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Old 04-29-14, 12:24 AM   #496
Aktungbby
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SirGussifer! after a 4 year silent running!
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Old 04-29-14, 04:22 AM   #497
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Old 04-29-14, 06:12 AM   #498
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Originally Posted by SirGussifer View Post
Any guidance would be greatly appreciated. I've installed the mods in the order described in post#1 and no additional changes have been made. Realism is at 96% (have external view enabled but can't go external for whatever reason, if anyone could figure this one out too it would be great).

Thanks!
Did you enable external view in the main menu before the campaign, or in a "bunker save" as well? For me the did the trick - after starting the campaign I had to load a "bunker save" - Memel base in your example, and there tick the appropriate option again. Otherwise it kept coming back to 100% realism.

Hi, by the way - my first Silent Hunter game and first mod.
I really like it, but I also have some questions - can one change the music back to original game soundtrack? And can one change the in-game crew portraits back to the ones from original game?
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Old 04-29-14, 06:45 AM   #499
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Running 64bit.
Have 4 gigs of ram, the game seems to creep up o 3.2-3.5 which so far I've only really done the Baltic campaign against the Polish. Sunk the same ships 2 or 3 times because of reloads. Seen different action so its not too scripted but those Polish destroyers are always on my route to the ships in port. I call in a report and usually a fighter comes along and shoots em out.

Last nite, I made it as far as ever my own fault to die though. More on that a bit. So my navigator is pretty bad at dead reckoning. In fact their dead reckoning is sooo sloppy Im thinking celestial reckoning is the only real way to not strike land with that guy. That or do my own navigating via DR cuz they cant hes terrible at it.

So sank about half a dozen ships in Danzig and outlying port areas, the one ship sailing around not a destroyer. Fighters got the other two destroyers. I saw a German BB in the harbor in the early afternoon so I guess they figure they got it bottled up. Already had the message to port at Kiel.

So I do A best guess fix, then ask him to do a DR hes like 60 miles off that lol and I ask for a Celestial fxi, seems that one is closer to my best guess. I call for 50 NM NE to run us out of the bay and harbor. Then ~120NM at 300 to get us out to deeper water. This all goes ok, but I start to rely on his DR for our position and when to make turns. I wasn't figuring exactly where we should be ... by running the numbers myself... first mistake...

Germany needs boats back at port so they can get them back out to sea against the british and you know Jaystew, the only thing he hates more than British are Canadians so its Flankspeed ahead making 16 kts with a little battledamage

On the final leg on the way home guess what...

Supposed to be at least 50NM from land we run aground in a light fog at 16 kts. Great. Thanks Kirschbaum. I hate that guy in the movie too. And well now hes a ****ty navigator LOL.

So I guess I get to do my own navigating and Kirschbaum gets to help with C fixes and no more DR.

The adventures of Jaystew. I will try restarting the system before running SH5 I think that might help.
I have a lead as to what may have been causing this. I have the game installed on an external HD USB 2.0. The drive sometimes auto sleeps due to a USB setting. Might be the cause. Have disabled auto sleep on USB drives, thanks Windows stupid moron coders. Why would you want to disable a port? What is the energy cost on every USB port in the universe like $40/a year? Way to go green.
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Old 04-29-14, 07:35 AM   #500
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Quote:
Originally Posted by ZygfrydDeLowe View Post
Did you enable external view in the main menu before the campaign, or in a "bunker save" as well? For me the did the trick - after starting the campaign I had to load a "bunker save" - Memel base in your example, and there tick the appropriate option again. Otherwise it kept coming back to 100% realism.

Hi, by the way - my first Silent Hunter game and first mod.
I really like it, but I also have some questions - can one change the music back to original game soundtrack? And can one change the in-game crew portraits back to the ones from original game?
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Old 04-29-14, 10:48 AM   #501
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Originally Posted by Aktungbby View Post
SirGussifer! after a 4 year silent running!
Thanks!

Quote:
Originally Posted by ZygfrydDeLowe View Post
Did you enable external view in the main menu before the campaign, or in a "bunker save" as well? For me the did the trick - after starting the campaign I had to load a "bunker save" - Memel base in your example, and there tick the appropriate option again. Otherwise it kept coming back to 100% realism.
I did it from the bunker but I should have saved. Will give it a try, thanks!

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Welcome Aboard
Happy to be here!

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Thanks for putting this great mod-pack together, I was finally motivated to dig this game up from the bottom drawer.

I was hoping to get some advice on how to properly attack the Polish task force in the patrol of the campaign.
I spot the task force at around 13:00 and after determining their course I submerge to periscope depth and wait for them at 0 knots. I make observations through the attack periscope to identify, get the speed and so forth and lower periscope to stay undetected.

The problem is that the two escorts spot me from 4000 meters and start shooting with great accuracy. The same goes for when I fire the torpedoes, a couple of seconds after the steam torps leave they start shooting (this was the one time when they got within 3000 meters).
What am I doing wrong here? The weather is pretty good but it seems impossible to spot a periscope from 4000 meters, especially when I'm laying still. I would hate to see what happens later in the war when the escorts are equipped with radar...
Any suggestions for me? My Kaleun is failing his crew over and over. I guess I'm looking for some general input on what I can expect from the AI and "do's and don'ts".

How do I sink the task force when they spot me right away?
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Old 04-29-14, 11:52 AM   #502
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Subs are not really that great of a platform for attacking destroyer escorts.

What I did was send in a contact report and went under them at silent speed. Have also evaded them on the surface at long range and high speed, diving and then running quite if they gave chase. They don't pursue too doggedly.

To my surprise checking the scope to be sure I'd lost them, they were under air attack. They come under air attack when you call in the report sometimes so that helps. I scored about 5 other ships via torpedoes and the deckgun once I rolled into Danzig port and outlying areas.

Quick n dirty mission that went great, think it lasted 2-3 days maybe only 2. Then a quick refit then back to sea. So far I'm on the east side of the UK. So far only snuck into a port to find no merchants at port. Was pissed so I attacked the so I attacked a sitting destroyer and then a fog rolled in, and I hit another sitting destroyer on my way out. Were still 3 patrolling but unable to find, me. With few torpedoes left I am planning another run to another close port then back to base.
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Old 04-29-14, 03:24 PM   #503
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Old 04-30-14, 02:09 PM   #504
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Originally Posted by Jaystew View Post
Subs are not really that great of a platform for attacking destroyer escorts.

What I did was send in a contact report and went under them at silent speed. Have also evaded them on the surface at long range and high speed, diving and then running quite if they gave chase. They don't pursue too doggedly.

To my surprise checking the scope to be sure I'd lost them, they were under air attack. They come under air attack when you call in the report sometimes so that helps. I scored about 5 other ships via torpedoes and the deckgun once I rolled into Danzig port and outlying areas.
The Luftwaffe is not responding to my BDU report

The task force I'm supposed to take out consists of two Gryf minelayers, unfortunately they have fantastic spotters. A tiny periscope from 4km should not be that easily detected. Should I try to stalk them and wait for night or bad weather?
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Old 05-01-14, 06:46 AM   #505
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Wait for dusk.
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Old 05-03-14, 05:15 AM   #506
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thank you so much for this....it was making my eyes spin trying to search for all the mods, it can be quite intimidating for a newbie
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Old 05-03-14, 06:25 AM   #507
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thank you so much for this....it was making my eyes spin trying to search for all the mods, it can be quite intimidating for a newbie
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Old 05-09-14, 08:01 AM   #508
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Default Large optics mod: limited solutioning

Hi vdr1986, Jimbuna,

You may want to consider the Large Optics mod as optional.

The mod has conveniences for quicly estimating range but a big trade-off due to chopping upper/lower portions of the RAOBF.

1. RAOBF disk not fully finctional. Can't properly calculate solutions for target lengths around 100-120m in lenght such as destroyers...
2. Hard to figure out AOB for close targets. Have to guess in some cases... some people prefer the analytical way.
I prefer to use Mano's scopes. Is there a way I can disable Large Optics while preserving rest of wolves of steel mod behavior?

Thanks.
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Old 05-09-14, 08:25 AM   #509
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Originally Posted by Rocko View Post
Hi vdr1986, Jimbuna,

You may want to consider the Large Optics mod as optional.

The mod has conveniences for quicly estimating range but a big trade-off due to chopping upper/lower portions of the RAOBF.

1. RAOBF disk not fully finctional. Can't properly calculate solutions for target lengths around 100-120m in lenght such as destroyers...
2. Hard to figure out AOB for close targets. Have to guess in some cases... some people prefer the analytical way.
I prefer to use Mano's scopes. Is there a way I can disable Large Optics while preserving rest of wolves of steel mod behavior?

Thanks.
Try this RAOBF size fix... http://www.subsim.com/radioroom/show...&postcount=330
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Old 05-11-14, 06:47 PM   #510
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Hi

i played this mod for about 10 hours now and i only had 1 CTD but it seems to have happened because i used too much time acceleration near the port.

I am but experiencing trouble with that sonar guy, who when submerged tends to give a totally annoying endless series of passive sonar reports.
When i then ask him to give a report of the nearest contact he reports that there is none.

Also in the mission of scapa flow i sunk 2 large warships with the large group of destroyers around being totally passive which seemed quite strange to me ...

Anyone else having those issues or suggestions?
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