old 01-18-2019, 08:19 AM   #11624
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I have done some searching to no avail for certainty regarding this question:


Sh5 + wos 2.2.9 ( latest I believe ) Installed, game runs flawless apart from one little thing.


The stop engines key doesnt work, I did a test as I saw in the commands file for stop engines there was an optional commented out 0 key for it as well so I used the 0 key on my keyboard instead in the config and re did the commenting for the file. 0 key nor tilde key works for stop engines.


Im baffled... (excuse the punn)


Any simple fix in this day and age?


p.s It's important to me as I use a full voice script for control of the sub commands. And this one eludes me.

Last edited by moosenoodles; 01-18-2019 at 08:54 AM.
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Old 01-18-2019, 08:42 AM   #11625
oIMADMANIo
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Quote:
Originally Posted by gap View Post
Dead-Reckoning fixes can be calculated any time; IIRC, celestial fixes require the boat to be surfaced and weather to be clear
Thanks for your Answer - makes sense. But the boat is surfaced and the weather is perfectly clear. No Fog and 2m/s Windspeed ...

The Log tells me - "The Officer is calculating the Position..." and then drops the weather report. Doing this a few seconds ago - was 0400 in the morning - in SilentHunterTime ;D

@ moosenoodles

Does your celestial position fix work correctly?

Last edited by oIMADMANIo; 01-18-2019 at 09:12 AM.
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