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Old 06-01-2022, 06:07 AM   #166
John Pancoast
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Are realistic/historically accurate night surface attacks possible in this mod?


Including getting inside the convoy on the surface?

Fwiw, this was not a common tactic. A very, very few did it (only two I can think of).......sometimes, not even always. In terms of "realism" of the mod, the lack of wolfpack attacks is a far greater issue than this.
But that is because of the game's structure, not the mod maker(s), who have done an outstanding job with what they have available.
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Old 06-01-2022, 06:42 AM   #167
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Fwiw, this was not a common tactic. A very, very few did it (only two I can think of).......sometimes, not even always. In terms of "realism" of the mod, the lack of wolfpack attacks is a far greater issue than this.
But that is because of the game's structure, not the mod maker(s), who have done an outstanding job with what they have available.


Night surface attacks were not common?


I thought, much as it later did with US (who were copying the Germans to that degree) in the pacific, night surface attack became the preferred method for U Boats, especially before Allied radar advanced.


Or did you you mean getting inside convoy was not common ? If so, I figured that, but since it was done, believe should be possible in the sim and up to player. I made it possible in TMO with certain convoys in 1944/45 when they are larger, somewhat resembling Allied convoys(never as many ships though. A lot depends on the moonlight and sea state though. Really a lot of "fun" brings a new level to the sim and quite effective in attacks, can see it being same on U boat side.


I agree on the wolfpack issue, yet another huge oversight by UBI.


In TMO I have US wolfpacks operating on a limited basis in latest TMO update. I placed AI torpedo firing subs...submerged and surfaced in players area, along convoy routes at appropriate times and dates.

They will attack independently and if within certain radius, they will respond to players contact reports on convoys by searching for the convoy Of course there is no coordination nor communication outside of scripted messages I placed in the campaign, but especially during night surface attack when ships start blowing up before you fire, but it gives player the feeling of operating with other subs. They will torpedo enemy ships, provide distraction that assists players.

Plays out much as US wolfpacks operated, which was of course different than German operations.



I could see a way to make it happen with U Boats, of course would be a much large scale etc and would need AI uboats that fire torpedoes, but could be done. I have them in TMO, but the AI U boats need some tweaking, we've had issues.



In TMO Update I recently released, I have a SUBRON 50 campaign, US subs operating in Atlantic 1942-1943. One mission (as some were assigned) is to patrol for U-Boats in North Atlantic. I added a wolfpack of U Boats in a patrol line. I placed them, used text editing to set their spacing beyond what the mission editor allows in mission file, spaced about 50 miles apart along the general line of atlantic convoys.


One night in March 1943, I made SJ contact on a convoy in North Atlantic and then noticed fires burning in the distance, explosions. Wolfpack was attacking the convoy. Difficult to ascertain exact number but at least 8 U Boats attacked the convoy. I managed to get visual on one U boat and sunk it with torpedoes.


One key is the surfaced models while appear as subs, as classified in game as the Elite Destroyer Escorts, so they behave aggressively. They fire torpedoes, The submerged subs are of course submarines, they are not as aggressive but will attack and are affectively.
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Old 06-01-2022, 06:58 AM   #168
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Originally Posted by Bubblehead1980 View Post
Night surface attacks were not common?


I thought, much as it later did with US (who were copying the Germans to that degree) in the pacific, night surface attack became the preferred method for U Boats, especially before Allied radar advanced.


Or did you you mean getting inside convoy was not common ? If so, I figured that, but since it was done, believe should be possible in the sim and up to player. I made it possible in TMO with certain convoys in 1944/45 when they are larger, somewhat resembling Allied convoys(never as many ships though. A lot depends on the moonlight and sea state though. Really a lot of "fun" brings a new level to the sim and quite effective in attacks, can see it being same on U boat side.


I agree on the wolfpack issue, yet another huge oversight by UBI.


In TMO I have US wolfpacks operating on a limited basis in latest TMO update. I placed AI torpedo firing subs...submerged and surfaced in players area, along convoy routes at appropriate times and dates.

They will attack independently and if within certain radius, they will respond to players contact reports on convoys by searching for the convoy Of course there is no coordination nor communication outside of scripted messages I placed in the campaign, but especially during night surface attack when ships start blowing up before you fire, but it gives player the feeling of operating with other subs. They will torpedo enemy ships, provide distraction that assists players.

Plays out much as US wolfpacks operated, which was of course different than German operations.



I could see a way to make it happen with U Boats, of course would be a much large scale etc and would need AI uboats that fire torpedoes, but could be done. I have them in TMO, but the AI U boats need some tweaking, we've had issues.



In TMO Update I recently released, I have a SUBRON 50 campaign, US subs operating in Atlantic 1942-1943. One mission (as some were assigned) is to patrol for U-Boats in North Atlantic. I added a wolfpack of U Boats in a patrol line. I placed them, used text editing to set their spacing beyond what the mission editor allows in mission file, spaced about 50 miles apart along the general line of atlantic convoys.


One night in March 1943, I made SJ contact on a convoy in North Atlantic and then noticed fires burning in the distance, explosions. Wolfpack was attacking the convoy. Difficult to ascertain exact number but at least 8 U Boats attacked the convoy. I managed to get visual on one U boat and sunk it with torpedoes.


One key is the surfaced models while appear as subs, as classified in game as the Elite Destroyer Escorts, so they behave aggressively. They fire torpedoes, The submerged subs are of course submarines, they are not as aggressive but will attack and are affectively.

My post was in reference to inside the convoy attacks. But I'd rather have the ability to do these vs. the game(s) allowing ahistorical night periscope attacks to be possible.
Fwiw, inside the convoy attacks in the Atlantic would also only be possible very early war, before the advent of Allied ship borne radar (March, 41)
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Old 06-01-2022, 07:05 AM   #169
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My post was in reference to inside the convoy attacks. But I'd rather have the ability to do these vs. the game(s) allowing ahistorical night periscope attacks to be possible.

Thought so, just checking.

Yes same, here. Well, I think to balance it as I did in the pacific side of things is the key. Make it possible to get inside and attack as some did, but not possibly every time with every convoy. Players can choose to risk it or attack from outside or on a full moon, conduct a periscope attack.


Germans did make periscope attacks at night in certain conditions correct?
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Old 06-01-2022, 07:19 AM   #170
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Thought so, just checking.

Yes same, here. Well, I think to balance it as I did in the pacific side of things is the key. Make it possible to get inside and attack as some did, but not possibly every time with every convoy. Players can choose to risk it or attack from outside or on a full moon, conduct a periscope attack.


Germans did make periscope attacks at night in certain conditions correct?





Only even considered on the brightest of full moon nights. Periscope attacks in general were discouraged due to limiting the ability of the boat to maintain contact with the convoy and the ability of the boat to escape.

I.e., generally, woe to the skipper who called in a daylight convoy contact and then did a scope attack vs. shadowing it until night.
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Old 06-01-2022, 07:32 AM   #171
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Only even considered on the brightest of full moon nights. Periscope attacks in general were discouraged due to limiting the ability of the boat to maintain contact with the convoy and the ability of the boat to escape.

I.e., generally, woe to the skipper who called in a daylight convoy contact and then did a scope attack vs. shadowing it until night.

Interesting.


The amount of micromanagement of U Boats has always amazed me. Quite sad also, as was a huge part of their downfall (and loss of many lives).
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Old 06-01-2022, 08:09 AM   #172
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I also believe that sensors need a rework from ground up. Sadly I don't have time for it.
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Old 06-01-2022, 08:20 AM   #173
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I also believe that sensors need a rework from ground up. Sadly I don't have time for it.


Well, its something I will have to look at anyways, to make the night attacks possible.
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Old 06-01-2022, 11:53 AM   #174
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Can someone confirm that the original Silent Hunter IV is NOT required to play this mod? If this is the case how is this possible? Has the Silent Hunter IV codebase gone "public domain"? I ask because I had always held off on Silent Hunter IV as I thought the copy protections scheme was a huge mess.

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Old 06-01-2022, 03:06 PM   #175
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Quote:
Originally Posted by PurpleCow View Post
Can someone confirm that the original Silent Hunter IV is NOT required to play this mod? If this is the case how is this possible? Has the Silent Hunter IV codebase gone "public domain"? I ask because I had always held off on Silent Hunter IV as I thought the copy protections scheme was a huge mess.
I have access to both v1.4 & v1.5 of SH4, through Steam... so I assume this is where your query comes from, yes...?

As is, I used v1.4 once... until I wanted to roll with FotRS some time back. I dumped v1.4 & found that yes... it can be bought separately from Steam & ran, WITHOUT having to buy v1.4 SH4... as both are listed as separate purchase points.

Every modded version of SH4 I have is... Silent Hunter IV: Wolves of the Pacific: Uboat Missions v1.5


Note:

With KSD II: Ace, this comes with everything preset up, (aside from some additional add in's... you can add in that are not included in the preset up, BUT... be warned, that some of those NOT added in, can... cause issues... you have been warned.)


This is, predicated on the basis, that you already have access to SH4, paid for.








M. M.


As for the 'code base', having gone public domain... nope...


That is still in Ubi's grip, as is 3 & 5... though, I strongly suspect, that 3... will join its brethren 1 & 2, soon... & given a couple of more years afterwards, that 4 will join them... though, this is just My own thoughts on that... so take it with a convoy of 35 C2 Cargo ships... loaded down with sea salt... for what it's worth.
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Old 06-01-2022, 09:26 PM   #176
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SH2 for certain is not "public domain"

Ubisoft US Store SH2 for sale


Near as I know, Silent Hunter (the original) is NOT public domain either, though it is not for sale on the Ubisoft site. However, you can buy a used copy on Amazon for $50US, and the one page is still linked to the Ubisoft Amazon store - for what that's worth...

Noting the "the copy protections scheme was a huge mess" comment, I have owned the game since pre-release, a v1.0.x (whatever) DVD. I also purchased a v1.3 disk, and a v1.5 U-Boat Missions Add-On, as well as several copies of the "Gold Edition" in various formats. I never had an issue with DRM with any of them at all. You did have to keep the disk inserted in the drive for the early versions, but that went away with v1.3 in 2007. I also had SH3 with "StarFarce" (StarForce) DRM. Now, that was a weird one, but SH4 has never had issues like that. The biggest thing with SH4, and it is the same with any other DirectX v9.0c Windows XP and earlier games, is that Windows Vista and later added "protection" to the OS. If you install the game outside of the Program Files and other "protected" folders, no problemo. Never accept the default install path - but you must also install DirectX v9.0c and its codecs for those old game to function on the 'modern' computer.. The game has been "on sale" recently for as little as $3 US through Steam and Ubisoft both. It shouldn't be long and one or the other (or all of them) will price it there again...
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Old 06-02-2022, 11:18 AM   #177
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Huh...

coulda swore, I saw something on SH (original or otherwise known of as SH1 ) being considered... 'abandonware'... as well as SH2.


Did see SH1, being hot listed on an abandonware site, though... when I went to do a search on info about it.




On that note... unless any one else has info showing that 1 & 2, are indeed abandoned... guess I'll have to... stand corrected.




On copyright, am in agreement with purplecow, that it is a huge, convoluted mess... outright... & needs being , revamped... majorly.








M. M.
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Old 06-02-2022, 01:37 PM   #178
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Good evening friends
Mr Beanie how are you...? are you on the road to recovery? or maybe you just take it..one way or another good luck...and wish you the best possible recovery...
Now to get back to what you were talking about selling or pseudo selling...
at this rate.. States want to have their cake and eat it.
we french say it like this
they want the butter.. the money for the butter and then we pay the boss..

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Old 06-03-2022, 04:20 AM   #179
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My dear Hey Bubblehead1980..greeting..
I see that you left on the Uboats for our greatest pleasure. Finally things will probably go in the right direction thanks to your talent as a modder as well as your experience with the game engine..
I saw that you asked for information on the KSD mod
I don't know if you were able to obtain satisfaction..?
that's why suggest you have a look here

https://www.subsim.com/radioroom/sho...52&postcount=8
if you need anything I am at your disposal
wolfpack is a work of comrade Luckner..that you know..
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Old 06-06-2022, 06:17 PM   #180
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I have a question ... what are the 2 icons at the top center of the attack periscope just above the degree compass? ... how do they activate?
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