Hey VDR!
Do you have any plans on including this mod in TWOS? http://www.subsim.com/radioroom/showthread.php?t=163930 It would be really nice to see som real critical hits, and also more random damage from them eels. It seems like every small ship now requires two eels, medium ships three, and large all 4. I think it would bring a little more tactic to a torpedo setup. |
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From my experience, in 70-80% of cases , ship will sink from one good placed torpedo, not immediately but it will sink eventually, just give her some time...:yep: The Hog Island is the one ship that requires extra attention and I can confirm that but I really don't know why(you've already met this tough girl in your videos :D)...:hmmm: The cause may be really high surface displacement value for this type of ship set in her .sim file... (11.000 tons):hmmm: |
Question...
How many of you guys can confirm CTD as soon as you start patrol from Kiel harborafter the Danzing mission? That would be your 2nd patrol... |
It was a while ago but I don't remember CTDing on that patrol till I passed Heliogoland.
I most likely have a save for right before that in bunker if you want me to test it again let me know. Silentmichaels new interior was absolutely crashing my game a lot more frequently until I disabled it. |
Hello, bit of a problem with step 7, No idea how to sort it. I remember being able to use it before without problems it is odd.
http://i117.photobucket.com/albums/o...Untitled_1.jpg |
Hi hardhans
Your problem is the path. You have > Ubisoft\Silent Hunter 5\data It should be > Ubisoft\Silent Hunter 5\Mods\NewUIs_7_5_0_ByTheDarkWraith\data\Menu\menu .txt. Picture 12 in Tutorial Post#6 Peter |
Thank you, that is now sorted, you are a life saver.
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Regarding torpedoes. Sheafer is looking for immediate kills ;). Looking through history of submarines torpedo attacks you can see plenty of cases when ship was sunk by only one, but also cases when the ship survived the explosion and slowly limped away (crawling to port, or to be ultimately finished by another U-boat). Regarding Hog Island Frieghter - I just torpedoed one, scored one hit (non critical). She slowed down, started to list and take water, and sunk after 1 hour - I had to stay to witness, bravely scraping the bottom of the bay, because 5 escorts responded to her signal (note to self - no day attacks in shallow waters close to enemy ports). Link to screenshots: http://imgur.com/06e64Zy,8BRRjWr,lPcoBM6,gZiSiw5#3 Torpedo hit at 10:02, ship sunk at 10:56 - That is pretty impressive damage modelling. I think it is somewhat realistic, because captains were not always able to confirm sinking of a ship (HMS Barham first comes to my mind). But as far as I remember, damage is not retained when a ship moves outside of your rendering area, so in theory you could not be credited with a sinking in certain set of circumstances. On the other hand - Armed Merchant (>11k GRT) sunk immediately after being hit with one (sic!) torpedo. Maybe luck, maybe it's the opposite case as with Hog Island type. |
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My game just randomly crashed once somewhere along the British coast. I was on 512 speed. Since then I only use 256 = smooth sailing...:arrgh!: |
Tnx for your reports guys! :up:
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I'm game.
My boat rocks side to side in calm water like the crew is doing the Charleston up on deck. I lowered the cg-height in the sub's .sim file which removes the rocking side to side in calm weather but the side effect is it also removes it in rough weather too. ("sub on rails") |
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I also had a funny running aground situation where the ship became airborne in the Kiel canal....probably shouldn't have increased the ship's speed while the autopilot was running. |
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That rocking left to right is either gentle (low cg_height) or sea-sick inducing (higher cg_height) and from my tests it has nothing to do with seaparams or weather in general. |
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