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Let's play Silent Hunter 5! (New update)

Drakron

Arcane
Joined
May 19, 2005
Messages
6,326
Localized conflicts are small scaled enough so you can make a change but in the overall theater of operations that was WW II ...

Lets me make a example, in 1939 the U-56 attacked the HMS Nelson and despite being hit by 3 torpedoes they all failed to detonate and aboard the Nelson was none other that the then Lord of the Admiralty, Winston Churchill.

Would change the war but how? I understand "alternative history" but there a few things that you cannot change,lets take North Africa as a example ... it was the Suez that the supply terminal for the British forces so from the Atlantic you could do nothing to cut British supplies since they were coming from Indian Ocean, not from the Mediterranean Sea.

Now Malta is another thing but then again, Operation Pedestal were the Royal Navy thrown 4 Carriers, 2 Battleships, 7 Light Cruisers and 32 Destroyers to defend 14 merchant ships and how many got to Malta? just 5.

I dont think you can change the war that much in the Battle of the Atlantic because ... lets face it, the Kriegsmarine was in no shape to do it and then we have other problems, as war moved on the U-Boats started to lose to technologically advances (radar) and tactics, things simply got worst for them.
 

DwarvenFood

Arcane
Patron
Joined
Jan 5, 2009
Messages
6,410
Location
Atlantic Accelerator
Strap Yourselves In Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Wasteland 2 Codex USB, 2014 Divinity: Original Sin 2 BattleTech Pillars of Eternity 2: Deadfire
I love the history in this thread, but I am with Cassidy here on liking to be able to "change history" I should see Falcon 3.0 one day, is that the game where you can drop a nuke ?

Back on topic, Great job for doing the LP, other SH LP's have suffered from broken games the most, hope this one will hold out.

Too bad the game ends in 1943 !!! The interesting U-Boad period starts in 1943 IMO, when the technology is really lacking and the breaking of Enigma.

Carry on, kaleun
 

Drakron

Arcane
Joined
May 19, 2005
Messages
6,326
He is playing with Open Horizons II that extends the campaign until the end of the war.
 
In My Safe Space
Joined
Dec 11, 2009
Messages
21,899
Codex 2012
When I see such realistic graphics, I can't help feeling that it looks wrong every time I look at it. Fucking uncanny valley.
 

Quilty

Magister
Joined
Apr 11, 2008
Messages
2,414
Chapter 3: Magnetic fuses <3 <3 <3

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Yet again our poor old bucket of a submarine departs for the North Sea. Now that Scapa has been dealt with, the British will be out for blood.

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Nothing remarkable happens on the way to our destination. We have been ordered to patrol the eastern approaches to the UK. I hate that place. Barely 20 meters of water to play around in, and absolutely nowhere to hide if an aircraft spots you.

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After another day of fruitless searching, the captain succumbs to the temptation of alcohol.

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We finally spot smoke on the horizon, but it turns out to be another one of those tiny merchants that are worth barely 2k. We decide not to bother.

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As we approach Britain, we stumble into yet another endless fog.

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We scan the motionless surface of the water, but nothing stirs in the distance.

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Night finally sets, and with it arrive fast winds that seem to blow away some of the fog.

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We spend some time submerged, just so we don't miss any targets. No luck, though.

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While everyone else is sleeping, glorious captain Underlord takes a minute to inspect the engine room.

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The captain is alerted: smoke on the horizon! We've got two Belgian ships on our left flank. I can't see them very well, but the smoke they're blowing into the night air is pretty visible. I start plotting.

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Turns out both of the ships are Hog Type A ships (or at least they're called something like that), which means their tonnage is around 5k. We'll take it.

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We're in position, but I'm not happy about the target's speed. It's around 10 knots. I set three torpedoes to magnetic fuses, and one to impact. I'm not sure about the impact angle, so the magnetic fuses should clip something at least.

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Release the torpedoes!

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I think I got two hits, probably the magnetic ones. The propeller is almost completely destroyed. The target slows down, and the one behind it starts to swerve. Blow ballast!

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Victorious yet again, captain Underlord passes in between the two flaming wrecks.

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We are told that we have completed our patrol. Deciding not to leave while we're still carrying some torpedoes, I point our submarine toward one of the nearby ports. We're sure to find some targets there.

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Several hours pass as we cruise toward our new destination.

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We spend the day submerged. A faint sound of an engine is heard somewhere in the distance, but as I start to plot its course we soon lose contact.

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Turns out my prediction was right and we start to see more ships in this area. I quickly plot this target's course. Shit, it's another Hog, and it's running at a solid 10 knots.

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I despise these ships, they're tricky to catch for me, and the award is puny. I spend my torpedoes on this one, and miss hilariously. I must have done something wrong, or miscalculated his speed. Anyway, let's deal with this quickly.

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This was not wise. The ship must have sent a message to nearby ships, and just a few minutes after I dive I hear aircraft above. Not much later another ship is spotted on the hydrophone. I do some easy maneuvering because the ship is basically already coming straight into my fast 90 intercept angle. Sadly, I forgot to take screenshots of the whole procedure. I spend my remaining two forward torpedoes on it.

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I did remember to take a shot of it blowing up. And guess what? It was another Hog. Urgh.

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And with this kill we have spent all of our forward torpedoes. I'm not even going to bother trying to do anything with that single rear torpedo I've got left. Let's head for home.

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We surface only once during the day, to take in some air.

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And we're back in Wilhelmshaven, proudly returning with a tiny 16k of tonnage. Until next time, comrades.

***

Some leftover photos for your enjoyment:

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GarfunkeL

Racism Expert
Joined
Nov 7, 2008
Messages
15,463
Location
Insert clever insult here
It is really pretty!

And I think you guys are talking about Falcon 4.0, as IIRC there was no Second Korean War in Falcon 3.0 which focused in the Middle-East and Central-America.
 

ChristofferC

Magister
Joined
Aug 12, 2009
Messages
3,515
Location
Thailand
:thumbsup:

Nice going, Oberleutnant.

sh52011-10-1521-56-22-30.jpg

I think that guy makes it a bit too easy for you, though. ;) Or maybe he isn't very accurate?
 

Quilty

Magister
Joined
Apr 11, 2008
Messages
2,414
Chapter 4: Sneak attack

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The only mission currently available to us is the one that demands we sink 70k of merchants shipping, so that's what we'll do. However, I'm tired of picking off lonely little merchants which take hours to locate, so I'll try an old-fashioned attack on a port. I haven't tried this yet in SH5, so let's get ready for fail.

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We pass a friendly sub on our way out of the port. I forgot to mention that during our last patrol we passed a friendly sub somewhere in the North Sea. I think it was heading for home.

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The great hull of Bismarck towers over us.

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We take the last few glimpses of the Vaterland before plunging yet again into the cold expanse of the sea.

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Somewhere north of France we encounter another pair of Hogs.

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The are dealt with accordingly.

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What else awaits our brave little crew?

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We stay surfaced for most of the voyage, seeing as visibility is pretty poor. Not the smartest idea, but it works this time at least.

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We're close to the port of... well I'm not sure exactly, but it's a British port and I intend to sneak into it to see if we can find something to blow up. I try to hug the coastline, staying away from the destroyers that are circling around somewhere to the north of us. I seem to be doing pretty well until all of a sudden I hear my first ping in the game. I've got IRAI installed, a mod that makes the AI absolutely brutal, so I'm worried, naturally. I try swerving, but there's not much I can do. There's barely 10 meters under my keel, so I'll have to risk it. I pop my periscope out of the water to take a look around...

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There's a destroyer on my 190 bearing, roughly speaking, and another one that's not shown on this screenshot, at a rough 170 bearing. The first one is circling, moving to my 200 bearing, but the other one is coming straight for me. Just as the first one passes overhead, dropping its charge and scraping its keel all over my tower, damaging my scope, I fire my rear torpedo at the other destroyer.

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It's a hit! The destroyer goes up in flames, but there's not time to celebrate: most of our compartments are damaged and we've got flooding. The hull is still intact, but if this destroyer makes another pass over us we're done for. My crew starts repairing the damage, and the flooding is stopped almost immediately. The surviving destroyer has made a full circle, it's on our 300 bearing and it's turning again to make another pass. I point my periscope at it, flood all my forward tubes, set them to magnetic and release them with enough room between the shots to at least clip him a little.

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I can't believe this. We've made it! Both destroyers are burning, so the only thing that's still worrying me are my damaged electric motors.

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The crew seems to be repairing the damage, though, so it should be OK. At least we're not sinking. I order the crew to keep heading toward the port.

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We surface to grab some air. Maybe we'll be able to approach the port surfaced. The batteries are almost empty, so I hope we'll be able to do it this way.

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We spot some destroyers in the distance, but we stay surfaced. No one seems to notice us.

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The torpedoes are being reloaded. Screw silent running.

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The fog parts and the first lights from the shore appear on the horizon.

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As I approach the port we spot a big, juicy troop transport. Sadly, it's moored inside the port, and there's no way I'm sneaking inside. I'm afraid I might bump against a submarine net or worse. We'll look for easier targets.

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There's something on the outer part of the port, so we slowly approach the target.

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It's got very decent tonnage, so we'll go for it.

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One down.

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We locate another Hog and destroy it using magnetic torps. Several other targets are brought down:

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We've only got one torp left, so I decide to leave before a destroyer comes to inspect the carnage.

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We leave the scene of the crime with 26k tons in the bag. Not bad. It's a shame we couldn't get to the transport ship.

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On our way home we submerge and hear a merchant in the distance. I start plotting its course.

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Another pair of Hogs. Sigh. Oh well, we'll take them down with the deck gun. The Open Horizons mod adds more ship types to the game, but I removed it because it seemed to be causing all kinds of bugs. That means we'll only get to see a handful of ship types, but maybe our game will be kept bug-free to some extent.

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That done, we continue on our way.

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During that same night we also stumble onto a big tanker. We only have about twenty shells left, and most of those are spent on this target.

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No oil for you, British scum. You'd probably use it to make shitty RPGs.

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A tiny fishing boat is defeated for the glory of the Reich!

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It's pitch black, but my crew manage to spot another tanker in the night. I order the men to the deck gun and watch as the sky fills with the yellow tracer of our shells. Sweet, sweet tankers...

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HOLY CHRIST what was that? There's an escort on the left, shooting at us. I don't have time to identify it, so it could only be an armed merchant, but the sound from its guns seems a little too close for comfort. Crash dive!

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The damage is not serious, but our hull integrity has dropped to 92%. I order a new depth and we slowly drift down to 100 meters. We stay silent for an hour, but no pings are heard.

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After another hour has passed I order ahead standard and we crawl along the sea bed toward home.

We emerge in the early hours of the morning.

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The weather worsens as we get closer to Wilhelmshaven.

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We arrive home with 47k tons, which means we're a step closer to finishing the main mission of this part of the campaign. Hopefully, we'll be able to reach the 70k mark by the time we're done with our next patrol. Until then, Dark Underlord and his crew of salty sea dogs salute you, dear comrades.
 

Quilty

Magister
Joined
Apr 11, 2008
Messages
2,414
ChristofferC said:
:thumbsup:

Nice going, Oberleutnant.

sh52011-10-1521-56-22-30.jpg

I think that guy makes it a bit too easy for you, though. ;) Or maybe he isn't very accurate?

Yeah, it is kind of gamey at times, especially at night. But I suppose submarine captains had guys who could identify ships at great distances, so I'm willingly suspending my disbelief, I guess.
 

Quilty

Magister
Joined
Apr 11, 2008
Messages
2,414
September 20, 1942, Brest

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Having finally ironed out most of the bug-related problems that were keeping me from playing the game, I am now returning to my beloved Silent Hunter 5. While I was patiently installing and reinstalling mods and tinkering with the game's files, I was often enticed by the promises made by a much more stable SH4: Operation Monsun. However, having fallen in love with the graphics and atmosphere of SH5, I kept trying and trying, and it seems like I've finally managed to make the game stable enough to play uninterrupted for several hours. The mods I'm using are pretty much the same as listed in the first post, though some have been installed in a slightly different order and with some changed made in the files themselves.

As you can tell from the title of this chapter, I am restarting Dark Underlord's career in the much more interesting 1942, when things are finally starting to heat up. Most convoys are escorted and task forces are out on the hunt. Let's see how the brave souls of the U-boat Codexia fare this time around!

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As you can see, we have two missions available, both of which put us in the Atlantic. I've chosen the one that requires me to sink merchants in a wolfpack, though I believe the tonnage counts even if you do it alone. I haven't tried linking up with other U-boats for a hunt, but I've seen others do it and it actually seems to work.

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We bid Vaterland farewell. Who knows what awaits us on the treacherous Atlantic.

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Our first day on the sea is uneventful. We leave the English channel behind us and we are not harassed by any aircraft.

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The sun begins to set and we haven't seen any targets yet. We have been receiving radio reports from other submarines who are reporting great successes. No tonnage for us yet, though.

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A friendly submarine is met halfway to our destination, but we decide against following it since it's moving in a totally different direction.

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I love reading these messages that pop up in your "inbox". It's pretty cool to read up on daily events and the fate of fellow submariners.

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The skies have turned black and we've reached our destination. This is terrible weather to hunt in so I guess we should be happy I'm not picking up any targets. We sail in concentric circles for a while, hoping to spot something on the horizon or on the hydro. We're not successful, and nightfall is fast approaching. I increase time compression and wait for morning.

The sea has calmed overnight, but heavy fogs have set in instead. The sea is very calm, but very little can be seen on the horizon. I speed up time, only to be interrupted when my watch officer reports a contact only 1500 meters away from us!

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Oh crap, it's a destroyer. It hasn't spotted us yet, or at least it isn't firing on us. I order crash dive, quickly scanning the horizon to see if it has any buddies nearby. I doubt a destroyer would just be sailing out on the Atlantic for no reason.

Just as we're reaching 15 meters of depth, the destroyer starts to turn away from us. That seems like odd behavior. Shouldn't it be running straight at us if he suspects something? That's when I start panicking. I swing the periscope left and right, trying to figure out what's going on. And all of a sudden, on my 40 bearing (meaning on my right) the fog parts and two more destroyers come heading straight for me.

If this is just a task force consisting of a bunch of destroyers, then sinking even one of these bastards should save me from some pretty nerve-shattering depth-charging. I decide to send one magnetic torpedo at the turning destroyer just as I order crash dive. Maybe it'll scare him away for a little while.

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I actually hit him! I noticed he'd slowed down a bit so I sent it closer to him, guessing that he'd move into its path, but I honestly didn't expect a hit.

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The kill is confirmed almost instantly. Well, at least that's one down.

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One of those other two destroyers that were heading for me passes very close to me, carpeting the area with depth charges. Several of those shake the boat, but no damage is sustained. I sink to 50 meters, deploy a decoy and speed away from the destroyers. I have a mod installed which makes sure that explosions from depth charges disrupt the destroyers' sonar readings. I make use of the tiny window those explosions create from me and slink away from them.

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I emerge a little further on, just to see what's happening around me. That's when I catch a glimpse of this beast out in the fog. He's almost straight ahead of me and he isn't moving too fast. I guess that's what those destroyers were guarding. I don't have time to check my surroundings so I start to set my torpedoes immediately.

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I got too cocky for my own good so I get depth charged before my preparations are done, but sustain only minimal damage. The crew is hurt, though. I decide to sit it out and send my torpedoes at the destroyer, only ordering a crash dive when another destroyer moves between me and the aircraft carrier. Hoping the torpedoes won't catch the destroyer, I order crash dive. They know where I am anyway.

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The carrier is hit! We clipped his rear, and he's slowing down. Explosions from his hull reverberate across the black depths of the sea. I sink lower and lower evading depth charges left and right. The sea is boiling above me with splashes and explosions, since more than six destroyers have now converged on me. I may not live to tell the tale of this adventure after all.

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The giant is burning! Airplanes slide from his deck and splash into the water, but I've got better things to do than watch him burn. Depth charges shake me from all sides, but all damage we take is dealt with quickly. We're not taking on any water, thankfully.

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I take a peek at the carrier as I'm evading another wave of depth charges. His propeller is blown, but he isn't sinking. Crap. He'll need another torpedo, at the very least. Can we pull that off, though?

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A glorious plume of smoke rises from the burning carrier as I finally break contact from the destroyers' sonar. They may be only turning for another run at me, but at least for now they aren't pinging me. I take the opportunity to position myself so I'm running back at the carrier. I need to take him down already. This whole thing is taking far too long.

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Turns out I'm not free just yet. I was right and the destroyers were only turning. There's one of them, just above me, dropping his deadly load on top of our poor old bucket full of shivering Nazis.

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They keep passing overhead and I just can't seem to shake them. I'm inching my way toward the carrier, so I'll have to go to periscope depth soon if I want to fire off another torpedo. I'm not even trying to run silently, since everybody in the ocean knows my position by now.

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I spot a destroyer close by who's just dropped his last depth charge in a row, so I head toward him, hoping to pass under him and thus lose my pursuer. It's a risky move, since I can't really be sure the destroyer I'm heading toward won't drop another load just as I'm passing. But what the hell. Into the fray, brothers!

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The risk has paid off and now I'm on the other side of the destroyer moving back toward the carrier. In the above screenshot you can see the first thing I spot as I raise my periscope: another destroyer that's getting in my path. God damn it, how many of them are there?

I manage to evade yet another carpet bombing and send my torpedoes at the carrier just as several depth charges explode all around us. Knowing full well that we shouldn't have survived any of this, I stop trying my luck and order 115 meters. We're going down for good this time, and the carrier be damned. If the last salvo doesn't hit anything, I'll just try to escape. That'll be a feat in and of itself.

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Incredibly, the destroyers move out of the way of the torpedoes just as they strike the carrier, and he finally begins to sink.

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The kill is confirmed, and this means we've got 24188 tons in the bag. Now all we have to do is escape an enraged group of destroyers. Yeah.

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And this is all we've got left, by the way. No more lucky shots against destroyers, I guess. I dive deeper and turn on silent running. Our speed drops to a knot. We've stopped getting pinged, so now all we can do is pray.

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We hear depth charges exploding in the distance, but nothing near us. I take a look outside using the external camera, hoping to see the destroyers moving away, but they soon catch up with me. I've managed to move away from the sinking carrier, but they're still up there, chargin' away.

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After around half an hour of fruitless depth charging, the destroyers break contact and return to their group, which also consists of a battleship I only managed to get a very brief look at.

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I wait for another hour, and then inch my way up. I can still hear the task force on the hydrophone, but they've moved away. We finally emerge, breathing in the fresh sea air. Brothers, we are victorious! A great carrier lies broken on the bottom!

Until next time, fellow wolves of the sea.

sh52011-12-0122-52-37-46.jpg
 

Kashmir Slippers

Magister
Joined
Apr 23, 2011
Messages
1,018
Location
Here, obviously
Glad to see that this LP isn't dead.

That was some pretty splendid luck you got with the carrier and getting out alive. Are you going to head back, or keep going? I think that you already filled your quota.
 

Quilty

Magister
Joined
Apr 11, 2008
Messages
2,414
Yeah, I think I got very lucky, but the DC disturbances mod I mentioned must have helped a lot. I'm planning to return to port, refuel and rearm, and then head back out there. These kinds of crazy, head-on attacks can be fun, but I'm sure I won't have this much luck if I try it again. That's why I'd like to find a nice little convoy that I can plot properly and attack from a safe distance.
 

Quilty

Magister
Joined
Apr 11, 2008
Messages
2,414
September 30, 1942

September 30, 1942

We continue our patrol near the location where we sank the carrier and the destroyer. We've reloaded four forward torpedoes and one rear torpedo, so we're all ready in case an opportunity to sink more ships presents itself.

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As you can see above, I receive a notification about a ship that was sighted somewhere to the west of my present location. I can't tell if it's a merchant or not, though the report says its speed was 'fast'. That might mean it's another task force, but even if it is, it might be worth inspecting. I plot a course to intercept the mystery ship.

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The fog stays with us all the way to the intercept point. It did help us during the last attack, so I'm hoping it'll stay our ally in this one as well.

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Night sets as I'm searching for the ship that's supposed to be coming toward us. According to my calculations, it's running late, so I decide to move into its path and toward it. Sure enough I locate it further down its course. It seems the convoy isn't going more than 10 knots. I thought it was faster than that.

I dive to periscope depth, but decide against using visual cues to attack. Visibility is very poor, so I concentrate solely on the hydrophone. The first ship that approaches me is a warship, but right behind it there's a merchant vessel. I can't be certain, but it sounds to me like there's another merchant ship behind the first one. I decide not to try my luck. I'll do a quick and dirty fast 90 attack on the first merchant, dive deep, and hope for the best. I am kind of close, though: only 1100 meters away from the desired impact point, a distance which the destroyer will cross in under a minute if he figures out where I fired from. I realize that I should have attacked from a greater distance, but that could have made discerning the individual ships slightly more difficult using only the hydro. I decide not to move from my current location, and just see where this takes me.

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The first part of the plan goes well: the destroyer passes my 0 bearing without noticing me, and the merchant ship sails directly into the path of my torpedoes.

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It was a big one, too: a 17000 troopship. At least I don't have to feel guilty about killing civilians.

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The explosions were so severe they actually split the ship in half.

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Now for the second, trickier part of the plan: the forward destroyer immediately swings around and comes charging at my position, but by the time he passes near me I'm already at 60 meters and dropping. I don't get pinged once, so he just keeps going. He's soon met by another destroyer, and they both continue to scan the area. Their searchlight pierce the night, but no depth charges are heard. I slowly move out of their way and continue south.

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After some time has passed, I go to periscope depth and scan the horizon. No movement is reported, and the hydro is silent as well.

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Having spent all four forward torpedoes, there's really no point in hanging around. The mission is still incomplete, but we head home anyway. On the way to our home port we receive word that a friendly submarine has been sunk. A moment of silence for our fallen comrades...

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Halfway to our destination three unescorted merchants are spotted, but it turns out they are Spanish, and thus count as neutral. We let them be.

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We arrive in the base with over 42000 tons. All that work earned us enough renown to upgrade our boat a little, so I take a new coating that reduces the effectiveness of the destroyers' sonar against our boat.

We've earned a good rest, comrades.

sh52011-10-3116-54-33-31.jpg
 

Quilty

Magister
Joined
Apr 11, 2008
Messages
2,414
16 October 1942

sh52011-12-1016-26-34-26.jpg


It's time for another patrol of the Atlantic. We leave Kiel late in the eveing, still excited from our last patrol. It won't be easy to top that last attack, but you never know what the future may hold for Dark Underlord's brave crew.

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We leave the safe confines of our base, enjoying the view.

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The first night is uneventful, though a ship is briefly heard on the hydrophone somewhere on our 270 bearing. We're still close to friendly waters so I choose to disregard it.

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Very little happens the next day. A friendly airplane flies over us, and two German destroyers greet us as they head in the direction of Vaterland.

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As we approach the patrol point located in the middle of the Atlantic, a plane is spotted somewhere far away in the sky. I order crash dive just in case.

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Some time later we receive a notification about a merchant ship that is heading toward us. I order an intercept course to the south. It might prove to be a waste of fuel, but since we haven't seen any targets yet I'm eager to find something.

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We're rushing to the intercept point when I get alterted: there's smoke on the horizon on our 270 bearing. According to the map, it's too soon for the target we were intercepting to appear. I decide to submerge and inspect the taget.

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As you can see, several ships are outlined against the horizon. The way they're travelling seems strange, though. The formation doesn't look like a standard convoy.

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I let them get a little closer while I try to plot their course. It's pretty difficult to do so at this distance (around 13000 meters) and relying on the hydrophone to do a four bearings scheme is almost impossible due to a high number of targets overlapping.

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I stop dicking around with my attempts at plotting the course and try to identify the targets instead. It turns out this thing isn't a convoy after all: most of the targets are destroyers, while one of them is a fleet carrier and another one is a large Queen Elizabeth warship.

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I do a quick calculation of the carrier's speed, and it turns out it's sailing at a speed of around 21 knots. If you take into account that the task force is sailing parallel to me, it's obvious that even if I surfaced I wouldn't be able to overtake them for a fast 90 attack. Instead, I decide to swing toward the carrier and shoot my torpedoes by eyeballing it.

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Yeah no. All the torpedoes miss and the destroyers are alerted. Here's one turning toward me. Shit. Now I can either turn back and run, but that would take too long, so I decide to keep running into the carrier's path. I'll wait for the torpedoes to reload and take another shot. It's risky, but we've done it last time, so maybe it'll work this time as well.

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I get depth charged, most of my departments are damaged, but we're not sinking. As the first tube finishes reloading I go to periscope depth and eyeball the torpedo solution again. This time it actually works, and the carrier goes up in flames.

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The carrier burns and lists to one side, but I don't get a confirmed kill.

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Even though I have scored a successful hit on the carrier, it turns out it might have all been in vain. Most of the destroyers head directly for me and depth charging resumes.

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Two more escorts leave the carrier's side to join the hunt. I sustain some more damage, but there's no flooding and the crew is working hard to repair the damaged departments. I evade all further depth charges, and as one more torpedo finishes reloading I decide to go to periscope depth yet again. I'm not getting pinged so I guess it might be safe enough to shoot another fish at the carrier that just refuses to sink.

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Just as I reach periscope depth a destroyer passes in front of me. I immediately order crash dive to avoid ramming him. Thankfully, he's really gunning it, so we manage to pass under his keel with a few meters to spare.

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After I finally manage to reach periscope depth uninterrupted, a destroyer starts pinging me. I turn my scope to 180 bearing and see him running straight at me. After quickly flooding the rear tube, I shoot it at him and manage to clip him. A kill is confirmed, but the tonnage is minimal.

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As I'm trying to get into position to shoot at the carrier, a battleship is spotted on my 50 bearing. I eyeball another forward torpedo and actually manage to hit the battleship.

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It seems like I'll take down this entire task force before getting another chance at sinking the carrier. Here you can see all three targets burning while the destroyers are frantically trying to depth charge me. I'm using evasion and decoys, but since I'm still running at full speed ahead it's pretty easy for them to locate me.

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I sustain some more minimal damage due to two explosions nearby, but still no flooding. I dive to 130 meters and wait for the torpedoes to reload.

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I succeed in breaking out of the circle of destroyers and head for the carrier. Its rear is in the water but it's not sinking any lower than that. I've got two torpedoes reloaded and decide to spend both on the carrier.

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In the meantime, the battleship sinks and a kill is confirmed. Horrendous creaks come from its collapsing hull.

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A British plane joins the mayhem and starts strafing the waters around my location.

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It turns out I've managed to confuse the escorts with my decoys, but there's one more destroyer that just won't stop depth charging me. As it's making a turn around me I take one more risk, go to periscope depth and fire two torpedoes at the carrier and then immediately crash dive.

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The two hits are successful and the kill is confirmed. I can finally attempt to escape. Deploying another decoy, I swing southwest and out of the destroyer's path.

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He keeps circling me, though, and after a while attracts some of his friends' attention. They join his side and depth charge me some more.

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After about half an hour of fruitless depth charging the destroyers break away and enter formation around their last high-value target, the last surviving battleship. I watch them sail away and head south, savoring the 51350 tons we managed to steal from this task force.

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We have another three forward torpedoes left and another two in the rear tubes, so maybe we'll manage to increase our already hefty tonnage over the rest of this patrol. Until then, the brave codexians will continue on their way, shaken and bruised, but not yet beaten.
 

Quilty

Magister
Joined
Apr 11, 2008
Messages
2,414
I'm starting to think that maybe the mod setup I'm using makes the escort AI too easy to deceive. I'm using a mod that makes the sound from exploding depth charges disrupt the escorts' listening devices, which is realistic, but it seems like the mod's doing its job a little too well. I did get depth charged a lot in this attack, but not nearly enough as I used to get before I started using the aforementioned mod. Other players who use the mod have reported similar escort behavior.

Without the mod any attack on a carrier had to be performed from at least 5000 meters away, and by calculating a 350 degree impact instead of the usual 90 degree impact in order to deceive the incredibly powerful AI. However, in that case the AI seemed extremely hard and most escorted targets had to be avoided unless you managed to get into the perfect position. Since I dislike mods that force me to follow one prescribed set of tactics, I think I'll just keep the current mod soup.
 

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