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 > SH4 ATO Mods
Forget password? Reset here

Reply
 
Thread Tools Display Modes
Old 01-14-16, 11:46 AM   #1
NebulaPC
Swabbie
 
Join Date: Aug 2014
Posts: 9
Downloads: 57
Uploads: 0
Default OM Auto targeting problem

So periscope depth is always too deep, even in calm seas. Even after bringing the boat up to 11m no ships can be targeted until they are 2000m or closer, making attacking large convoys a lot harder than it has to be. And the damn hydrophone doesnt work at anything above PD even though its still underwater.

No, I don't want to do math thanks. Is this mod still being worked on or should I just stick with the pacific mods that seem to actually work? I would just go back to SH3 but I cant justify paying 10 bucks for a decade old game...
NebulaPC is offline   Reply With Quote
Old 01-15-16, 12:46 PM   #2
skidman
Ace of the Deep
 
Join Date: Dec 2012
Location: Near the Dutch mountains
Posts: 1,147
Downloads: 85
Uploads: 0
Default

1.) No, Lurker stopped working on OM a long time ago.

2.) It's true: Some things in OM are even harder than TMO in the pacific theater. Have you tried to raise the scope to the max at 12 or 11m?

I currently play with manual tragetting and the "harder escorts" patch. With map contacts enabled the tactical map helps a lot to quickly estimate a targets speed and course. You can adjust the line that depicts the torpedo course accordingly and with a little bit of experience you will hit the target. That way you can even plot the targets course from sonar readings and sink ships without ever raising the scope. No math involved here.

Prepare for another disappointing OM-experience though: Even good hits sometimes don't sink your target. The damage model in OM was obviously designed to discourage the player, and Lurker has done a very good job achieving this goal.
skidman is offline   Reply With Quote
Old 02-03-16, 06:38 PM   #3
Mattman[CDN]
Swabbie
 
Join Date: Oct 2008
Location: Hamilton ,Ontario, Canada
Posts: 12
Downloads: 33
Uploads: 0
Default How many torps

Was just gonna ask about taking two torps and deck gun hits( about 5) to sink a 1900 ton merchant bajebus this sucks you answered my question thou . Thanks, back to SH3 or maybe SH5 wolves of steel .
__________________
Mattman[CDN] is offline   Reply With Quote
Old 04-15-16, 02:21 PM   #4
SuperEtendard
Mate
 
Join Date: Mar 2012
Location: Buenos Aires, ARG
Posts: 51
Downloads: 20
Uploads: 0
Default

Well, sometimes I shoot like 5 rounds at the waterline of a merchant, nothing happens in the immediate time. But if you wait the ship then sinks about an hour or some time later (this with realistic sinking activated). With time compression you can see them sitting lower and lower on the water slowly, they end up sinking after some time.

I guess it's not that incorrect (sometimes there were ships that took entire days to sink) but don't really know about torpedo damage.
SuperEtendard is offline   Reply With Quote
Reply


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 07:34 AM.


Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2024, Jelsoft Enterprises Ltd.
Copyright © 1995- 2024 Subsim®
"Subsim" is a registered trademark, all rights reserved.