SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
10-07-16, 03:48 PM | #2326 |
Stowaway
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Yeah...makes you wonder how the hell did Otto Kretschmer sneak into convoys. Sometimes i think nazis did cooperate with England in secret. When my crew see a ship at night sometimes i like to slow down to 1 knot and go to 7.5 m. with decks awashed or completly stop. With this an escort can pass me from 2500 m. it's even too easy to blow him away like this and sometimes it's too hard to do it. Just experiment with noise factor until you get it right.
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10-07-16, 10:46 PM | #2327 |
Grey Wolf
Join Date: Jan 2002
Location: New Tripoli, PA
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Well in this case it's not hard to figure out. The game is taking a huge Liberty Iin saying that you can hear a submarine from 4 and.a half kilometers away when it's all ahead slow from a moving destroyer in 30 not winds. It's just silly
Quite frankly I'm shocked no one has complained about it before |
10-16-16, 06:29 AM | #2328 |
Navy Seal
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I have enabled "silent state on surface" ability in TWoS 1.06 in order to compensate a bit for increased hearing abilities of escorts when sub is surfaced.
But, in my opinion, somewhat increased IRAI escorts abilities are not the actual problem here. The problem is that almost every single virtual U-Boat Captain who have watched at least one WW2 documentary wants to be Otto Kretschmer, even if we all know what was preferred (and recommended) tactic for vast majority of U-boat commanders...
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10-16-16, 07:09 AM | #2329 |
Grey Wolf
Join Date: Jan 2002
Location: New Tripoli, PA
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Silent state on surface? I have not heard of this. Can you provide any more information? I'm wondering how you did this without nerfing the underwater hydrophone ability of the escorts.
It's not that I want to be Otto, it's just I find it ridiculous that the game thinks you could audibly hear a u-boat on the surface from that far away from a moving escort in high winds. From my testing you cannot trail a convoy in medium or heavy fog even from the extreme limit of visibility without being heard on the surface. |
07-27-17, 12:02 PM | #2330 |
Watch
Join Date: Jun 2017
Posts: 16
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Thank you again, Darkwraith, for an excellent Mod! After the First Campaign I was “Joe-Ace-Kapitän!” It was getting too easy – then I installed this Mod for the Second Campaign and, well, I quickly learned what “Destroyer” means
It is a challenge again. In fact, I have to be careful just raising the periscope now. Much fun! One comment, I had "Wamphyri's Plane Mod" installed first, and then I loaded this Mod. I got crashes frequently. I then installed this Mod first, and only merged & copied the following folders from Wamphyri's Mod: C:\Program Files\Ubisoft\Ubisoft Game Launcher\games\Silent Hunter 5\data\Objects\Guns C:\Program Files\Ubisoft\Ubisoft Game Launcher\games\Silent Hunter 5\data\Scripts\Menu It's running stable and balanced now. I get attacked by all planes, but my AA crew shoots straight. Win-Win Cheers! Last edited by thadgar; 07-27-17 at 12:38 PM. |
07-30-17, 01:20 PM | #2331 |
XO
Join Date: Apr 2005
Location: Ft. Lauderdale, FL
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Is this Mod already included in the TWoS Mega Mod and if not how does it compare to the A.I. fixes already in the aforementioned Mod?
Thanks! |
08-02-17, 12:00 PM | #2332 |
Navy Seal
Join Date: Jan 2011
Location: CJ8937
Posts: 8,214
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Yep, TWoS includes a slightly modified version of IRAI
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08-02-17, 03:02 PM | #2333 |
Stowaway
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06-01-21, 07:24 AM | #2334 |
Seasoned Skipper
Join Date: Nov 2019
Location: Russian Federation Nizhny Novgorod
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Absolutely brilliant! Good work.
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05-01-22, 11:12 AM | #2335 |
Seasoned Skipper
Join Date: Nov 2019
Location: Russian Federation Nizhny Novgorod
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Last edited by U-190; 05-05-22 at 09:28 AM. |
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