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xALIENAx
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PostSubject: Silent Hunter 5   Sun Nov 06, 2011 9:18 am

If you're into strategy and naval warfare- get it. it's fucking awesome.

just don't expect it to be straight forward out of the box unless your familiar with the series- And the constant running and managing crew is a bit intensive especially when you get in a spot. Also ships with a very nice mission editor but again don't expect user friendly.
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PostSubject: Re: Silent Hunter 5   Sun Nov 06, 2011 11:33 am

Wtf is with the English accents? The protagonist is a German captain in a U-boat, correct?

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PostSubject: Re: Silent Hunter 5   Sun Nov 06, 2011 12:59 pm

Skreshavik wrote:
Wtf is with the English accents? The protagonist is a German captain in a U-boat, correct?

yeah it has some annoying quirks like that and one or 2 major drawbacks (such as forced Online connection for DRM and savegames are stored online aswell) but other then that it's one of the best naval combat sims out there (not that there's much to choose from)
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PostSubject: Re: Silent Hunter 5   Thu Nov 10, 2011 12:14 am

Also unless you use mods to make it easier, Any long range Torpedo shots pretty much require you to bust out a paper and calculator and do some manual TDC.
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PostSubject: Re: Silent Hunter 5   Thu Nov 10, 2011 12:18 pm



Is this a math class game? Those were always fuckin lame... why even post this....

actually, given your history of games... I shouldn't be surprised Neutral

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PostSubject: Re: Silent Hunter 5   Thu Nov 10, 2011 1:10 pm

Shoosh you dropout, the smart kids are talking.

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PostSubject: Re: Silent Hunter 5   Thu Nov 10, 2011 1:30 pm



I did take college Calculus btw....

Doesn't mean I want to do math for my leisurely activity.

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PostSubject: Re: Silent Hunter 5   Thu Nov 10, 2011 1:44 pm

...

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PostSubject: Re: Silent Hunter 5   Thu Nov 10, 2011 8:28 pm

RoninHo'in wrote:


I did take college Calculus btw....

Doesn't mean I want to do math for my leisurely activity.

It's Optional- But the AI auto targeting sucks near the outer ranges of your torpedos. So if your trying to get at that juicy tanker that being screened by ASDIC equipped destroyers in late war missions; plan on pausing and doing some trig unless you wanna go in and mix with them; which (with high damage/realism settings anyway) is extremely risky.

The latest patch has made auto TDC significantly better then at release. it's pretty reliable up to 5,000m now.
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PostSubject: Re: Silent Hunter 5   Fri Nov 11, 2011 10:53 am

Trig? Fuck me is it accurate simulation of the actual math used?

I'm slightly impressed if so... still sounds lame and boring as fuck lol... but I can appreciate good programming at least.

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PostSubject: Re: Silent Hunter 5   Fri Nov 11, 2011 3:41 pm

RoninHo'in wrote:
Trig? Fuck me is it accurate simulation of the actual math used?

I'm slightly impressed if so... still sounds lame and boring as fuck lol... but I can appreciate good programming at least.

Yes it is. If you play as i do (with 100% realism options enabeled) you have to manually calculate range and speed-

You can actually look up the mast height then measure in degrees via your pariscope the distance between the waterline and the top of the mast to calculate range.

Once you know range you can then use the formula distance/time= speed to calculate speed by picking a point on the target, moving your scope ahead of it a nice even amount of degrees ahead of it, then un-pause the simulation and time how long it takes for the taget to pass the new point.

The final part of the equation (firing solution) is AOB or angle on the bow which is alot of intuition and practice, but basicly it's the target's heading RELATIVE to your submarine (your current heading is considered to be 000 in the calculation of this)

You then enter these values into the TDC and fire. Theres one aditional step which is a formula to convert the measurements you did in degrees to get meeters out of it. You can find a full manual TDC tutorial on subsim.com forums they have all the forumlas in there for you to start pluging in the values.
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PostSubject: Re: Silent Hunter 5   Mon Nov 14, 2011 12:01 pm



Yah... impressive... but... y da fuck would I want to do all that? lmao

That would be like making the mortar in BF3 use the actual angle and aim of the mortar instead of the minimap to fire lmao

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PostSubject: Re: Silent Hunter 5   Mon Nov 14, 2011 12:13 pm

RoninHo'in wrote:


Yah... impressive... but... y da fuck would I want to do all that? lmao

That would be like making the mortar in BF3 use the actual angle and aim of the mortar instead of the minimap to fire lmao

This is actually how it's done on Arma with ACE MOD. a F/O calls in an 8 or 10 dig grid reference, and a fire controller uses a dialog to calculate azimut and elev for the gunners. Its mad accurate tho with an organized clan working the system like that.

Edit, Like i said it's optional for the most part, But if you wana pull off really long shots against a well screened task force like a pr0 manual TDC is the prefered way to do it.
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PostSubject: Re: Silent Hunter 5   Mon Nov 14, 2011 12:15 pm

yah.......

another reason I'll never touch Arma Laughing


I really don't need nor want that much realism in my games Razz

I understand there are those nutters out there who do like it tho (yourself included) so of course there is a market for it.

I just know I have no interest in it Laughing

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PostSubject: Re: Silent Hunter 5   Mon Nov 14, 2011 12:22 pm

Yeah simulators aren't for everyone. I enjoy it- It's different. it totally blows tho if you just try to get into it- but really fun when you play as part of a well organized team watching epic coordinated attacks come together or that pefect torpedo shot on a aircraft carrier screen by 5 or 6 ASDIC pinging destroyers!
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