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Old 12-16-12, 03:20 PM   #1
Claves_Mortis
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Hi, I am a member of this forum for a long time, have never been active though. Because I want to download Trigger Maru for SH
Best,
CM

Last edited by Onkel Neal; 12-16-12 at 04:25 PM.
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Old 12-16-12, 11:15 PM   #2
TorpX
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Welcome aboard!

Come back and tell us how your first patrol went.
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Old 12-17-12, 12:06 AM   #3
fireftr18
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Welcome aboard. Since you've been here a while, I have a special duty for you. We need someone to see if the outside torpedo doors open while submerged. Can you check on that for us?

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Old 12-17-12, 01:04 PM   #4
Claves_Mortis
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Torpedo tubes do all open as intended!

After practicing navigation and calculating things for more than one week, my first patrol (actually my third, had to restart career after second patrol because I installed Trigger Maru subsequently, raping my savegame) is going well so far, one torpedo fired, one British freighter sunk.


I had quite some trouble getting my navigating and shooting on track. I am playing at 100% because I felt the auto-aim and all-shown-on-map did take a lot of the challenge (and for me a lot of the fun) from the game.

After reading different stuff, partly tutorials for Silent Hunter, party old material from making the sailors license from my dad (whatever that license is called in English...) I at least am able to get reliable positions, speeds and course for enemy ships by manually painting everything on the navigation map.
I am terrible at guessing the arc of bow and using the implemented speed-calculation-tool which always give me strange values. Besides of that, it feels way better to get hits by solutions calculated and entered in the tools on the attack map "by hand" :-)

Only thing which is really difficult is to find enemies and get into position only by sonar- and radar-contacts. Definately needs some practise, especially after Trigger Maru removing the information if ships spottet by the scout plane are friends or enemies.


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CM
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Old 12-17-12, 01:54 PM   #5
Tibe Wolverine
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Same here Try to rejoin after six years or moaar... Let see the crew decide to throw me in the water or follow orders.....
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Old 12-17-12, 04:51 PM   #6
Cybermat47
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Welcome
To
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Old 12-17-12, 04:58 PM   #7
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While we're all crawling out of the woodwork, I may as well chime in and say that I too am getting back into subsims after a long hiatus. I'm playing SHCE right now because my laptop is as old as an S-boat and it can barely run SH4. I've actually following subsim since before 2004 although I forgot what my username was back then. To make a long story short, glad to be back!
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Patrol 3 (USS Plunger): 1 merchant sunk (5,180 tons). Navy Cross.
Patrol 2 (USS Plunger): 2 merchants and 1 destroyer sunk (18,183 tons).
Patrol 1 (USS Plunger): 5 merchants sunk (31,118 tons). Bronze Star.
Previous Career: USS Shark lost on 1st patrol. No ships sunk.
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Old 12-19-12, 12:33 AM   #8
TorpX
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Quote:
Originally Posted by Claves_Mortis View Post
I am terrible at guessing the arc of bow and using the implemented speed-calculation-tool which always give me strange values.
Many have trouble with the Angle off the Bow estimation thing. You will get better with practice.

The poor accuracy of the speed calc. button is a known weakness of the game. I would recommend just calculating the speed yourself; you will have better results this way.



Quote:
... I may as well chime in and say that I too am getting back into subsims after a long hiatus. I'm playing SHCE right now because my laptop is as old as an S-boat and it can barely run SH4. I've actually following subsim since before 2004 although I forgot what my username was back then. To make a long story short, glad to be back!
I have very fond memories of SHCE. It is an excellent game, IMO. I don't play anymore, as I could never get it to work on my new machine.


Quote:
Same here Try to rejoin after six years or moaar...
Wow, with all the new recruits coming in now, my boat will be fully manned in no time. You all can swim, right?
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Old 12-19-12, 09:36 AM   #9
Claves_Mortis
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Quote:
Originally Posted by TorpX View Post

Wow, with all the new recruits coming in now, my boat will be fully manned in no time. You all can swim, right?
I would rather go with a crew which is unable to swim. Just imagine worst case, the crew has the option:
1. Crew can swim: swim or die fighting for your submarine
2. Crew can't swim: drown or fight for your submarine
:P

Quote:
Originally Posted by TorpX View Post
Many have trouble with the Angle off the Bow estimation thing. You will get better with practice.

The poor accuracy of the speed calc. button is a known weakness of the game. I would recommend just calculating the speed yourself; you will have better results this way.
My English is not sufficient to express what I try to say

I'll address that problem in more detail (if any1 does want that explained with pictures as a "how to" I will be glad to provide it in an extra-thread, if not asked for I won't because there are plenty of how-tos for Silent Hunter).

Here is what I am doing
on my German Uboot

1.a identify target ship and get the range via stadimeter in periscope / UZO or
1.b get the range via the radar at the bearing at which I see the target ship

2. remeber the bearing and distance of the target ship and as fast as possible start the chronometer

3. waste 2-3 minutes by drawing the position of the target to my navigation map (using the circle-thingy-tool for distance and the ruler with three edges for the bearing, no idea how these tools are called in English)

4. take another range and bearing after as exactly as possible 3 (or 2, just stick to the same number) minutes with the same method used in step 1.a / 1.b

5. draw the position of the ship on the map again in the same way as step 3.

6. listen to Spike Jones to spend 3 (or 2) minutes for the second time

7. (if there is enough time left until target ship gets to approximate "shoot-me-position") take distance and bearing a third time and draw it on navigation map

8. measure the distance
* between position1 and position2 of target
* between position2 and (if I had time to make) position3 of the target
* between position1 and position3 of the target
-> use the distances to calculate the target's speed:
. in metric: [distance]meters times 20 (if measured for 3 mins, to get the three minutes on a 60 minutes value) divided by 1854 meters (to get the meters per hour into nautic miles per hour which is knots)
. in imperial: [distance]yards times 20 divided by 2025 (so, in easy words, just divide the distance in yards by 100 to get knots IF TIME MEASURED HAS BEEN 3 MINUTES: 800 yards IN THREE MINUTES (!) are about 8 knots)

9. enter target speed in knots into the tool for enemy speed on the attack map

10. draw a line which is in about the middle of all the positions you did calculate and stretch it until it is in front of your sub (on the nav map)

11. draw a line at your subs 0 degree which does "meet" the line (enemy course) from step 10. (will take AoB at my 0 degree at this point)

12. measure the AoB using the ruler with three edges on the two lines from step 10. and 11.

13. obviously enter the AoB in the tool on attack map

14. measure the distance from your submarines bow tubes (or aft tubes if firing those) to the point where the torpedoes are going to hit (some meters difference do not matter that much)

15. enter the distance to enemy in the tool on attack map

16. look through periscope / UZO and search for the bearing where the impact angle of torp into enemy (it's the gyro angle in English I think) is at your desired value, I usually take 90 degree plus / minus up to 25 degree

17. wait until the ship (or the part of the ship, e.g. the midship) is at that bearing and fire your torpedo

18.a enjoy several minutes of watching a slowly sinking ship
18.b get your sub away from enemy warships if there are any

I do have good rates of hitting / sinking ships using this method on German Uboote. Now my problem is, the main thing of this technique (at least as far as I understand the American subs) does not work for them: I can't do all the calculations for "when enemy is at my 0 degree", enter them and then have the torpedo-course-calculating-thing calculate it to the position where I am aming at. Instead I have to make measurements of where the target is RIGHT NOW, enter them and then activate the position keeper on that ship to have them calculated at the actual positon of the target. I can not just turn around my periscope and have the computer calculated the torpedo solution, firing when the target get's into my "crosshair"; it is not a static solution which I enter at any point and which is just calculated for where I aim. The worst thing for me is to know when to switch on / off the position keeper as I do not need that for the German Uboot. Also, I do not have to tell the computer / position keeper my values right at time or something, I can calculate them end enter them anytime (before I want to shoot), still having a correct (because static, only dependent on where I aim my periscope) solution.

So, long story short: My problem is not to get data about the enemy (calculating his speed, AoB, distance, etc. is all fine for me), but how to feed the American submarines with these information. On German Uboote it's just "calculate, enter, aim, fire" with - at long as the target does not pass the point where you can shoot it - no requirement of how / how fast / when to do these steps.

I hope the quantity / length of this post does help to clarity :O
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Old 12-19-12, 11:32 PM   #10
MinskMariner
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Quote:
Originally Posted by TorpX View Post
I have very fond memories of SHCE. It is an excellent game, IMO. I don't play anymore, as I could never get it to work on my new machine.
Even using DOSBox?
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Current Career (SHCE)
Patrol 3 (USS Plunger): 1 merchant sunk (5,180 tons). Navy Cross.
Patrol 2 (USS Plunger): 2 merchants and 1 destroyer sunk (18,183 tons).
Patrol 1 (USS Plunger): 5 merchants sunk (31,118 tons). Bronze Star.
Previous Career: USS Shark lost on 1st patrol. No ships sunk.
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