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Old 04-01-11, 10:41 AM   #136
Captain Can
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Quote:
Originally Posted by stoianm View Post
tnx... here are my sounds mods that i use:

Stormys DBSM SH5 v1.3 Basemod
Stormys DBSM SH5 v1.3 optional -6db damped Sonarguy
Stormys DBSM SH5 v1.3 optional NavMap babelling
Stormys DBSM SH5 v1.3 optional remaining orig sounds converted to 22Khz
DBSM_Music_1_0_4
Stormys DBSM SH5 v1.3 HOTFIX 3
Unterseeboot II SFX
sobers talking conning crew mod
Env sounds
Mihai off topic but as i installed Stormfly's mod now i cant use the hotkeys like "w" for forward "a" for left etc as it is written in readme. how can i use this sound mod + TDW UI to work properly ? or do i have to simply install Church's key commands and get used to it ? but i read in that thread that it also conflicts with TDW UI. i am a bit confused can you help ?
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Old 04-01-11, 10:53 AM   #137
stoianm
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Originally Posted by Captain Can View Post
Mihai off topic but as i installed Stormfly's mod now i cant use the hotkeys like "w" for forward "a" for left etc as it is written in readme. how can i use this sound mod + TDW UI to work properly ? or do i have to simply install Church's key commands and get used to it ? but i read in that thread that it also conflicts with TDW UI. i am a bit confused can you help ?
Try to follow my order in the mods that you have and will be ok:

Generic Mod Enabler - v2.6.0.157
[C:\Ubisoft\Silent Hunter 5\MODS]
Magnum_Opus_v0_0_1 (patch1+2)
NewUIs_TDC_6_4_0_ByTheDarkWraith
FX_Update_0_0_16_1_ByTheDarkWraith
FX_Update_0_0_16_1_UHS_Fix
IRAI_0_0_30_ByTheDarkWraith
IRAI_0_0_30_No_hydrophone_on_surface_No_Aircraft_s potting
hydro periscope depth
AirTorpedoes
Depth_Keeping_Problem_UHS_patch_HB_1_0_0_TheDarkWr aith
Church's SHV 1.01 Keyboard Commands v1.1
AOB slide ruller for TDW UIs and MO by stoianm
Black_Skin_albrecht
A Fistful of Emblems v1.51
Church's Compass Dials Mod v2.2 - Option Two
Church's NavMap v1.0 - Illyustrator's Version
Critical hits 1.1 Torpedos
EnahncedFunnelSmoke1.2_SH5
EQuaTool 01.01 by AvM - double set - Large plus Flat Style
German U-Boat Crew Language Pack
Gramophone
Grossdeutscher Rundfunk
Icebergs v2.4
Lite Campaign with Ice
Naights Submaine Textures (internal) v1.2 test_last
Nauticalwolf's_Torpedo_Textures_v1.2
noir decks
North Atlantic Green 1.1
apa pura
nVidia missing lights
Officers skin by Naights
Old Style Explosions V1.1
Patch1_Terrain_harbour_flags_Mod_v1_2_1
pescarus mod
Progress Bar for Fuel Batt Air CO2 and Push Buttons By Torpedo v1
remove electric torp wake
renow_points_0_compatible a fistfull of emblems version_by stoianm
SD_MapCourseLine_tiny_arrows_ocred
SD_MapLocationNameFix_v1_1
soan
TDC Graphics by Naights v1.0
TheDarkWraith_DC_Water_Disturbances_v2_0_SH5
Torpedo Splash
Trevally Automated Scripts v0.5
Trevally Harbour & Kiel Canal Pilot patch
Trevally Tutorials - All v0.2 (for TDW UI)
Window_Lights_Redone_V1
Stoianm Scopes 16x9
1 degree bearing RibAr
Real Environment - Revision (reworked)
stoianm blue water and EnvNights compatible Real Environment - Revision
Shadow Improvement Mod
sobers 3D deck spray mod V7
sobers base sky mechanics V1
sobers base wave mechanics V15 SH5
sobers real trees
SUB SIM FOR====Depth_Keeping_Problem_UHS_patch_HB_1_0_0_Th eDarkWraith
SteelViking's Sky Banding Mod
Depth_Keeping_Problem_UHS_patch_HB_1_0_0_TheDarkWr aith (test)
Stormys DBSM SH5 v1.3 Basemod
Stormys DBSM SH5 v1.3 optional -6db damped Sonarguy
Stormys DBSM SH5 v1.3 optional NavMap babelling
Stormys DBSM SH5 v1.3 optional remaining orig sounds converted to 22Khz
Stormys DBSM SH5 v1.3 HOTFIX 3
Unterseeboot II SFX
sobers talking conning crew mod
stoianm sounds
stoianm key commands
NewUIs_TDC_6_4_0_Real_Navigation
sh5.exe patch (hydro) v0.0.3
Antilag
Mission4 use JSGME
DBSM_Music_1_0_4


it is ok if you use church key after tdw ui... you must to have installed the mods in yellow if you use the stormys collection (actualy they are more mods needed but i know that you have them already... just install church key and the ventatore german u boat..)

Last edited by stoianm; 04-01-11 at 11:10 AM.
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Old 04-01-11, 03:39 PM   #138
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Originally Posted by stoianm View Post

22) How to use the 4 bearing method in SH5 (Kuikueg method - i recomand for all SH5 players that do not know this method to find time to watch this video tutorial) ==> Link

Thxs for the 4 bearing-vid. A good laugh was the "i must report to Doenitz"-comment in the last part ;)
WHat i learned here from this vid was the DBSM-mod by Stormfly is overrated ;) IMO, the effort (mess with the keyboard-layout etc etc) is not worth the benefit or is it?

In practise the "improved" 4 bearing method ;) is more important => http://www.subsim.com/radioroom/showthread.php?t=179137. THat method gives you the advantage of a free movement during the intercept-calculation.
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Old 04-01-11, 03:45 PM   #139
stoianm
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Originally Posted by ETsd4 View Post
Thxs for the 4 bearing-vid. A good laugh was the "i must report to Doenitz"-comment in the last part
WHat i learned here from this vid was the DBSM-mod by Stormfly is overrated IMO, the effort (mess with the keyboard-layout etc etc) is not worth the benefit or is it?

In practise the "improved" 4 bearing method is more important => http://www.subsim.com/radioroom/showthread.php?t=179137. THat method gives you the advantage of a free movement during the intercept-calculation.
i have not a clue how you understood from video that the stormys mod is overrated.... i like that mod very much and i can not play sh5 without it...

about the new 4 bearing methode... i do not need to move in the time i use this method.. i am not so good at math... but i know that method also... i explained in the tutorial that it is up to you what methode you want to use... the static one or the one in movement

regards
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Old 04-01-11, 04:00 PM   #140
ETsd4
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Originally Posted by stoianm View Post
i have not a clue how you understood from video that the stormys mod is overrated.... i like that mod very much and i can not play sh5 without it...
Simple: i listened to the environment sounds in your vid. And i heard only minor differences to my installed sounds.
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Old 04-01-11, 04:03 PM   #141
stoianm
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Originally Posted by ETsd4 View Post
Simple: i listened to the environment sounds in your vid. And i heard only minor differences to my installed sounds.
the environement sounds... like wind sound for example it is from w_clear mod... about the others i do not know what sound mods you use
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Old 04-01-11, 04:14 PM   #142
ETsd4
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Originally Posted by stoianm View Post
the environement sounds... like wind sound for example it is from w_clear mod
I really meant with environment = crew-sounds, interior-sounds.
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Old 04-01-11, 04:17 PM   #143
stoianm
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Originally Posted by ETsd4 View Post
I really meant with environment = crew-sounds, interior-sounds.
i see... the stormys sound mod it is an complilations of sounds that use like base the das boot.. so maybe you use one of the stand allone sound mod that he use in his collection... for example after you hit a ship with a torpedo you hear the sound of the crew that celebrate and the XO that tell them to not make noise?
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Old 04-01-11, 04:24 PM   #144
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Originally Posted by stoianm View Post
i see... the stormys sound mod it is an complilations of sounds that use like base the das boot.. so maybe you use one of the stand allone sound mod that he use in his collection... for example after you hit a ship with a torpedo you hear the sound of the crew that celebrate and the XO that tell them to not make noise?
New to me was the ship propeller sound in the hydrophone ... I liked it
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Old 04-02-11, 09:27 AM   #145
SgtPotato
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Will you please add subtitles for every videos you made? That would be a big help with the deaf gamers, like me!
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Old 04-02-11, 09:36 AM   #146
stoianm
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Will you please add subtitles for every videos you made? That would be a big help with the deaf gamers, like me!
i am very soryy but this is very time consuming... and english is not my native language... i am not so good in writting... but i could help you if you want... just tell me what tutorial you will like to learn and i will make an short writted resume for that tutorial

Last edited by stoianm; 04-02-11 at 10:04 AM.
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Old 04-02-11, 10:29 AM   #147
SgtPotato
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I want to learn about intercepting the convoy with radio contact.
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Old 04-02-11, 10:49 AM   #148
sirbum69
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that would be a good one also....how to intercept...i know you just find the grid there in and try to sail it, but most times the grid is like half the sea away and dont think i would ever get there in time
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Old 04-02-11, 10:52 AM   #149
SgtPotato
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yea but the problem is that I'm not using 100% realism and the radio convoy report said that they went "course ESE", not something like "course 305."

Am I suppose to use the real navigational mod?
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Old 04-02-11, 10:59 AM   #150
stoianm
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I want to learn about intercepting the convoy with radio contact.
Ok:

1) it is very important to start your ploting to intercept the contact ASAP after you will receive the radio contact
2) after i received the contact - the navigator will report me the: convoy speed, convoy course, the convoy scope-bearing (related to our position) and also the range between us and the convoy
3) plot these information on the map and you will obtain the convoy position on the map
4) draw with the proractor an angle from UBOAT-CONVOY-CONVOY COURSE
5) keep in your mind this parameter 3.33
6) if the range between us and convoy it is for example 600 km... make like this: multiplication factor= MF

MF = (range/100)*3.33... in our case MF = 600/100*3.33 = 20

7) We supouse the speed of the convoy it is 10 knots

MARK 1 = convoy speed*MF = 10*20 = 200 km

put MARK 1 at 200 km starting from the convoy position and going 200 km on the convoy course

8) Choose a speed that you want to travel to intercept the convoy... let say we choose 15 knots

uboat speed*MF = 15*20 = 300 km

9) take the compas and draw a distance of 300 starting from MARK 1 ... the circle will intersect the line between uboat and convoy... MARK 2

10) Take the proractor and draw an angle from MARK 1 - MARK 2 - CONVOY

11) Let say that angle is 40 degrees

12) take the proractor and make the same 40 degres angle from CONVOY - UBOAT - AND GO to intersect the convoy cource line
14) MARK 3 where the proractor line intersect the course convoy line... this is the point where you will intercept the convoy if you will run at 15 knots

15) measure the distance from your UBOAT and the MARK 3 - lets say it is 180 km (i choosed all numbers random... do not try to match those numbers)... so if we run 15 knots for 180 km wee need around 6 hours and 30 minutes

16) lets say your time it is 12 am

17) order to your uboat to go in the MARK 3 direction and order a speed of 15 knots... mean that after 6hours and 30 min you will be in the same point with the convoy... so this will be at 6 and 30 minutes pm

18) order a speed more than 15 knots.. lets say 16 .. or 16.5 knots... in this way you will be 1 hour or more before the convoy will be in that point... prepare you for an fast 90 attack and wait for the convoy... you can search with the hydro in mean time... if the convoy will not change course in mean time he is like an mouse in a trap

IO learned this methode from Kylania... here you have his explanation... with his explanation, my tutorial and this writting i thing everything is clear:

I'm not entirely happy with the intercept image, but since I made it at 5am I won't worry too much about it, but here's how I intercepted a convoy last night. This is with map contacts off, so no ghost to follow for me.



Here you see the first contact report, at 05:26 about a large convoy 614km away, moving towards me at 13kts. What you don't see is that at the time I started this plot it was already 05:45, so I should have taken that into account.

Next comes the big messy picture!



Step 1: I use the protractor to draw from my u-boat to the contact, then out along it's path of travel. When I did this, I made three mistakes. First was waiting so long to start it, second was not bringing the line out far enough and third was not getting the angle of travel perfect.

Step 2: I draw a line from the contact out along it's direction of travel according to it's speed. Since it's traveling at 13kts and was 600km+ away, I picked a multiplier of 20, meaning the line I drew was 260 (13 x 20) km long. If we were closer I might have picked a multiplier of .5 or 2 or something to plot a line 6.5 or 26km long, depending.

Step 3: I use the compass to draw a circle from the end point of the line I drew in step 2 which is equal to my speed (13.6) times the multiplier I used before, which would be a circle with a radius of 272 km.

Step 4: I find the point where the circle crosses the original bearing to the contact, the first protractor line I drew. I measure the angle from the end point of step 2 to the meeting point of bearing and circle then towards the contact. In this case you can kinda see it's 32 degrees.

Step 5: I now take that 32 degrees angle and measuring from the line towards the contact, to my u-boat, then towards the path of travel of the contact and draw out the 32 angle line till it crosses the travel line. This is where I made another mistake, since the original protractor I hadn't drawn out long enough, so I had to use a ruler to make it longer. That's the extra 170km line there.

Step 6: The point where the step 5 angle and the step 2 course lines meet is where I'll intercept. I'll place my waypoint at that point and head towards it at my current speed. It's Mark 1 in that image.

So now I'm chugging along towards the intercept point. I draw a 30km circle around the point to represent basically the hydrophone range around the spot where I should be able to hear the convoy.



What's this!? At 17:28 I get a hydrophone contact from my sonarman saying he hears something coming from the general direction of where the convoy should be. But as you can see I'm still some 80km or so away from the intercept point!

In order to cheat a little I draw out a 50 degree angle from the front of my boat to the left (360 - 310 contact bearing = 50 degrees port) and send my external camera to see what's there.



And there it is! The beautiful, battleship escorted giant convoy! Turns out it was only traveling at 9kts by the time I reached it (which is why I met it ahead and past it rather than right on) and also changed course a bit too I think. It's changes like that which can cause you to miss convoys a lot, especially at ranges of 600km+ like this one was.

So, took me 12 hours or so to intercept it, and I almost missed it, but I got close enough to be able to intercept and sink 4 ships from it!

regards

12) How to intercept a Convoy in SH5 ==> Link

Last edited by stoianm; 04-02-11 at 11:55 AM.
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