01-28-2008, 02:13 AM
In order to play full realism without reference to the perfect data showing up on the screen, is there anyway to place a relative bearing across the periscope in order to set up a basic fire solution?
I almost thought of writing the numbers onto the tga of the sky volumes.:o
01-28-2008, 11:22 AM
Ooo, I hadn't thought of that, yet! :)
The lack of a bearing indicator in the scope is a pet peeve of my own, too. I tried adding an arrow to the point-of-view indicator in the compass-thing in the bottom right of the screen, and then added a crude degree scale around the circumference, but the method the program uses to generate the point-of-view angle would create double arrows about 5-10 degrees apart at 4x mag in the scope.
Next I tried one of the scope mods that added degree marks in the scope view itself. This has worked much better for me. My shooting method is basically this: set up a 90 degree broadside shot by pointing the sub on a perpendicular course to the target. Use the hotkey that points the scope dead ahead, and wait until the target crosses the tic-mark in the scope. The torpedo's angle is always 0 degrees., a dead ahead shot. If it wasn't for the duds, I'd be a force to reckon with. :lol: For merchantmen and most large men-of-war, this works pretty well. The most problems I have are with the 30-knot destroyers, which require a 54 degree bearing to shoot a 36 knot torpedo for a broadside hit dead ahead of me. In these cases, I'd guestimate a 54 degree bearing in the scope, using the scale and arrow method on the compass-thingie, and wait until the destroyer lined up in the crosshairs to shoot. Sadly, I've watched from the torpedo cam many near misses but no actual hits. I console myself about these methods by thinking that hitting a 30 knot destroyer was probably pretty tough for the real captains as well.
I feel pretty comfortable pointing the submarine to aim and shoot, because I've read that that was how it was done in WWI. At the very least, SoF has improved my trig skills immensely. :lol: I only wish I could reverse one prop while going forward with the one, the result being to swing about quickly the sub.
I know this doesn't really answer your question. I've thought that if there was a way to get a hold of the data used by the point-of-view indicator and display that data in a more precise way, then that would be the Thing.
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