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View Full Version : Small but important request for the rec. manual in SHV.


gutted
09-20-09, 11:50 AM
Please this time, organize the RM. It's a PITA to have to sift through every single type of merchant or warship just to find the one you're looking for.

how it should be:

WARSHIP:
--------------
you click the enemy nation, and a menu page appears:
ALL
BATTLESHIPS
DESTROYERS
CARRIERS
CRUISERS
PATROL CRAFT
.. etc.

MERCHANT:
-----------------
You click the merchant section and a menu page appears:
ALL
TANKERS
LARGE CARGO
SMALL CARGO
TRANSPORT
PASSENGER
COASTAL VESSELS
... etc.


If it's a destroyer im looking for.. why should i have to click through every single type of warship the nation has just to find it?

thank you.

p.s. it would be nice if after we ID a few ships in a convoy, we could click on the ID name of a locked ship (whever it may be in the new scope view), and have RM manual automaticallly flip to it. Or maybe a key command to show the RM page of the locked ship if it's been ID'd already.

Sometimes i want to go back and look at some info for one of the ships i've already ID'd, and have to reflip through the manual to find it again.

berobispo
09-20-09, 12:05 PM
i think the feature of opening the rec manual page for an already identified ship is build into sh3 already and not disabled in gwx. it works for me when i click on "ship" ("schiff" for me) left to the ship's type (say "tramp steamer") when the target is locked (again: i have already identified before in the rec manual, but closed it/looked up another page).

gutted
09-20-09, 03:26 PM
well it doesn't work in SHIV. atleast with manual targetting, haven't tried it without assisted targeting.

FIREWALL
09-20-09, 07:33 PM
Don't hold your breath on this one. It is something that is modable. Was done in SH3 & SHIV.

What we want to see is hardcoded stuff either fixed or made modable.

The manual that came with SHIV was best used to level a table leg. :haha:

karamazovnew
09-20-09, 10:50 PM
It works in SH4 :o you just click the name of the ship in the PK....
But the manual needs to change BAAAAAD. Now, just in case the devs haven't figured it by now,
WE HATE THE RECOGNITION MANUAL IN SH3 AND SH4!!!!!
Any captain could remove the pages from a recog manual and build his own. So create 2 manuals, one that has all the ships, and an empty one. We could create tabs in the empty one such as "Ships I sunk this week", "Ships I'd like to see", or boring names like "Merchants, Tankers, Escorts" etc...and drag pages from the big manual to this one just as we would do with recognition cards. That would be a great idea for the recognition manual in the collector's edition box. Make it a folder with removable pages. Heck, we can print new ones ourselves after that :haha:

gutted
09-21-09, 02:43 AM
It works in SH4 :o you just click the name of the ship in the PK....

umm you sure? cuz it doesn't work for me!


what mod's are you running?

karamazovnew
09-21-09, 03:18 AM
Either TMO or RFB (with OM added) :hmmm: What version are you running? 1.5?

KeptinCranky
09-21-09, 05:09 AM
Guys, the recognition manual will be completely revamped for SH5, nothing like the previous 2 versions...

from what I've seen so far during the meet it's going to be interactive, you specify a number of features on the ship you're trying to identify and it gives you the most likely candidates based on what you entered, it's not finished yet, but what they showed us was excellent, both for those that have all the ship silhouettes and statistics memorized, like me, and for newbie players that have never seen it before. :yeah:

Hitman
09-21-09, 07:23 AM
That sounds very good :up:, but I hope that despite that we can input directly the mast heigth we want to use. Because real life captains estimated them quite more often than using a recognition manual, and anyway they could input mast heigth in the stadimeter.

The ability of the IWO to give you an estimate of distance to the selected target -and not simply of the "nearest visual contact" like in SH3, as it was there an unfinished feature- is also essential. We can practice a lot but after all, judging distance in the real sea is already difficult enough, let alone in a 2D screen :o

KeptinCranky
09-21-09, 07:56 AM
Hitman, I have no Idea, the version they showed us did not have a working stadimeter yet.

keep in mind that the dev working on this only came home this morning around 1am, from the subsim meet :up: so he'll have today off, I'm guessing.

:salute:

karamazovnew
09-21-09, 08:59 AM
Great info Cranky... That the captain wouldn't have his manual in his hand while rotating the periscope, but call out important features so the WO can narrow down the possible id's seems very logical. It was a good decision by the devs, as expected.

The fact that they haven't yet finished the periscopes is also good news, we should underline the importance of having scopes with split prisms and AOBF while we have time (at least as upgrades). If we have those, iI doubt that they won't allow us to input ship mast manually, as we already can through mods in SH4 :up:

Hitman, from your pictures of the TDC I couldn't help notice the Ship Length dial (at least on that version)... Was it linked to a time dial to calculate target speed? Considering that the sub's own course and speed are known to the TDC, a mecanical computer like the TDC could calculate the target's speed for any bearing and at any speed :hmmm: I know that this question might be better suited for the TDC thread, but we're talking about Id manual, and as we know, the manual in sh4 did not include the length... If it is true that the germans had made such a feature for the TDC, that would also mean that the germans put a lot of faith in that piece of info.

gutted
09-21-09, 09:38 AM
Either TMO or RFB (with OM added) :hmmm: What version are you running? 1.5?

1.5 with TMO.

ahh..OM.. so it's the U-Boats where that works then?

doesn't work in fleet boat's TDC.

gutted
09-21-09, 09:42 AM
The ability of the IWO to give you an estimate of distance to the selected target -and not simply of the "nearest visual contact" like in SH3, as it was there an unfinished feature- is also essential. We can practice a lot but after all, judging distance in the real sea is already difficult enough, let alone in a 2D screen :o

another pain in the butt is trying to get the sonar guy to follow the correct contact. all he seems to know is nearest ship & nearest warship.

KeptinCranky
09-21-09, 09:55 AM
You're right, unfortunately, we got no info on that, :-? it may not have been built yet....

Hitman
09-21-09, 12:46 PM
Hitman, from your pictures of the TDC I couldn't help notice the Ship Length dial (at least on that version)... Was it linked to a time dial to calculate target speed? Considering that the sub's own course and speed are known to the TDC, a mecanical computer like the TDC could calculate the target's speed for any bearing and at any speed

Nope as far as I know. The TDC was mainly an angle solver and the speed inputs for target and torpedo are considered from a static point of view (i.e. length of the sides and not true motion of objects). What the TDC does is just tell you the lead angle for torpedo and target vectors intersect point, and also the resulting track angle at which they will intersect (And if the U-Boat is not aiming already at that lead angle, it will set it as Gyro Angle for the torpedoes and make the proper parallax correction). There is no actual input of "time" there which could be coaxed into providing a speed result.

Sailor Steve
09-21-09, 03:33 PM
I like Gutted's original suggestion: Have the manual subdivided into ship types, so you can just leaf through "Large Tankers" or "British Destroyers".

KeptinCranky
09-21-09, 05:19 PM
Steve, I don't think you'll be disappointed :up:

irish1958
09-22-09, 10:27 AM
The manual that came with SHIV was best used to level a table leg. :haha:

Didn't work for me.:cry:

FIREWALL
09-22-09, 10:52 AM
Didn't work for me.:cry:


Get out the saw. :haha:

FIREWALL
09-22-09, 11:02 AM
@ Kar :up: : " That the captain wouldn't have his manual in his hand while rotating the periscope, but call out important features so the WO can narrow down the possible id's seems very logical. "

That was how it was done in " The Enemy Below "

tater
09-22-09, 09:39 PM
Don't hold your breath on this one. It is something that is modable. Was done in SH3 & SHIV.

What we want to see is hardcoded stuff either fixed or made modable.

The manual that came with SHIV was best used to level a table leg. :haha:

Actually, the rec manual is a PITA to mod, and many useful things are either impossible, or VERY tedious to do.

Better would be to have EVERYTHING about the RC modable. It should be possible to arbitrarily organize the manual, in other words.

For example, it turned out to be amazingly difficult to get it to look anything at all like ONI208-J. Having ships organized properly by the quick visual inspection, then working down to more and more details (passenger? Composite? Yes. Counter stern or cruiser? Counter. MFKM? etc.

Or the ability to put merchants by country, etc.

All that needs to be possible to mod—devs don't have to do it, but make it POSSIBLE.

FIREWALL
09-22-09, 09:51 PM
Actually, the rec manual is a PITA to mod, and many useful things are either impossible, or VERY tedious to do.

Better would be to have EVERYTHING about the RC modable. It should be possible to arbitrarily organize the manual, in other words.

For example, it turned out to be amazingly difficult to get it to look anything at all like ONI208-J. Having ships organized properly by the quick visual inspection, then working down to more and more details (passenger? Composite? Yes. Counter stern or cruiser? Counter. MFKM? etc.

Or the ability to put merchants by country, etc.

All that needs to be possible to mod—devs don't have to do it, but make it POSSIBLE.

Exactly. :up: And try to keep the things we want included or fixed from not being Hardcoded.