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I actually think not having the updates on makes attack plotting a lot easier because you no longer have a bunch of icons and overlays popping-up messages as you mouse-over and draw on the map.
Given this, I think the settings are appropriate. Turning off updates puts you in a mode of play where you have the *option* to reveal your targets with game tools OR you can test various TMA methods for your own enjoyment.
There are icons?
I just get the typical hydrophone blue projection of estimated direction/distance, some basic information about distance and the only time I get any visual icons or representation of the ship I'm hunting is when I'm already on top of it and ready to set up my fire solution.
But maybe that's more due to how I schedule my crew and pretty much do everything by hydrophone and then finish off with the attack periscope once I've performed the intercept.
I never really have anyone visually scouting around me as it seems kind of redundant. :\
When I tried to use map contacts, those hydrophone cone "icons" or whatever you want to call them "map objects" perhaps? ...would popup windows to relentlessly block my view all the time while plotting. The ship icons themselves would also get in my way.
By the time I have ship icons on my map, the ships only like 4-5km away at which point I'm intending to kill it or run very soon lol.
And I see what you mean in calling them symbols now as any other word seems to fall a bit short lol. Yeah hovering over the hydrophone cone does pop-up a window, though perhaps a recent addition that wasn't there before is the option to hold down a button that removes the window so you can plot on the map etc.
Other than rarely to sanity check my approximate distance calculations to make sure the fact that rough distance is increasing or decreasing like I think it is, I can't remember the time I actually paid any attention to the information in that window, as it's all pretty basic information and things you can quickly get yourself with just a few map plots.
Maybe it's time I consider removing map contacts in a new campaign... hmmm.....
But when I have to do this by myself using the stadimeter to measure the distance, the margin for error is much bigger. Wrong distance means I'll miscalculate its course and speed and my torpedo will miss.
I'd really like to start a campaign with this setting, but despite the fact that I've some expierence with sub games, this is still very challenging to me. I hope I'll achieve the required tonnage singkings.
I once played a SH4 TMO RSRD campaign by doing this with all contacts off and every hit felt like a real victory.
That is how I am handling it anyway except that it must always be manual.
Not realistic. The skipper always knows where he is on the map wich is represented by the ship-icon. Unless there's a week long overcast he'll never be lost.
Not really, They cant magically know where they are. They always have to do procedures like work with the odometer, sextant, check sky, natural geographical points sighting etc.., The mod just simulates that. You can know where you are only if some prerequisites are meet (the use of sextant for example, but cant be used if there is storm, thick mist etc ).
Also when you are underwater there is no trinket to know the location, in fact while submerged the location of the submarine is one of the hardest things to track. There is a lot of workload (plotting) to do to know exactly the position. And if you dont know the position of your own sub (even for a few meters) torpedos will fail.
So if your own sub is not in the map and you use real navigation mod, you have to use the odometer, sextant, compass and plot your way specially underwater. So it is more realistic (and harder)
https://www.youtube.com/watch?v=k29YksvxVOc&t=226s
My hats off to those who would play with a static map and no indication whatsoever on OwnShip position. I barely have the patience to wait out a manual plot of a target's TC using some method of TMA. If I had to track OwnShip at the same time, I think I'd have to tap out.
Before the recent changes of "no map contacts" in the core game, the real navigation mod has been the only chance to play without map contacts. The game didnt even have a compass so the compass mod was made to support real navigation mod. Recently the game has added an official compass too.
Didn't find that I used it much prior to that update. I post it up to my dashboard UI, but never really comes into play for me.