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Thread: Info on subs in SH4? | Forums

  1. #1
    I'm trying to learn a little about the subs in SH4 so I can make an informed decision when choosing from the sub options offered.

    There's no sub info in the game manual.

    I've tried the "museum" but the subs are submerged in murky water and can hardly be seen, zoom doesn't work so I can't get closer to see what they look like and I suppose because they're submerged, no info appears on the Recognition Manual.

    I started a career with the default Porpoise class but didn't like having only 4 forward tubes. Thought I'd start a 2nd career to check out another sub, but it seems SH4 doesn't allow multiple careers and the only way to delete a career, is to delete all the savegame files.

    I started a new career with a Gar class sub which has 6 forward tubes, but so does the last option, the Tambor class. Dunno which is best or what their strengths and weaknesses are.

    Where can I get some info on the subs?

    Another issue. I loved my SH3 deck gun but SH4's deck guns do little damage and the shells explode with whimpish puffs. Anyone know of a mod that will increase deck gun power, damage-wise and graphically? Silly to have to fire so many shells at a flimsy sampan that it eventually sinks under the weight of the lead.
    Doug_Dread
    Hawker Hunter Driver
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  2. #2
    I'm trying to learn a little about the subs in SH4 so I can make an informed decision when choosing from the sub options offered.

    There's no sub info in the game manual.

    I've tried the "museum" but the subs are submerged in murky water and can hardly be seen, zoom doesn't work so I can't get closer to see what they look like and I suppose because they're submerged, no info appears on the Recognition Manual.

    I started a career with the default Porpoise class but didn't like having only 4 forward tubes. Thought I'd start a 2nd career to check out another sub, but it seems SH4 doesn't allow multiple careers and the only way to delete a career, is to delete all the savegame files.

    I started a new career with a Gar class sub which has 6 forward tubes, but so does the last option, the Tambor class. Dunno which is best or what their strengths and weaknesses are.

    Where can I get some info on the subs?

    Another issue. I loved my SH3 deck gun but SH4's deck guns do little damage and the shells explode with whimpish puffs. Anyone know of a mod that will increase deck gun power, damage-wise and graphically? Silly to have to fire so many shells at a flimsy sampan that it eventually sinks under the weight of the lead.
    Doug_Dread
    Hawker Hunter Driver
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  3. #3
    As far as Ive read up, the progression of U.S. Subs goes soemthing like Sclass, Porpoise.. Salmon..Sargo..Tambor...Gar..Gato..Balao

    The sad thing is that I guess with U.S. industry geared toward total output.. i.e. production running. They (Like the Sherman Tank) Basically kept the same design with the Tambor through the Balao class... with some very insignificant operational depth improvements in the later boats (Gato and Balao).

    In all honesty asisde from Torpedo tubes.. Anything from the Salmon to the Balao is basically the same... I mean there were no increases in speed.. cuz they all used the same type of engine layout... and none of them could really dive deep or maneuver well....


    Kinda sux.. not much variety..

    I think thats why there is a big demand by many for the Narwhal class, a 'V' boat which was substantially larger than any of the others.. and had 2! 6" (Light Cruiser) deck guns...
    That would have been worth Ubisofts time I think... Oh well, were stuck with the cookie cutter SalmSargTambGarGatolao boat
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  4. #4
    I like playing with the weekest class of sub, its more challenging.
    Try buy a 4.50 Cal deck gun, makes a lot more damage.


    Still waiting for a new patch but sinking some japs dayly.
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  5. #5
    <BLOCKQUOTE class="ip-ubbcode-quote"><div class="ip-ubbcode-quote-title">quote:</div><div class="ip-ubbcode-quote-content">Originally posted by doug.d:
    Another issue. I loved my SH3 deck gun but SH4's deck guns do little damage and the shells explode with whimpish puffs. Anyone know of a mod that will increase deck gun power, damage-wise and graphically? Silly to have to fire so many shells at a flimsy sampan that it eventually sinks under the weight of the lead. </div></BLOCKQUOTE>

    A few quick tips on the deck gun (this assumes you're using gun crew and not firing it yourself):

    Put high-rated crew on the gun. One of the first things I do when starting a new campaign, is "buy" (with reknown) an officer or crew chief with a high rating in gunnery, and a loader. You'll get more consistent hits that way. Also be sure to call Battle Stations before a gun attack to max out the green bar (if it isn't already).

    If you're using the gun to finish off a ship that's been hit with torps, have your gunner aim for the waterline. That seems to be the fastest way to sink a ship. Sometimes I'll have the crew fire at guns if we're being shot at, but usually they're firing at the waterline.

    Don't waste ammo on sampans or junks. They're hard for your gunners to hit (small targets) and they're only worth a ton or two. The ammo is more valuable elsewhere. If you have to sink a sampan, just ram it and use the AA gun yourself to finish it off, if it won't sink after that.
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  6. #6
    I am also on the lookout for a mod that will give us proper impact explosions when shooting targets with the deck gun. Can anyone help?
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  7. #7
    <BLOCKQUOTE class="ip-ubbcode-quote"><div class="ip-ubbcode-quote-title">quote:</div><div class="ip-ubbcode-quote-content">Originally posted by GatorSub1942:
    I am also on the lookout for a mod that will give us proper impact explosions when shooting targets with the deck gun. Can anyone help? </div></BLOCKQUOTE>

    Maybe a dumb question, but are you shooting with armor piercing or high explosive shells?

    If you're using the crew to shoot your gun instead of shooting and choosing ammo yourself, I think they default to using all the AP ammo first, before using HE. AP shells are more for punch than boom. That makes sense if you're shooting at the waterline for flooding damage. If you want the big boom, use HE ammo.
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  8. #8
    I don't know if it was true for the guns used by the subs, but the only difference between the HE and AP rounds used by the 5" guns on US destroyers was the cap on the AP shell to improve penetration.

    They were both chemical energy rounds, not a kinetic energy round like a tank's SABOT slug. They count on the explosion to do the bulk of the damage.
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  9. #9
    AP or HE, the pop-guns in SH4 are unsatisfying. I cleaned out Tokyo Bay last night and when I ran out of torps I surfaced in the last couple of harbours and gunned whatever was left. Took all my AP and HE to sink just a few small ships, with no decent/inspiring shell detonations.

    There's a big need for a modder to give us, SH3 deck gun marksmen, similar guns for SH4.

    Damn, every way I turn I run into a new game problem! Stopped in at Midway to reload/refit before proceeding to Pearl to end my mission, saved the game and went to bed. Tried to load the savegame today and CTD. Refuses to load so the whole mission is in the toilet!
    Doug_Dread
    Hawker Hunter Driver
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  10. #10
    <BLOCKQUOTE class="ip-ubbcode-quote"><div class="ip-ubbcode-quote-title">quote:</div><div class="ip-ubbcode-quote-content"> I don't know if it was true for the guns used by the subs, but the only difference between the HE and AP rounds used by the 5" guns on US destroyers was the cap on the AP shell to improve penetration. </div></BLOCKQUOTE>
    HE rounds do more damage than AP rounds in SH4. I'm not sure the "punch" of the AP below the waterline is taken into account, either. Nevertheless, since both types of shells do more damage below the waterline, I use my AP rounds for that, and reserve my HE rounds for shooting up top.

    Communist penguin skipper elitist
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