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Silent Hunter: Commanders Edition gives players the chance to control a US submarine in WWII and engage the two Imperial Japanese Navy as well as the civilian ships. Over 40 ships, military and civilian, are accurately depicted, much like 15 zones of areas such as the Solomons plus the Sea of Japan. Gameplay includes WWII film footage, cinematics, narration, as well as a realistic torpedo data computer. Players will need on historical missions and hypothetical situations throughout a career mode.
Silent Hunter Commanders Edition would be the compilation in the original Silent Hunter and patrol disks expansion packs 1, 2, and 3. Patrol disk 3 adds two more patrol zones, Aleutian Islands and Java Sea. Fifteen additional historical scenarios are included.
Silent Hunter is really a World War II Fleet Submarine Combat Simulator. As a commander of an submarine from the Pacific Theatre, from Pearl Harbor on the end in the war, you've got a variety of submarines out there and your task is not hard, sink all the enemy tonnage as you possibly can. One can play historical missions, hypothetical encounters or perhaps the career based campaign game. There are 9 patrol zones, on the Solomons to your Sea of Japan, and plenty of coastal cities, ports and harbors to sneak into on either recon missions as well as to just sink ships bound in port. As commander chances are you'll receive medals or commendations after especially successful or hazardous missions. Compare your tonnage and kill scores to the people of actual commanders on the period and discover if you'll be able to match up on the best.
This game may be set up to develop modern Windows 10/8/7/Vista/XP 64/32-bit computers without problems.
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More than 9000 old games to download free of charge!
Discover Silent Hunter also called ГФФХ, ГФФХ, an outstanding game of 1996. With 1st-person perspective, the publisher Strategic Simulations, Inc. had wonderful ideas around historical battle specific/exact, naval, submarine, ww2.
I enjoy it, with the exception of the lack of sound along with the inability to jettison debris. This was the primary computer game I ever owned, it turned out put on because of the friend who gave us the pc, and also you could rig for red, jettison debris, and order the crew to man the AA guns. Perhaps someone could enlighten me there? I have not really done much with all the other SH games, particularly the ones where you stand an Axis commander, I typically dont play where I fight America.
Does anyone learn how to make the sound work?
My favorouite game, although new model games ara current, I never change my choice
I had farmville years ago. Fantastic game, great memories. Now likely to try inatallation with DBGL and running it from it
simply extracting for a desktop is not going to magically create an icon and make up a dos game run in windows.
i do no the way to run it. the files will not be lacked
why once i extract to desktop, there's no icon to try out Silent hunter 1?
can you assist me to? to generate silent hunter 1 can run?
Does anyone know in any manner to result in the sound work? Thanks
My sound was working to start with, the idea just quit. No idea why. Any ideas?
sadly no sound under dosbox ;-
Share your gamer memories, help others to operate the game or comment anything youd like. If you have trouble to perform Silent Hunter, look at the abandonware guide first!
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You thought the afternoon would never come. Silent Hunter II, a whole new WWII subsim, has arrived. The last WWII subsim was Silent Hunter I in 1996, a DOS game together with the player fighting the Japanese just as one American sub commander. Graphics were on a 256 colors and also the sounds were fairly limited for the essentials. With a dynamic campaign, decent AI, and good follow-up support, SH1 would be a success, reportedly selling over 200, 000 copies. By 1997 I was hearing the dev team Aeon were underway having a sequel, Silent Hunter II, for being set within the Atlantic with U-boats. What could be better?
Skip forward four years: the main dev team struggles to meet their benchmarks and it is released. A new dev team Ultimation is signed and has now to rebuild the code base virtually on your own. Then the parent company Mattel Interactive sold the producing company SSI/TLC, and in just a year these people were transferred again to French industry leader Ubi-Soft. To finish it off, the dot-com bubble burst, simulations dry out, and Silent Hunter II seemed held in a frustrating cycle of delays that extended yet another eight months. A pretty bleak situation.
Despite the turmoil and chaos, Silent Hunter II has created it out to sea. I was part from the beta team and still have been watching the progress since Oct. 2000. Over the length in the protracted development period plenty of hopes happen to be pinned for this subsim. How well SHII succeeds depends to some extent on how much youve longed for a substitute for Aces from the Deep and Silent Hunter I. The first sign that Ubi-Soft is invested in this subsim appears immediately after you open the box-an elegant 196-page printed manual.
Install it and fire up. Youre greeted through the now familiar SHII splash screen as well as a stirring musical composition that strikes me for an inspired mix of the Aces from the Deep and Das Boot themes. There are subtle variations in numerous menus. Right away most cyber-captains will need to set the realism options and cross to one particular mission and test the waters. When the overall game begins youll realize you arent in 1996 anymore. The graphics are 3D and quite perfect for a subsim. No longer are you tied to a slice in the sea and sky when about the bridge it's simple to look around since you would in the real world. The 3D look at your U-boat diving under the waves is splendid. And what waves they're! Rolling, undulating swells pitch your boat on seventy one axes. By this time youll use a grin because you order full speed and a hunt. Depending on your graphics card, you could possibly see some slight jaggedness around the horizon and mild clipping but overall, the graphics purchase an A. 3D and good graphics mustn't be written off as mere eye candy. When youre running around the surface in the evening, intercepting an oil tanker, getting an unrestricted view in the sky, bridge, and sea offer you a better a sense of being there.
The same horizontal toolbar with the bottom with the screen you happen to be used to in Aces and SH1 makes it easy quick access to your other stations of the U-boat, along with F hotkeys. There is no control room screen in Silent Hunter II, that can some getting familiar with. The default interior station would be the periscope screen. While some may conisder that a control room screen is just gratuitous, I contend that having full view in the interior on the U-boat lends measurably to your ambiance on the sim. One thing the technically inept Grey Wolf had going for it absolutely was it allowed the participant the capacity to traverse the U-boat from stem to stern. Give the participant art seems like he or she is in a U-boat and that he will feel they are in a U-boat. The captains cabin may be the only station in SHII that reveals an inside look of one's U-boat. It would are already nice if Ultimation would have applied this treatment to your control room, engine room, and torpedo rooms. Other ships stations are the gauges panel, Torpedo Computer, navigational map, damage reports, sound room an initial!, radar if equipped, and radio shack. The captains quarters provides you with access to your calendar with moon phases along with the logbook. The SHII logbook has several aspects worth noting. You can save it a text file and you might enter personal observations. A nice little innovation.
Silent Hunter II features some nifty pull-out panels that will make your lifetime a lot easier. You can access the primary helm, torpedo, command, and ship ID Book functions from any station by moving your mouse towards the right side from the screen or pin them into place while using Q-W-E-R keys. Using these panels during attacks greatly enhances your command and control quotient.
The then all you have youll notice include the sounds. SHII sounds are overwhelmingly impressive, actually, the crowning glory in the sim. The enemy destroyer screws are loud and menacing; the periscope raises using a raspy electric hum; the depth charges cause you to jump in case you arent expecting them being so close; as well as the crew voices are rendered by German speakers with authentic passion. In reality, submarines are certainly dependent on what they are able to hear and SHII exhibits the listening facet in the sim much better than any before it. Order crash dive but not only are you currently treated to your galvanizing Alaaaaarm! but flooding and frantic valve twisting sounds. If your boat takes major damage, you may hear the stream streaming in. Engine and electric motor sounds vary in intensity according on the compartment you're in. On the bridge the oxygen is filled with all the roar in the diesels plus the lapping sound on the ocean waves. The background sounds within the sub consist of compartment to compartment and I dont observe they might have gotten the external underwater sounds any further right. They combine to make a hull-creaking good time.
SHII sounds add function towards the gameplay. Go towards the sound room and place on the headphones and all of interior U-boat sounds are mutedyou are listening on the underwater world who are around you. When an enemy freighter enters into range, a strong thump-thump-thump fills air. Destroyers produce a scary churning sound. The sound room may be the place to try out SHII with the highest quantities of realism since there you can determine the job of surrounding ships using a higher level of accuracy than while using map view. You can also determine the range and closing rate with the rate when the volume is decreasing or increasing. Tracking ships will update a notepad around the bulkhead. If youre a hardcore subsimmer, stay out with the map if you are within the surface and count on your skill from the sound room it adds a degree of tension and excitement that Aces and SH1 could never approach.
In addition for the sound station, SHII offers you some other things SH1 and Aces in the Deep didnt. When aircraft attack sounds such as title of any new TV show, chances are you'll elect to look at control in the AA gun and duke out on the top. The number and type of guns available rightly depends within the model of U-boat and interval the scenario occurs. Ultimation took great pains for getting this as accurate as you can. You can command the whole slate of U-boats, such as various Type IIs, VIIs and IXs, and XXI. If the mission is scripted accordingly, you'll be able to meet milch cow U-boats for resupply. Time compression permits you to speed things approximately 2048x in the event the scenario allows it. Too many vessels will bog the TC down but after playing every mission I can testify that you'll be able to almost always rely on getting 512x, unless ships will be in your area, it rightfully drops to 64x.
The map view is paying homage to map views in past WWII subsims. Top down, zoomable, in most cases too real-time for my tastes but very friendly to newbies plus more casual players. If you play while using Limited Visibility option you will never see ships which are outside of the visual range or while submerged. Convoy reports will indicate a final known position which has a red square. Sound contacts while submerged are rendered as opaque bearing lines, or uncertainty zones, that are a good representation of your feeling of sound. You will likely be shown live action torpedo tracks in spite of limited visibility on, so I guess when you dont as if it, dont look. For those who crave a guide view that only marks down stationary symbols of ships as they can be spotted through the player inside the scope, about the bridge, or from the sounds room, and updated because of the player manually, we are going to continue to wait.
Another option that impacts the map view may be the Limited Target Data. With this selected, you do not get range and speed from the periscope, your crew doesn't announce Target destroyed as promised the second the torpedo hits, so you dont get automated data inside map view. Unfortunately, most with the benefits this approach provides are offset by other design elements. Whereas you'd really not need to know instantly every time a target is doomed to sink hours later, you will see that you'll be able to no longer lock the tiny red target triangle on the ship which includes fatal damage, nullifying the LTD option. And while you will discover neutrals and friendly ships inside game, these are identified as such immediately much more contact. Ironically, some with the mission briefings caution take a look at to attack neutrals. With all ships immediately IDed, you could potentially only do it intentionally. SHII lacks the utility for requiring the player to produce an approach and appraise the contact.
Damage control is depicted perfectly. Using the blueprint of your respective sub to be a guide, various compartments and pieces of kit can be assessed and individually prioritized. Additionally, damage usually takes the form of fires, flooding, crew losses, and hull integrity. Ultimation included mechanical failures unrelated to address damage too. Run to much time at flank speed plus the Chief will warn you which the bearings are overheating. Ignore his advice so you can suffer engine damage. You have power over loading torpedoes and determining which engine or both drives the boat or charges the batteries.
Gameplay takes are single missions eight missions plus three training missions, randomly generated convoy encounters, plus a historical campaign 21 missions. The single missions are designed but there arent an ample amount of them. If you play one daily, you recruit a week of action. The campaign is better still designed, spanning the war and indulging the gamer in many on the historical high points in the U-boat war, for example the Scapa Flow attack, Dunkirk evacuation, Operation Drumbeat, severing the British lifeline to Malta, and even more. The overall feel while playing the campaign is notable. Radio messages are available in remarking within the progress from the war along with your sub is upgraded to be a result of the success. You get medals, too! Every campaign mission includes a specific primary objective that must definitely be accomplished or that you are expected to replay the mission there is really a way for this, see Tactics Tips. Campaign missions are autosaved when exiting the overall game, single missions are manually saved. And your career is tracked inside a summary file plus a map that displays a red X inside location of any kill.
A total of under 30 missions to get a subsim without having dynamically generated campaign begs for any scenario editor. Silent Hunter II is shipping with out them. The developers have declared how the existing editor has lots of rough spots for official release. There is usually a good chance that it could leak out when Destroyer Command is released target date: mid December 2001. In the meantime, scenarios might be hand edited and you will find players which will pick the knack quickly. Subsim Review will host additional scenarios as well as the Second Kampaign for download.
What SHII will not furnish may be the standard dynamic campaign what your location is tasked from port with basic sailing orders and also you venture off within the virtual ocean to sink what we find. Silent Hunter II is purely scripted, meaning if your mission designer wouldn't plant a vessel or convoy in a very certain region, there may never be one there. So any sailing away and off to parts unknown is destined to get a feckless enterprise. For this reason, the ball player should keep to the mission briefing studiously. Say you commence a mission and also the briefing instructs one to interdict Allied landings off North Africa. Most likely the scenario has included ships and convoys from the North African theater and along the way to and from. Some scenarios start the ball player out at the objective. Scenarios is usually written to start out right next to your great looking dock and place of U-boat pens. Most importantly, the structure from the mission script does allow to get a great deal of possibility of inclusion and spawnable aircraft. Depending about the extent that the mission designer uses these dynamic features, you is not going to necessarily understand the same ships inside the same places.
When I spoke together with the producer and developers around the scripted campaign they readily admitted that it had been not the type of campaign they wanted. However, when the first development team Aeon were dismissed, the decision was either to create do using a less elaborate campaign structure for Silent Hunter II or allow the project go. Personally, having seen NovaLogics Wolfpack II and Sierras Aces in the Deep II shot down from the pro forma stage, I am glad to see a whole new U-boat subsim, even in the event the campaign is below optimal. Silent Hunter II missions are gratifying and suspenseful the initial time these are played. There just needs for being hundreds more.
Boats crash dive and turn realistically. There is some question as for the rate of climb/descend. Torpedoes hold the right amount of lethality. Most ships under 7000 tons will go down with one torp, ships greater than 7000 tons frequently require two. Warships, especially battleships with armor belts, will need three to five torpedoes to sink. The sim automatically sets you up that has a good solution once you mark a target or it is possible to flip the torpedo computer in manual and control everything, such as depth and speed from the torpedoes. Manual operation in the torpedo computer is often a bit tricky but manageable. The manual includes detailed instructions on with all the tick marks inside the periscope and UZO to view range. Bearing is simple, just look the the mark around the scope. Course is determine from the angle around the bow and speed, well, only use 85% of the items the ID books have to say is max to the target. At close range 700 meters you may be devastating.
Sea states change from flat calm to swells to sizeable waves. The waves do not possess that sharp, white crest observed in photos of stormy Atlantic seas however they produce more actual motion than Aces on the Deeps famous wave action. Several grades of sky and weather are included, starting from clear, overcast, foggy, and stormy. Understand that stormy isn't going to include visible rain or any extra wind effects or sounds.
To successfully engage your imagination towards the fullest while playing SHII, you simply must overlook a number of persistent design flaws. In several with the missions I played, I pursued a convoy through coastal waters. Suddenly I began to achieve rapidly. As I warily approached I discovered the ships were running aground. It totally kills the climate and reminds you that you might be playing a sport. Until Ultimation can remedy this annoying defect, youll need to ignore it. As mentioned previously the nationality of vessels is displayed automatically rendering the requirement to ID targets unnecessary and making friendly fire and fog of war unlikely and less interesting. If that you are determined you'll be able to play with this to some degree by staying away through the map view instead of looking on the message display if your AI crew calls out Ship sighted. One would think that this limited target data option would block this info and allow the ball player the choice to identify the contacts.
A few more nitpicks: I found the newest moon nights not dark enough for my tastes. For missions which begin in mid-ocean the diesel tanks show full, decreasing the strategic valuation on limited range. Finally, once you suffer lethal damage, the action ends too abruptly. Missing features: No BOLDs, Q-ships, or planes with Klieg lights.
The program seemed very stable and trouble free. I must have logged 300 hours playing various builds of SHII so that as they approached gold, the volume of game crashing bugs diminished to nothing. The gold copy I built this review around hasn't given me any difficulty. You better possess the very latest drivers before you decide to cry foul with this subsim, its solid.
Frank Kulick, a Chief inside the Navy and one on the members in the Subsim staff who served for the beta team place it like this: Silent Hunter II gave me just as much immersion as I gave it. It placed me for the bridge of any rolling, pitching U-Boat getting swamped with seawater when it's in heavy seas. The depth charge attacks were quite tense, plus much more involved then anything I had experienced. I needed to remain at normal time compression to live this gauntlet of ash cans! I had to learn my boat, and how you can handle her to keep alive, no simple go deep and obtain away tactic. The sound station is often a real treat over past sims, and can be a real asset to outlive the DDs attacks which often can last any where from one to five hours. The AI will not be completely predictable just as past sims and sent me to some watery grave more then once but there's balance likewise in this area. Just when I thought I had their DC runs established, they did actually change their method. The ocean environment is fantastic and gave the impression to have an effect for the accuracy of my shots also. It definitely has an effect for the helmsman, as I watched him swing the rudder occasionally and keep course. While past sims were built with a control room screen, the 3D bridge a lot more than makes up because of it and greatly adds to the experience. So, aside from a couple of tweaks I personally recommend, from the submariner perspective it set it up hours of tension, heartburn, aggravation, boredom, and pleasure! I am having a fantastic time from it, better then I had expected.
The AI varies and depends for the way the scenario is written. Merchant ships appear in several categories: freighters, liners, troop ships, tankers. They appear solo or even in convoys with as many as 30 ships. An attack will most likely cause these phones scatter and regroup later. Quite often they can be armed. Even more often these are well-guarded by aggressive escorts. Some DDs are going to be mild and suffer the delusion they may be merchants. Others might be uber-escorts. If they spot you around the surface, they may speed over in your location and prosecute a lethal depth charge pattern. You stand the opportunity if you happen to be in deep water in case they catch you in below 50 meters you'll be able to expect being killed on the 1st pass. Surface near a DD also it takes yourself on. It will discover your range with guns pretty quickly. A couple hits and you also can kiss your hull integrity good-bye.
Planes are frequent visitors on SHII patrols. Some are older Swordfish bi-planes that are available in low about the horizon. Dive-bombers will attack from high altitudes at steep angles, not supplying you with much time to evade or defend. Planes rarely make over one pass and don't circle when they did in the past smokeboat subsims. If you choose to fight against each other on the symptoms, youll obtain the early-year U-boats with one AA gun are severely overmatched. You go by way of a magazine after which must wait 5 seconds to reload. Its advisable to crash dive in case you detect the threat soon enough. Later from the war, U-boats together with the flak attack platforms with multiple AA guns enables you to fire, switch the signal from another gun and continue devoid of the reload interruption. Planes will take some hits, since you would expect, and in addition they spark and smoke and definitely will press within the attack. Overall, the aircraft facet of Silent Hunter II has regarding the right balance.
SHII will not initially come equipped for multiplayer games. The prize feature-multiplay with Destroyer Command-is going to be added by using a patch once the destroyer sim is released, tentatively set for mid-December. Ubi-Soft made a decision to focus each of their energy on getting SHII done efficiently and released and it had been deemed which the MP component would wish additional refinement as Destroyer Command reached gold. If that comes off as planned, players is going to be able to hunt virtual convoys in real time, which will probably be guarded by other players in destroyers also as hunt AI convoys cooperatively with SHII players.
I cant count how frequently I would lose myself within the game. Even for a well used vet of subsims, Silent Hunter II is compelling and captivating. When pursuing a wounded merchant, using the deck gun autofiring, I tracked the ship from your bridge together with the binoculars. Every time the gun fired, a thin puff of smoke would waft by, slightly obscuring the vista momentarily. Standing around the bridge of your virtual U-boat, looking up for the noon sun or down on the deck hatch, the 3D bridge view and rolling waves is usually a joy. When submerged and being hunted, taking refuge inside the realistic and claustrophobic sound room, the simulation atmosphere often approaches brilliance. Eight exclusive video interviews with Eric Topp, one on the greatest U-boat aces, is icing about the cake.
Its been a lengthy haul but Silent Hunter II has eclipsed the first in most categories. Not all the various we expected are available but its guaranteed to improve by additional refinements with the dev team, the multiplayer code, scenario editor, and much more missions. Youve waited for a specified duration, dont deny yourself the fun and discovery that it subsim holds. Silent Hunter II will likely be replacing Aces and SH1 as the revolutionary WWII subsim benchmark.
BONUS: 3 Convincing wave action; 3 Printed manual
MP patch to arrive Dec. when Destroyer Command is released; rating will likely be reappraised during those times; 4/2002: MP with DC would not meet expectations, see updates below.
UPDATE: 1/12/2003 - Projekt Messerwetzer is available at no cost download. Converted from RTime to Microsoft DirectPlay. Overall multiplayer stability has risen.
UPDATE: 4/16/2004 - PACIFIC ACES An unofficial Subsim Review add-on for Ubisofts SH2, expanding the game for the Pacific theater of operations with all you can imagine and even more!! it features new submarines, substations, sounds, maps, menus and also the beautiful Random campaign generator PACG, that may ensure 1000s of hours of gameplay. There are completely new submarine models to the P, T, and Sargo class yes, also for your Gato and Balao! The campaign is built from the style from the Aces on the Deep campaigns. You select a starting year, your house base along with a submarine type, and PA will generate a random campaign available for you with random length and random patrol random weather effects can take place! You is not going to play two campaigns just like each other! By Hitman, Horsa, Seeadler, Adam, McBeck, as well as the PA Team
Minimum Specifications.
Desktop Resolution of 640X480; 800x600 16-bit; 32 bit color depth
650 MB hard-drive space for installation.
Discuss this subsim from the Silent Hunter II Forum no registration required, just enter there!
This article explains the way to install and run Silent Hunter 4: Wolves on the Pacific version 1.5 inside a Windows 7 Professional 64-bit operating-system. It details my experience with all the procedure for the specific computer platform described below. I chose the 64-bit version of Windows 7 since it is very stable, secure, and competent at using more RAM as opposed to 32-bit version. I chose Windows 7 Professional because only it and Windows 7 Enterprise and Ultimate allow someone to download and install the free Windows XP Mode Microsoft software. In addition, the Windows 7 Professional version had full functionalities I needed and was cheaper.
I performed the operating-system upgrade using a homemade home pc configured as follows: Intel ICH8 Chipset, 2.4 GHz Intel Pentium Dual Core E6600 processor, 4M shared L2 Cache, 1033 MHz FSB, 4 GB RAM, 320 GB 7500 RPM SATA disk drive, Sony SATA 52X DVD ROM, NVIDIA GeForce 8800 GTS PCI-Express 16 video card with 512 MB RAM, on-board integrated high-definition sound device, Dell 2007WFP Digital Monitor 16:9, and Windows Vista Home Basic 32-bit. I are already using Silent Hunter 4 within this machine since 2007.
The very first thing I did was download and run the Windows 7 Upgrade Advisor about the target computer. This utility your hardware, devices, and installed programs for known compatibility issues, will give you guidance on the best way to resolve potential issues found, and recommends what to do prior to upgrade. In my case, there was clearly no hardware or device issues. A few programs would have to get upgraded or replaced, but this didn't present a difficulty for me with regard to cost or availability. The report also indicated my machine could handle the 64-bit Windows 7 version. As a sidenote, in the event you need to upgrade or replace programs for Windows 7, or resolve hardware issues, a great place to check is on the Windows 7 Compatibility Center.
My second step was to download the Windows Easy Transfer tool so I could migrate important files, bookmarks, e-mail, pictures, and settings from my old operating system for the new one. This tool is extremely good! It saves time and it is very user friendly. I simply saved my stuff to your portable USB usb drive so I could migrate the information to my Windows 7 installation. There are instructions on utilizing the tool for the foregoing link.
Next I determined what upgrade approach to use - a clean installation or perhaps in-place upgrade. The only choice I had were to perform a clean installation, which is usually a custom installation in Microsoft parlance.
I am fortunate to employ a neighbor and colleague who is definitely an IT professional certified in Windows 7. I was in a position to pick his brain before I started the upgrade process. He recommended two books that she had on his shelf. They are Windows 7: The Definitive Guide: The Essential Resource for Professionals and Power Users, by William R. Stanek and Windows 7 Inside Out, by Ed Bott, Carl Siechert, and Craig Stinson. Both books provide excellent explanations of why Windows 7 is substantially not the same as earlier Windows versions and enter into great detail concerning the changes in the two interface and underlying architecture. I purchased both books. I prefer Staneks book as a result of his clear and precise way with words, with no nonsense method of each topic. I followed his instructions for installing Windows 7 on my own computer and doing the original setup tasks. Once the brand new operating system was successfully installed, I found some very beneficial tips in Windows 7 Inside Out to make tweaks and a little bit of fine tuning. Windows 7 Inside Out also comes which has a CD containing a searchable eBook, downloadable gadgets, along with tools for customizing Windows 7. The authors of each one book maintain blogs in places you will find updates along with items of interest.
I am not looking to imply that you would like these books so that you can upgrade to Windows 7. Most in the information you will need is available at no cost at the Microsoft Windows 7 Web site. Using this gateway site as well as perhaps a bit of Web searching, you should be competent to find everything you would like. I recommend the books for a few reasons. First, I am old skool. I prefer to use a book I can do a shelf for quick reference. Second, the books authors are certified Windows 7 pros who have insights and tips you will not find at Microsoft.
Following Staneks guidance, I booted the Windows 7 Professional CD from my DVD ROM and ordered all ahead flank. The install process took about 50 minutes. It downloaded and installed necessary updates, after which asked me to produce my administrator and user accounts.
After the obligatory reboots, I landed inside my Windows 7 desktop and removed not hard to install CD. The initial thing I did was calculate my computers Windows Experience Index score to let me decide if any interface tweaks were necessary. Windows assigned a rating of 5.9, which falls inside the Superior buyer experience category and means:
You can use your computer for by far the most demanding tasks, including those that happen to be both graphics-intensive and processor-intensive. The computer can use all of the features of Windows 7 with full functionality. Aero Glass will display higher resolutions while achieving good performance, and making use of themes on multiple monitors shouldnt impact performance. 1
This was indeed very good news. But given my status being an old school alumnus, I chose to go using the Windows Classic theme.
The next order of buisness ended up being to install my antivirus and antispyware program. With it installed and updated, I checked Windows Update and installed several new updates for my os and hardware devices. Then I migrated my Windows Easy Transfer tool saved settings towards the new system. So far, so excellent.
Windows 7 will not come packaged with the email client. There is no Outlook Express. As I write this information, you'll find only three alternatives in the event you wish to utilize a POP3 email client: Microsoft Outlook 2003, Microsoft Outlook 2007, plus the new Windows Live Mail. I chose to go with Windows Live Mail which is really a free download. I do not plan to do a great deal of email within this machine, yet it's always nice to have to be able to do so. It is extremely easy to configure more than one POP3 accounts in Windows Live Mail. It can also handle Gmail, Hotmail, and Yahoo Plus email.
Finally some time came to the great experiment. I placed my Silent Hunter: Wolves on the Pacific Gold Edition DVD within the DVD-ROM drive. The setup screen appeared as you expected. I selected every one of the install options except those for Adobe and Game Shadow. The installation ran smoothly. After it completed, I removed mobile phone DVD and rebooted. I had to produce a desktop shortcut to the games executable. The game was installed inside Program Files x86 directory. 32-bit programs are installed inside Program Files x86 directory; 64-bit programs are installed into your Program Files directory.
I double-clicked the SH4 shortcut along with the game started normally. However, on account of display scaling, I was not getting the whole screen display on my own 16:9 monitor. The game started at 1280 x 800 screen resolution, and that is fine personally in terms of text size and graphics quality. Windows Professional recommended employing a 1680 x 1050 screen resolution to the operating system based about the capabilities of my video card and monitor. I was capable of change the sized desktop pieces of this resolution by right-clicking inside desktop, selecting Personalize/Desktop/Medium - 125%. This triggered making things easier to determine and read within the operating-system. To resolve the complete screen issue in Silent Hunter 4, I right-clicked around the games shortcut, clicked Properties/Compatibility and checked the Disable display scaling on high DPI settings box. This resolved the matter. I get a complete screen display at each in the availble resolutions within the experience.
With Silent Hunter 4 running hot, straight, and normal, I turned my care about getting my JoneSoft Generic Mod Enabler JSGME installed. First I made the MODS folder inside Silent Hunter Wolves with the Pacific directory. Then I double-clicked the installer and allow her to rip. Windows delivered a popup which said which the program mightn't have installed properly and talked about if I desired to troubleshoot the issue. It also offered a decision that said essentially No, this software installed properly. I checked and everything had indeed been installed within the correct location, including a desktop shortcut. So I clicked about the latter option. After copying my mods for the MODS sub-directory, I double-clicked the JSGME-shortcut and activated them. I thrilled SH4 again and everything was the way it should be.
With everything in working order, there is only one thing left to accomplish. I needed to obtain Kims Tbox utility and report generator up and running for that Pacific Thunder Campaign. I already had these attached to another machine. So I copied these files from my My DocumentsSH4datacfgSaveGames folder on that machine to my portable thumb drive:
I then copied these files towards the same file path about the Windows 7 machine, , My DocumentsSH4datacfgSaveGames. I then opened the with Notepad and edited the fishing line GamePathC:Program FilesUbisoftSilent Hunter Wolves with the Pacific to GamePathC:Program Files x86UbisoftSilent Hunter Wolves in the Pacific. I did this and so the programs know that the overall game is in my Program Files x86 directory. I then created desktop shortcuts towards the two executables. When I double-clicked for the new shortcuts, each program opened and worked normally.
1. Stanek, William R., Windows 7: The Definitive Guide: The Essential Resource for Professionals and Power Users. New York, OReilly Media, Inc., First Edition 2009, p. 69.
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This article explains how you can install and run Silent Hunter 4 : Wolves from the Pacific version 1.5 inside a Windows 7 Professional 64-bit main system. It details my experience together with the procedure for the specific computer platform described below. I chose the 64-bit version of Windows 7 which is very stable, secure, and efficient at using more RAM compared to the 32-bit version. I chose Windows 7 Professional because only it and Windows 7 Enterprise and Ultimate allow one to download and install the free Windows XP Mode Microsoft software. In addition, the Windows 7 Professional version had all of the features I needed and was cheaper.
Finally any time came for your great experiment. I placed my Silent Hunter : Wolves in the Pacific Gold Edition DVD inside DVD-ROM drive. The setup screen appeared as you expected. I selected all of the install options except those for Adobe and Game Shadow. The installation ran smoothly. After it completed, I removed cellular phone DVD and rebooted. I had to produce a desktop shortcut for your games executable. The game was installed from the Program Files x86 directory. 32-bit programs are installed inside the Program Files x86 directory; 64-bit programs are installed in to the Program Files directory.
I then copied these files towards the same file path within the Windows 7 machine, , My DocumentsSH4datacfgSaveGames. I then opened the with Notepad and edited the fishing line GamePathC:Program FilesUbisoft Silent Hunter Wolves with the Pacific to GamePathC:Program Files x86Ubisoft Silent Hunter Wolves in the Pacific. I did this therefore the programs know that the overall game is in my Program Files x86 directory. I then created desktop shortcuts to your two executables. When I double-clicked about the new shortcuts, each program opened and worked normally.
Although my first sim crush was Microsoft s Flight Simulator, my first soul mates was Silent Hunter. The hours of patrolling empty seas, many attempts and frequent failures to infiltrate heavily defended convoys were greater than paid entirely when those torpedos hit. The sight of the burning and listing tanker hull via your soda-straw periscope would fill your heart with joy one moment then a single sonar ping from your vengeful enemy destroyer would instantly grow it with cold fear. Ah yes, submarine warfare is usually a special sort of warfare strategy and tactics, emotion and hunches, it s a challenging habit to interrupt once they have gained its hold.Every kill is often a trophy, every depth charge a lesson. Eachtime embarking to sea, to know which you happen to be going be bringing back.
Silent Hunter 4: Wolves on the Pacific.
I followed the Silent Hunter series from your first blocky and bleepy Commodore 64 version up through Silent Hunter 4, which I playin thisafter action report. I also played modern versions with the submarine experience 688 Attack Sub by Electronic Arts which debuted in 1989, Janes 688I Hunter Killer whichrepresents certainly one of Janes best technical study sims out of them all ALL TIME!, and Sonalyst s Sub Command but, at the least to this old salt, the World War II submarine experience remains to be the epitome of thesubmarine hunting experience.
Unfortunately, Silent Hunter 4 took some serious depth charging when Ubisoft released and abandoned it with bugsthat seriously impact gameplay. This crank and dump approach burned me too as other sub simmers, and I haven t even glanced towardsSilent Hunter 5 for the reason that memory in the pain isso strong.
Thankfully, the truly amazing community at did and keep do a fantasticjob of keeping an amount of patches, modifications, tutorials, along with support items to maintain the submarine simulation experience offered to anybody who can read by way of a forum. If you ve been interested in submarine simulation, head up to their site and look them out. They carry on and keep their news items freshly stocked plus the forums and file download areas are chock-full of incredibly useful information and data which you simply can t find somewhere else. Without their thankless and free! service, the submarine simulation community can be in dire shape indeed. tips hat to Neal Stevens et al. Bravo Zulu,
There are a tremendous selection of patches and modifications designed for Silent Hunter 4 not many are actually compatible with the other person!, including a choice of well-designedsupermods that greatly improvethe submarine hunter sexperience, but, on this AAR, I m playing a mostly vanilla Silent Hunter patched to version 1.4. The only two modifications I ve made on the sim configuration files correct egregious errors inthe mast heights within the onboard recognition manual and changes the default torpedo fire key from justEnter to control-Enter. If I were built with a nickel for any time I have randomly shota torpedo out intothe Pacific, I could probably get a venti Starbucks cafe mocha. Maybe.
The typed letter together with the handwritten signatureis a great touch, but I would are actually happy with merely a simple message.
December 9, 1941: I report to Manila, Philipines to receive command of my first submarine: the S-27. The S-27 can be an S-class submarine. The S-boatsaka Sugar boats were produced between WWI and WWII and represent the coming-of-age in the submarine like a formidable weapon of war. Of the many submarines offered to US submarine commanders of Silent Hunter 4 S-class, Porpoise, Salmon, Sargo, Tambor, Gar, Gato, and Balao, the S-class is undoubtedly the most primitive, but a fitting placeto beginmysubmarine career.
It s challenging to repeatFDR shistoric speechwithout deliberately over-emphasizing deliberately.
Since there s a war going on and many types of, I should probably progress, but I have to set first suggestion. I needto ensuremy ship and my crew are prepared for thegrand adventure I m planning to bestow with them, so, whilst in port, I check my ship s configuration.
Japanese aircraft patrols were a life threatening threat to WWII submarines, specifically in Silent Hunter 4where the skies are practically crawling together, so my first acquisition is surely an air-search radar that will aid me detect the pests before these are on top of us. The radar costs me halfof my renown the currency of Silent Hunter 4submarine commanders butis an audio investment. The 4/50 deck gun 4-inch projectile, 50 4 200 barrel length already installed to my ship is standard issue and will probably be a welcome addition to armament, especially with this phase in the war where I ll find mostly single unarmed merchant ships as my prey. Sinking a compact ship that has a handful of rounds from your deck gun preserves precioustorpedoes for larger prey or spread shots into convoys, if I am lucky enough to get stumble into one.
Well, I see you ve got the whole tank of gas, however you ve got a number of cartons of any nicotine products, not only a half a pack and Chicago s a whole lot farther than 106 miles, mate.
Next I look at my crew. Silent Hunter 3introduced a semi-pro crew management aspect to virtual submarine warfare which necessitates commander to actively manage the crews tasking and stations determined by skill sets, fatigue, and health, and Silent Hunter carries forward this tradition. The more crew I have, the larger the damage control party I can muster, so I often of my remaining renown to crew within the torpedo rooms, even adding several fresh still-wet-behind-the-ear seaman recruits. These junior seamen will gain experience during our war patrol and can advance in their own specializations as torpedo-men, gunners, or lookouts, increasing the effectiveness of my ship during the period of my career. While the crewsystem is automated enough which it s not actually necessary to actively manage your crew being successful, the job is akin with a managing a group in a RPGwhere you are able to gain attachment to individual crew members and proudly check out them since they ascend in rank being chief of the station, or agonize when they can be killed in combat. Personally, I enjoy task and benefits.
Crew management is really a fun, and not terribly critical aspect on the Silent Hunter 4experience.
One downside in the S-27 is which the Group I S-boats only had four forward tubes and eight reloads a meager loadout with the vast expanse with the Pacific I m supposed to become patrolling. Before describing, I ensure all available torpedo slots are each fitted while using latest torpedoes I can carry the steam-powered 36 knot Mark 10 using a 500 lb explosive warhead. The longer, faster, and even more powerful Mark 14 torpedoes were intended to become extremely effective against ship targets, though the reliability issues of such torpedoes above the war were quite serious, so I m actually glad to get limited on the olderweapons.
Lots of bang to put very little buck.
Ship fitted, crew dolled up, ammunition sorted, and mix-tapes recorded, I sign on with Ops to obtain our mission. Luckily our first patrol assignment is definitely down the coast a shorter trip from base into what must be some heavy sea lanes.
The assigned missions are pretty typical with the era it sometimes s a milk runs and it sometimes s a suicide mission. Today s assignment looks good.
There s not a chance to reject a mission, or even select another, so I accept our orders and have absolutely my XO prepare our boat to acquire underway immediately.
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The visuals in Silent Hunter 4are excellent, especially considering the experience was released in 2007. While the amount of polygons about the submarines and ships is obviously at 2007-era levels, the lake a key aspect from the submarine environment is finished superbly, even by today s standards. The wave models are usually believable and also the way transparency is handled is amazing challenging to capture in pictures as well as harder to spell out in words, the lake is just performed correcly. Reflections of ships, smoke, sunshine and moon feel natural and ship hulls gradually disappear from view inside the deeper water.Bow waves, water spray and foam, and propeller cavitation effects are blocky and primitive, but quite reasonable considering how difficult that it was for any graphics engine to perform particles in 2007.
Pigboats are only as cramped topside as they may be belowdecks, but at the very least you get the sea breeze running through your greasy hair.
The tail end from the S-class reminds me of Jules Verne-inspired nautical vessels.
The water in Silent Hunter 4is on best display when diving or submerging.
In some aspects, the submarine is thetrue stealth weapon platform.
Our patrol towards the south is certainly caused by uneventful a couples dives to periscope depth due toaircraft being detected bythe radar however before we reach our patrol area, we have the official word on the radio how the US is currently also at war with Germany and Italy. World War II has begun.
The numerous radio reports will help keep the ball player immersed within the war around them, nonetheless they also will get tedious pretty quickly.
Silent Hunter 4is not only a revisionist game. The events of World War II engage in just like they did within the real thing, and zip your boat is capable of doing will alter those events, but the experience does a great job of creating you feel immersed in this war. Radio broadcasts flood your ship as events happen and, should you be inside the right/wrong place as well as the right/wrong time, you'll be able to witness major Japanese invasions or epic fleet battles directly. There are always minor issues and high rivet counters and history buffs can possess a field day together with the realism of Silent Hunter 4, though the overall effect is completed quite well and adds for the immersion.
On station, I set the submarine on the zig-zag course over the area, hoping for any chance encounter which has a merchant cruising between ports. The navigation and plotting tools are pretty limited inside the stock Silent Hunter4, but which has a lot of practice, they could be put to good use.
Luckily, the crew does a great job of after a plotted course, even at time compression as much as 8192x.
After some days of uneventful patrolling, I receive new orders to visit patrol its northern border end of Luzon island hopefully more fertile hunting grounds.
Sometimes all it takes is really a few status reports above the radio in order to meet a mission s goals.
A quick click-and-drag for the navigation plot updatesour course to look at us backup north but, en route, our lookouts spot a prospective target.
Our first catch on the day!
At this range, identification is very challenging, but one in the keys to your successful torpedo attack is accurate range calculation, which requires accurate knowledge in the target s dimensions, for instance mast height. During the course of an episode I will iteratively measure and re-measure our range to concentrate on and plot this around the navigation map to deduce the mark s speed and course. I feed this info into targeting data computer TDC which, in conjunction with our own ship s speed and course, calculates the torpedo gyro angles forced to put a fish or two right in the belly of my prey. The solution is merely as good as my estimates, and frequent updates guarantee the solution is competitive with I can help it become.
We ve actually stumble upon two merchant ships traveling together, a lucky break for individuals. I use the ship s target bearing transmitterTBT, a couple of high-powered optics fixed for the deck which could transmit bearing and range information on the TDC, to scope out our prey. At this range, it s highly unlikely they ll spot our much smaller boat, so I m much less worried about stealth at this time, not even over a calm ocean on the top of an clear, bright day.