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Old 03-07-14, 12:13 PM   #1
THEBERBSTER
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Default Deck Gun Crew Testing Using TDW's NewUI

Last updated 16th June 2017

No “Binoculars” were used in these tests.

Icons are to be read from the right to left for numbering purposes.

1st Test using “Dieter Epp” Officer on the bridge

1. Give the order to officer on the bridge to > “M.T.D.G. (This will bring the Gun Crew on to the Deck)


2. Watch Officer > Icon 1

3. Battle Stations > Icon 5

4. Crew on Deck > Icon 10

5. M.T.D.G. > Icon 4 (This will already be yellowed)

6. Deck Gun > Icon 8

7. F.A.W. > Icon 9

8. Hold Fire > Icon 8

9. Battle Stations > Icon 5 (Will reposition the Deck Gun properly)

10. Give the order to officer on the bridge to > Secure The Deck Gun.

Note 1: The “Battle Station” icon is essential before and after.

Note 2: Before the Gun automatically fires there is a slight time delay
which can be explained as “Time to receive the order to fire”.

Note 3: Do not use F7 Battle Stations. Battle Stations must be from the “Watch Officer”



2nd Test only using the icons from the “Watch Officer”

1. Watch Officer > Icon 1

2. Battle Stations > Icon 5

3. Crew On Deck > Icon 10

4. M.T,D.G. > Icon 4

5. Deck Gun > Icon 8

6. F.A.W. > Icon 9

7. Hold Fire > Icon 8

8. Battle Stations > Icon 5 (This will secure the Deck Gun in the proper position)

Notes 1 – 2 – 3 all apply to test 2

Note 4: There is no way to remove the “Deck Gun Crew” from the “Deck Gun”

If the officer on the bridge is given the order to “M.T.D.G. and then the order “S.T.D.G. The “Deck Gun” will not be positioned correctly.

The “Deck Gun Crew” will normally fire at the nearest target. When this is destroyed they will automatically reposition the “Deck Gun” and start firing at the next nearest target. The “binoculars can be locked on to select the target of your choice using the above instructions. It is not necessary for the “Binoculars to be looking at the target once firing has commenced.


Courtesy acknowledgement to TheDarkWraith

Tip
If you shade this Tutorial and then copy and paste it to your PC Notepad you can then edit it.

Last edited by THEBERBSTER; 01-17-18 at 05:33 PM.
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Old 03-07-14, 12:29 PM   #2
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Default How To Fire The Deck Gun Manually Using TDW'S NewUI

Last updated 31st December 2014

Instructions > How To Fire The Deck Gun Manually.

“Main Menu” select “Options”

Selecting “Game Play Settings” will change the way the “Deck Gun” operates.

No Deck Gun Projectile Path

When this Box is Ticked.

1. No Green Gun Sight.


2. No Shell will be seen on the TAI Map

No Deck Gun Projectile Path

Box Not Ticked

1. Green Gun Sight will be the first Gun Sight showing.


2. Your TAI Map will show where your Shells are falling.

It is essential that the “Battle Station” order is given by the Watch Officer Icon 1.

If this is not done then the “Deck Gun Crew” will not place the “Deck Gun” in the correct position after leaving it.

(Before) You give the orders then either “Walk” or “Teleport” to the “Deck Gun”.

1. Watch Officer > Icon 1


2. Battle Stations > Icon 5


3. Crew On Deck > Icon 10


4. M.T.D.G. > Icon 4

(Or After) You now either “Walk” or “Teleport” to the “Deck Gun”

Then give the above orders.

When you get to the “Deck Gun” you will see a “Green Gun Sight”. (Depending on your “Game Play Settings).

To “Traverse” the gun and “Elevate” it is all done by moving your mouse.

There is an annoying glitch that causes you to lose your “Deck Gun Crew”. This happens when the U-boat is pitching up and down. You will notice this when you cannot move the “Deck gun” from side to side.

To call the “Deck Gun Crew” back you need to do the following every time this happens.

1. Crew On Deck > Icon 10


2. M.T.D.G. > Icon 4

Leave your “Icons” showing so that you can see them.

Any “Yellowed Icon” is active.



The second way to fire the “Deck Gun.

Click on the “Gun Sight” in the top left corner.

This opens the “Standard Gun Sight”.

Click on the “Gun Sight” again in the top left corner.

This opens up the “High Power Gun Sight

Moving your mouse will move the “Deck Gun” from left to right (Traversing)

Using your mouse wheel will raise and lower the “Deck Gun” (Trajectory)

There are 3 types of “Ammunition” available.

1. A.P. > Armour Piercing.


2. H.E. > High Explosive.


3. A.A. > Anti Aircraft


The amount of “Ammunition” available is shown under each shell.

To select the shell type just click on it with your mouse.

1. Place the “Deck Gun Sight Crosshairs” on the target.


2. Adjust the “Elevation”


3. Press the “Space Bar” to “Fire”

You will see in the “Message Box” “Gun Loading”

If you look at the “Shell” you will see it filling up.

You can keep pressing the “Space Bar” down and still move your mouse.

The next “Shell” will then “Fire” immediately when the “Deck Gun” has loaded.

You will need to learn when to “Fire” so as to take in to account the rise and fall of the u-boat.

I would suggest that you test your “Gun Practicing” by going to “Historical Missions” and selecting “Bullet Spark Test” and select “Start”.

This will give you 2 Merchants to practice your shooting on.

When you have finished “Firing” altogether click on the “Red X” in the “Top Right Corner”

You can either “Walk” or “Teleport” back to the “Bridge”

To finish

1. Watch Officer > Icon 1


2. Battle Stations > Icon 5 (Yellowed)

Using the “Officer on the Bridge” “Dieter Epp” will mess with the “Deck Gun” being placed correctly when you give him the order “Secure The Deck Gun”


Courtesy acknowledgement to TheDarkWraith

Tip
If you shade this Tutorial and then copy and paste it to your PC Notepad you can then edit it.

Last edited by THEBERBSTER; 01-17-18 at 05:33 PM.
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Old 03-07-14, 01:24 PM   #3
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Default How To Change Your Game Play Settings In The Bunker

Last updated 23rd August 2018
How To Change Your Game Play Settings In The Bunker
This can be done at any time when you are in the bunker.
This cannot be done if you are in the middle of a patrol.

1. Load the Autosave Enter Base game save which will load to the Bunker.
2. Select your mission from the Officer.
3. Press the > Esc key to the Main Menu.
4. Go to > Options.
5. In Game Play Settings tick or un-tick the boxes for the settings you want to see in your game.
6. Apply to save the changes
7. Press the > Esc key.
8. Go to > Save Game.
9. Make a Manual Save by typing in the space at the bottom of the screen.
10. Press > Save
11. Go to > Main Menu.
12. Go to > Load Game.
13. Load the Manual Save you made which will load to the bunker
14. Start your mission
Do not upgrade your boat if your game is modded, wait until your are in Kiel.

Last edited by THEBERBSTER; 08-23-18 at 02:46 PM. Reason: Revised
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Old 03-07-14, 01:29 PM   #4
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Default Replacing Steam With A Dvd

Last updated 25th January 2018

Steam needs "Evaporating" get the Dvd if you can or otherwise consider a download version which will be cheaper.

With a dvd you actually own it and it is easier to re-install.

Before loading the Dvd. Make sure that you leave no trace of Steam on your system.

Use a registry cleaner like "Ccleaner" and restart your system afterwards.

Go to your start button and use search and check again for any left over SH5.

If you find anything delete it and run the registry cleaner again.

If you already have a Uplay account play it safe and set up a new one for your new Silent Hunter 5 installation. This will come up at the end of the installation.


If you want to play the game with the 'German Voices' then choose the 'Custom' install.

After the install go to the following folders.

In the path Ubisoft\Silent Hunter 5\Data\Support\GameUpdater

There is a "GU" exe application that will update your game to v1.2


Tip
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Last edited by THEBERBSTER; 01-25-18 at 03:46 PM.
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Old 03-07-14, 04:43 PM   #5
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Useful tutorials, thanks berbster
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Old 03-08-14, 04:21 AM   #6
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Amazing work , thank you THEBERBSTER
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Old 03-11-14, 08:54 AM   #7
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Great work Kaleun THEBERBSTER Just one idea. In order to get your walkthroughs better maintained, what do you think to creat e.g. word document and put it to download section? It's just an idea, newertheless, thank you for your effort. I wish to have such information before.. For me it was a tough and long way to mod SH5 until
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Old 02-15-24, 07:47 PM   #8
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Default static weather

i have been patrolling in the north Atlantic for several weeks now and the weather is not what it ought to be. from my understanding the climate is turbulent in the north Atlantic. i get 0 wind and no clouds for days at a time, this can't be realistic.

is this just the way the game is? i read Darkwraith's comment on the subject I think he said that it was just too involved to make the weather more dynamic.
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Old 03-12-14, 11:23 AM   #9
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Default 4 Bearing Method By Kuikueg + Video Links

Last updated 5th May 2018

4 Bearing Method by ‘Kuikueg’ and Videos by ‘Stoianm,’

Step By Step Tutorial

This method can be used with ‘Real Navigation’ or with ‘Map Contacts.’

This is a very useful ‘Attack Plan’ if you are in ‘Fog’ and will not be able to see a ‘Visual Contact.’

‘Stoianm’ has produced his ‘Tutorial Videos in 4 parts.’

In his ‘Tutorial’ Stoianm is using ‘Real Navigation’ and the ‘Hydrophone.’

There is nothing to say if you want to use the ‘Periscope’ at any time then that is up to you.

The ‘Kuikueg Method’ does not use the ‘True Bearing Method’ and also uses the ‘Protractor’ as the main tool rather than the ‘Compass.’

Important Note.

Please note that if you are using the ‘Stock Keyboard with W - A – S – D’ then you will not be able to use the ‘Z Key’ as this is used for ‘Rig For Silent Running.’ You will need to use the ‘Sonar Station’ or use ‘Follow Nearest Contact.’

Stormys_DBSM_ SH5_ V1.3 mod has the ‘Z Key’ function.

Stormys_DBSM_ SH5_ V1.3_Hotfix_3 (essential mod).

Link to Stormys mods.
http://www.subsim.com/radioroom/showthread.php?t=164552&highlight=stormys+dbsm

As ‘Stormy’ uses ‘German Language’ in his mod you will also need to download this mod if you do not want to make manual changes in your ‘Silent Hunter Files.’

German U-Boat Crew Language Pack

Link to mod.
http://www.subsim.com/radioroom/showpost.php?p=1465509&postcount=23

If you want to change your ‘Keyboard Layout’ you might be interested in this mod.

SH_Keymapper

Link to mod.
http://www.subsim.com/radioroom/showthread.php?t=168297

Link to YouTube Video 1 (Time 14 minutes)



My part in this Tutorial can be used with the ‘YouTube Videos’ and also as a ‘Stand Alone Tutorial.’

This might seem complicated but trust me it is not.

Just look at the video’s and it will all fall in to place.

All ‘Calculations’ and ‘Data’ are taken from the videos.

1. Set the ‘Speed’ to > 0 Knots.

2. Set the ‘Depth’ to > 19 metres.

3. Order the ‘Navigator’ to calculate our new position.

4. This needs to be done as ‘Stoianm’ is playing ‘Real Navigation’ at 100% and only our last plotted position is showing on the ‘Navigation Map’ and needs to be updated.

5. Go to the ‘Hydrophone Station’and search for a ‘Contact.’

6. ‘Contact’ found.

7. Send the Crew to ‘Battle Stations.’

8. Show the ‘Stopwatch.’

9. Press the ‘Z Key’ and start the ‘Stopwatch.’

10. ‘Contacts Bearing’ is showing ‘258 degrees.’

11. Pressing the ‘Z key’ anytime will show the ‘Contacts Bearing’ in the ‘Message Box.’

12. The ‘Navigator’ has calculated our position as ‘30 degrees.’

13. Take the ‘Ruler’ and draw out ‘30 degrees.’

14. Our ‘First Calculation’ will be 360 – 258 = 102 degrees on our ‘Left Side.’

15. Take the ‘Protractor’ ‘Zoom Out’ and draw ‘102 degrees.’

16. Now take the ‘Ruler’ and draw a line ‘On Top’ of the ‘Protractor Line’ near to the top of the ‘Protractor Line’ and down to the ‘U-Boat Mark.’ ‘Zoom Out’ so as to make an accurate mark.

17. Now take the ‘Compass’ and place this ‘On Top’ of the ‘Ruler Line’ and down to the ‘U-Boat Mark.’ ‘Zoom Out’ so as to get make an accurate mark.

18. ‘Bearing 1’ is now showing.

19. This process happens only on the ‘1st and the 3rd Bearings.’

20. You now have to decide how much time you are going to allow between the bearings.

21. This will depend on a number of factors.

22. The further the ‘Contact’ is away and closing will allow a longer time and a more accurate end result.

23. Ideally ‘30 Minutes’ is good. This gives enough time for the ‘Contact’ to move a distance for you to get at least 5 or 6 degrees of movement between bearings.

24. Whatever time you decide that time must be the same time for all of the ‘Bearing Calculations.’

25. Use ‘Time Compression’ to move the ‘Stopwatch’ time close to the ‘30 Minute Mark.’

26. When the ‘Stopwatch Hand’ goes to ‘30 Minutes’ immediately press the ‘Z Key.’

27. We now have our information to set up our ‘2nd Bearing’ ‘263 degrees.’

28. Our ‘2nd Calculation’ will be 360 – 263 = 97 degrees on our ‘Left Side.’

29. Take the ‘Protractor’ from ‘Line 1’ and move it until you see ‘97 degrees.’

30. Now take the ‘Ruler’ and draw a line ‘On Top Of the Protractor Line’ near the to the top and then down to the ‘U-Boat Mark.’ ‘Zoom Out’ so as to get an accurate mark.

31. ‘Bearing 2’ is now showing.

32. Use ‘Time Compression’ to move the ‘Stopwatch’ time close to the ‘30 Minute’ mark.


End of Video 1

Link to YouTube Video 2 (14 minutes)



33. When the ‘Stopwatch Hand’ goes to the ‘30 Minute Mark’ press the ‘Z Key.’

34. We now have our information to set up our ‘3rd Bearing’ ‘281 degrees.’

35. Our ‘3rd Calculation’ will be 360 – 281 = 79 degrees on our ‘Left Side.’

36. Take the ‘Protractor’ from ‘Line 2’ and move it until you see ‘79 degrees.’

37. Now take the ‘Ruler’ and draw a line ‘On Top’ of the ‘Protractor Line’ near to the top and then down to the ‘U-Boat Mark.’ ‘Zoom Out’ so as to get an accurate mark.

38. Now take the ‘Compass’ and place this ‘On Top’ of the ‘Ruler Line’ and then down to the ‘U-Boat Mark’ ‘Zoom Out’ so as to get an accurate mark.

39. ‘Bearing 3’ is now showing.

40. Move the ‘Protractor’ from the ‘3rd Bearing Line’ and move it out to the right. It does not matter where yet.

41. You will now notice that we have ‘2 Compass Circles’ passing through the ‘U-Boat Mark.’

42. With the ‘Marker’ put an ‘X’ about half way along our ‘2nd Bearing Line.’ ‘Zoom Out’ so your ‘X’ is accurately placed on the line.

43. This will be known as ‘Mark 1 on the 2nd Bearing Line.’

44. We now take a ‘Parallel Line’ by taking the ‘Compass’ and moving our ‘Compass Circle’ from ‘Line 1’ and placing it on the ‘Line 2’ ‘Mark 1’ ‘Zoom Out’ so as to get an accurate alignment.

45. We now take another ‘Parallel Line’ by taking the ‘Compass’ and moving our ‘Compass Circle’ from ‘Line 3’ and also placing it on the ‘Line 2’ ‘Mark 1’ ‘Zoom Out’ so as to get an accurate alignment.

46. What you now see is that one of the ‘Parallel Lines Crosses the 1st Bearing Line.’ and the other ‘Parallel Line Crosses the 3rd Bearing Line.’

47. Take the ‘Marker’ and ‘Mark an X’ where the lines cross each other on the ‘1st Bearing Line.’ ‘Zoom Out’ so as to get an accurate alignment.

48. This will be known as ‘Mark 2.’

49. Take the ‘Marker’ again and ‘Mark an X’ where the lines cross each other on the ‘3rd Bearing Line.’ ‘Zoom Out’ so as to get an accurate alignment.

50. This will be known as ‘Mark 3.’

51. We can now erase the ‘2 Compass Circles and the X Mark 1 on Line 2.’

52. We can see the ‘X Mark 2 on Line 1’ and the ‘X Mark 3 on Line 3.’

53. Take the ‘Ruler’ and draw a line from the ‘X on Line 1 to the X on Line 3.’

54. We can see by Zooming out that the ‘Contacts Heading is 98 degrees.’

55. Continue out to the right with your ‘Ruler at 98 degrees’ for around 30km.

56. Recheck your alignment with the ‘X Mark on Line 3’ and adjust the ‘Contacts Line’ closer to cross the ‘X Mark’ if necessary.

57. This is the ‘Contacts Heading.’

58. We are now showing a ‘New Line Crossing Line 2.’

59. Take the ‘Marker’ and ‘Mark an X’ where the lines cross each other on the ‘2nd Bearing Line.’ ‘Zoom Out’ so as to get an accurate alignment.

60. This will be known as ‘Mark 4.’

61. To take the ‘4th Bearing’ we need to move the ‘U-Boat.’

62. We know the direction that the ‘Contact is Heading’ but we do not know how far ‘Up or Down.’

63. Take the ‘Ruler’ and move your original ‘30 degrees position to 90 degrees’ out to the right side.

64. Order the ‘Course Change to 90 degrees.’

65. Order ‘Flank Speed.’

66. Order ‘Surface the Boat.’

67. Keep an eye on your ‘Stopwatch’ as you need to be ‘Dived and Stopped’ in position when the ‘Stopwatch’ reaches your last ‘30 minutes.’

68. Take the ‘Compass’ and place it on the ‘Mark 4 on Line 2.’

69. Draw the ‘Compass Out’ as far as the ‘X Mark on Line 1’ and the ‘X Mark on Line 3.’

70. If your previous measurements have been accurate you should see your ‘Compass Circle’ passing through both of the ‘X Marks.’

71. Now move the ‘Compass’ from ‘Line 2 to Line 3.’

72. You will now notice that on the ‘Contacts Heading Line (CHL)’ the ‘Compass Circle’ is crossing the ‘CHL.’

73. Take the ‘Marker’ and ‘Mark an X’ where they cross.

74. This will be ‘Mark 5.’

75. Take the ‘Protractor’ that you previously moved to the right and place it so that it crosses the ‘Mark 5’ on the ‘CHL.’

76. This is the ‘4th Bearing.’

77. Take the ‘Eraser’ and remove the ‘Compass Circle.’

78. We do not need to overlay the ‘Ruler’ on the ‘4th Bearing Line’ as shown on the video.

79. We now need to make another ‘Parallel Line.’

80. Take the ‘Compass’ and put in on the ‘End of the CHL.’

81. Draw it out and place the other end on the ‘Mark 2’ on the ‘1st Bearing Line.’

82. Keep your eye on the ‘Stopwatch’ remembering that you need to allow ‘10 Minutes’ to ‘Dive and be at 0 Knots’ so you can take the ‘Last Bearing.’

83. Now is maybe a good time to set up your ‘Torpedoes.’

84. With the ‘Torpedoes’ now set up use some ‘Time Compression’ to take us to the ‘Dive’ time.

End of Video 2

Link to YouTube Video 3 (14 minutes)



85. Order ‘All Stop after 20 Minutes.’

86. Order a ‘Dive to 17 Metres’ if you are only going to attack using the ‘Hydrophone’

87. Order a ‘Dive to Periscope Depth’ if you intend to view.

88. If you are now at ‘0 Knots’ we need to order our ‘Navigator’ to give us our new position.

89. The ‘Navigator’ tells us our ‘Heading is 91 degrees.’

90. When the ‘Stopwatch’ shows ‘30 Minutes’ press the ‘Z Key’ to get the latest ‘Contacts Bearing.’

91. This is now showing in the ‘Message Box’ as being ‘208 degrees.’

92. Our ‘5th Calculation’ will be 360 – 208 = 152 degrees on our ‘Left Side.’

93. You no longer need the ‘Stopwatch.’

94. Take the ‘Ruler’ and draw out our ‘91 degrees Course.’

95. Take the ‘Protractor’ and draw out ‘152 degrees’ making sure that the ‘Protractor Line’ passes through ‘Line 4.’

96. Take the ‘Marker’ and put an ‘X’ where the lines cross. ‘Zoom Out’ so as to get an accurate alignment.

97. This will be known as ‘Mark 6’ on ‘Line 4.’

98. ‘Erase’ all lines on the ‘U-Boat.’

99. On the ‘CHL’ you have the ‘Compass Parallel Line.’

100. Move this to ‘Mark 6’ on ‘Line 4.’

101. You will now see a ‘New Line Crossing’ on ‘Line 3.’

102. Take the ‘Marker’ and put an ‘X’ where the lines cross. ‘Zoom Out’ so as to get an accurate alignment.

103. This will be known as ‘Mark 7’ on ‘Line 3.’

104. ‘Erase the Old CHL.’

105. Take the ‘Compass’ and from ‘Mark 7 to Mark 6’ measure the distance.

106. We know it took ‘30 Minutes’ to travel the distance between these marks.

107. The ‘Compass’ shows that our ‘Target’ travelled ‘8,550 Metres’.

108. We now need to go to the ‘Speed Chart’ and in the ‘30 Minute Column’ we see that the speed is between ‘9 and 10 Knots’ for the distance travelled.

109. Take the ‘Compass’ that is on the ‘Mark 7’ and put it on the ‘Mark 6 on Line 4.’

110. We now have a ‘Parallel Line’ passing in front of our U-Boat.

111. Take the ‘Protractor’ and draw out a ‘90 degree’ angle from the ‘U-Boat’ to the ‘New CHL.’

112. With the ‘Protractor’ on the ‘CHL’ we see that we are ‘9 degrees’ out from the ‘90 degrees’ we are looking for.

113. You can use the ‘U-Boats Compass’ and order ‘Ahead Slow.’ I personally would use the ‘Rudder’ and watch the degrees changing.

114. With ‘1 degree’ to go order ‘Rudder Amidships’

115. It is important to get the ‘90 degree Angle Correct’ as we will be firing blind just using the ‘Hydrophone’ and the ‘Z Key.’

116. Order ‘All Stop.’

117. Use the ‘Hydrophone’ or use the ‘Z Key’ to check where our ‘Target’ is.

118. Go to the ‘TDC’ as it is time to ‘Enter Our Data.’

119. “Press the ‘Red Button’ to show ‘Green.’

120. Enter the ‘Speed 9.5 Knots’ in to the ‘TDC.’

121. Take the ‘Compass’ and measure the distance from the ‘U-Boat to the CHL.’

122. Enter ‘2,700 Metres’ in to the ‘TDC.’

End of Video 3

Link to YouTube Video 4 (9 minutes 29 seconds)



123. Because we are firing at ‘90 degrees’ the ‘Range’ entered in to the ‘TDC’ is not critical.

124. Set the ‘AOB to 90 degrees Starboard.’

125. Press the ‘TDC Button’ to show ‘Red’ again.

126. Now we need to check the ‘Gyroangles.’

127. We want ‘Both Gyroangles Arrows’ pointing vertically ‘0 degrees.’

128. We move the ‘Periscope’ until we get the ‘Gyroangles’ we are looking for.

129. We now have the final piece of the ‘Firing Solution’ ‘347 degrees.’

130. This is what we will be looking for in the ‘Message Box.’

131. Go to the ‘Sonarman.’

132. Select ‘Follow Nearest Contact.’

133. He will give us a continuous update of the ‘Target’s Bearing.’

134. Be careful if you decide to use some ‘Time Compression’ as the ‘Target’ will close very quickly.

135. Use the ‘Z Key’ if possible which will be more accurate than the bearing the ‘Sonarman’ is giving.

136. We have ‘Torpedoes’ 1 - 3 – 4 set up for firing.

137. We are going to ‘Fire’ our ‘1st Torpedo’ when we see ‘346 degrees.’

138. Our ‘2nd Torpedo on 347 degrees.’

139. Our ‘3rd Torpedo on 348 degrees.’

140. In between the ‘Sonarman’s Bearings’ we keep pressing the ‘Z Key’ and watch the ‘Message Box.’

141. We are getting to the crucial stage now.

142. Keep pressing the ‘Z Key.’

143. ‘Fire 1.’

144. ‘Fire 3.’

145. ‘Fire 4.’

146. Up to this point you may well have been using the ‘Periscope.’

147. For those that have not then it is time to go to the ‘Sonar Station’ and listen to the sound of our ‘Torpedoes’ as they track towards the ‘Target.’

148. Set the ‘Sonar to 0 degrees.’

149. We hear ‘3 Torpedo Impacts’ without ever seeing the ‘Target.’


End Of Tutorial

Bearing Line Mark Numbers For Quick Reference

Mark 1 <> Place on the 2nd Bearing Line

Mark 2 <> Place on the 1st Bearing Line

Mark 3 <> Place on the 3rd Bearing Line

Mark 4 <> Place on the 2nd Bearing Line

Mark 5 <> Place on the Contacts Heading Line (CHL)

Mark 6 <> Place on the 4th Bearing Line

Mark 7 <> Place on the 3rd Bearing Line

Trevally also does a “4 Bearing Method Tutorial”. This is available as a mod

Trevally Tutorial – All v0.2 (for OHII v1.3)

Link to his Mod


http://www.subsim.com/radioroom//downloads.php?do=file&id=3329


This version uses the “True Bearing Method” using the “Compass” instead of the “Protractor”.

The “Tutorial” is part “Practical” and part “Actual”.

This all takes place in “Historical Missions” after you have selected “Tutorial” in the “Main Menu” this will take you to the “4 Bearings Tutorial” in “Historical Missions”.

Note > Further useful information.

The 4 Bearing Method v1 by Kuikueq > Pictorial

The 4 Bearing Method v2 by Kuikueq > Pictorial

Courtesy acknowledgements

To Kuikueg for his 4 Bearing Version

To Stoianm for his informative Videos

To JAFO- for the missing links.

Tip
If you shade this Tutorial and then copy and paste it to your PC Notepad you can then edit it.



Last edited by THEBERBSTER; 05-05-18 at 06:21 AM. Reason: Added new information
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Old 03-12-14, 06:17 PM   #10
THEBERBSTER
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Default SH5 Single Play Campaign Progress – Workaround By Vecko

Due to broken OSI application which is slipped by Ubisoft to legitimate SH5 owners, many (if not all) SH5 players will experience problem which is manifested as game's inability to update gamesave Camaign.cfg file, the file which is really important for player's progress and campaign transfers.
The problem itself is best known and can be observed as infamous SH5 "tonnage bar bug"...
I have removed this distracting element from the game but even without arcade tonnage bar, the problem has another ugly side effect which is reflected in game's inability to update macro objective/campaign status. This means that upon reaching individual campaign ending date, campaign transfer will not be initiated and player will be doomed to continue without any side missions, objectives and with shipping/units settings characteristic only for early war...

However, there is workaround for this issue which will allow the player to continue campaign and which is IMO even more realistic that stock instant "jump" from patrol to bunker when final ending date of individual campaign is reached.

Before we start you should know that all SH5 gamesaves are stored in "My documents/SH5/data/cfg/SaveGames" folder and they are named something like "0000000d" or "00000001a" ect... In order to track down your game saves better, you should sort your game save folders by date modified and especially pay attention to time of the game save creation because this is the best indicator which will help you to match your silly named game save folders to those shown in in the game save/load menu.


OK, so you have reached first campaign (Coastal Waters) ending date (1st June 1940), campaign transfer failed to initialize and you have lost all objectives/mission visible in upper left corner of your navigation map. This is what you should do...

SH5 campaign progress workaround

1. Replacing files
- Make your best speed to your home port, end patrol there and make a manual game save when you enter the bunker. Note the time of the game save creation, we will call this one "Last CW save"...

- Then, restart your game and start new campaign in which you wish to continue your career using "silentotto" cheat (in this case Happy Times). Again, make a manual game save when you enter the bunker, we will call this one "HT save"...Exit the game...

- Now, go to your SH5 SaveGames folder and locate your "HT save". In it, you will find folder named "Campaign-2015-xx-xx_xxxx" with 4 files in it:
Campaign.cfg
CampaignMission.mis
CampaignProgress.cfg
CampaignMission.tsr


- Copy/paste these files from your "HT save" to an equivalent location in your "Last CW save" and overwrite all files.

Now, all necessary campaign files are replaced and we are almost done. The only thing left to do is to edit our flotilla settings located in CareerTrack.upc file. Note that flotilla settings are not necessary for CW to HT transfer because both campaigns features the same 2nd Flottila...


2. Flotilla settings
- Open with notepad CareerTrack.upc file located in your "Last CW save" and you will find there these lines responsible for flotilla settings:

Code:
[CareerTrack 1]
ID=IDCareerTrack1

[CareerTrack 1.CareerStatusHeader]
ID=ID
UserPlayerNameDisplayable=Cpt.Kurtz
CareerOptionsDate=1939-08-31 13:00:00

[CareerTrack 1.CareerStatusLast]
ID=ID
Reason=CSS_LastStatus
NameDisplayable=NULL
CurrentDate=1939-09-29 17:36:57
UniqueID=3957285610582654
Title=NULL
Text=NULL
EntryStatus=0
PlayerRankAchieved=Captain-Rank-10
PlayerCurrentLastPromotionDateTime=1939-08-31 13:00:00
CurrentFlotilla=2ndFlotilla
CurrentFlotillaBase=F2Wilhelmshaven
CurrentSDepartureDescription=979352,6.42534e+006,1 80.777
CurrentUPCFlotillaUserPlayerUnitType=F2VIIA
CurrentDifficulty=Realistic
...
...

- Now depending on which campaign you wish to enter, you should edit your flotilla settings to match following:

for Mare Nostrum 15/03/41 - 01/12/41
Code:
CurrentFlotilla=23rdFlotilla CurrentFlotillaBase=F8Kiel CurrentUPCFlotillaUserPlayerUnitType=F8VIIC
for Western Approaches 20/03/41 - 01/12/41
Code:
CurrentFlotilla=6thFlotilla CurrentFlotillaBase=F4Kiel CurrentUPCFlotillaUserPlayerUnitType=F4VIIC
for Battle of the Mediterranean 15/12/41 - 01/09/42
Code:
CurrentFlotilla=29thFlotilla CurrentFlotillaBase=F9Kiel CurrentUPCFlotillaUserPlayerUnitType=F9VIIC
for Arctic Convoys 19/12/41 - 19/09/42
Code:
CurrentFlotilla=11thFlotilla CurrentFlotillaBase=F7Bergen CurrentUPCFlotillaUserPlayerUnitType=F7VIIC
for Operation Drumbeat 12/12/41 - 01/09/42
Code:
CurrentFlotilla=2ndFlotilla CurrentFlotillaBase=F2Lorient CurrentUPCFlotillaUserPlayerUnitType=F2VIIC
for Distant Waters 15/09/42 - 15/02/43
Code:
CurrentFlotilla=3rdFlotilla CurrentFlotillaBase=F3Toulon CurrentUPCFlotillaUserPlayerUnitType=F3VIIC
for The Black Pit 20/09/42 - 15/02/43
Code:
CurrentFlotilla=9thFlotilla CurrentFlotillaBase=F6Brest CurrentUPCFlotillaUserPlayerUnitType=F6VIIC
for Turning Point 01/03/43 - 15/06/44
Code:
CurrentFlotilla=9thFlotilla CurrentFlotillaBase=F6Kiel CurrentUPCFlotillaUserPlayerUnitType=F6VIIC41F
for Monsun Gruppe 01/03/43 - 15/06/44
Code:
CurrentFlotilla=7thFlotilla CurrentFlotillaBase=F6LaPallice CurrentUPCFlotillaUserPlayerUnitType=F6VIIC41
for The Final Years 01/07/44 - 09/05/45
Code:
CurrentFlotilla=9thFlotilla CurrentFlotillaBase=F6Wilhelmshaven CurrentUPCFlotillaUserPlayerUnitType=F6VIIC41
Save your changes and now you are ready to continue your career. Start the game, load your modified "Last CW save" , request your secondary mission and patrol grid and happy hunting!

Best regards...
Vecko

Courtesy acknowledgemt to vdr1981 (Vecko)

Last edited by THEBERBSTER; 01-17-18 at 05:36 PM.
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Old 04-02-14, 04:29 PM   #11
THEBERBSTER
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Default Career History CFG File Why You Need To Make A Copy Of It

Last updated 21st August 2018

This has been removed from the TWOS installation and is no longer necessary.

When a New Career is started for the first time you are automatically taken to the Stock Tutorial so The Career History File can be created.

It is not necessary to complete the Stock Tutorial as this can be changed manually unless you wish to gain some experience of using SH5 maybe for the first time.
If the Tutorial is completed then the Career History File will then automatically show 'true' and has been completed.
If the Tutorial is exited the Career History file will be created but the Tutorial will show as 'false' not completed.
Simply changing 'false to 'true' and then saving the file completes the setup.

If an uninstall has been done without the Saved Games SH5 folder being kept then the Silent Hunter 5 Tutorial would normally have to be done again.
Saving the Career History CFG File by Copying and Pasting it to a safe place will help you at any future time should you need to reinstall Silent Hunter 5.
The Career History File is removed along with all the other files when a full uninstall is selected.

Once Silent Hunter 5 has been reinstalled it is just a case of Copying and Pasting the Career History CFG File back to its original position.

The Career History File can be found in the following path:
C:\Documents\SH5\data\cfg\CareerHistory CFG File

File path to Career History CFG File's position.



Last edited by THEBERBSTER; 08-21-18 at 07:52 AM. Reason: Revised
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Old 03-03-15, 10:49 AM   #12
ReallyDedPoet
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Hi Peter,

Just a suggestion.

In your first few posts where you list your various tutorials. How about making each one a link to the post. You have some great stuff, just makes it a little quicker and easier to access. So like the following:

Post # 2 Installing TDW's Generic File Patcher

Anyway, just a thought. Keep up the great work.
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Old 03-03-15, 04:00 PM   #13
THEBERBSTER
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Hi RDP

I think this is what Pinner2010/Graham was trying to explain to me the other day in a PM but I did not understand what he mean't.

Showing me your explanation is what I needed.

I will put it in to practice a.s.a.p.

Thank you for your help.

Peter
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Old 03-22-15, 07:26 AM   #14
JT1981
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please tell me how to repair damage,or how to activate damage control team?

my damage cannot be repaired to 100%...
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Old 03-22-15, 12:10 PM   #15
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Hi JT

Reply on your original post.

Peter
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