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Old 03-01-19, 08:15 AM   #3676
suitednate
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So if the UZO/TBT doesn’t have the KiUB on it, then how do I manually find the range and speed if attacking on the surface? Use the 3:15 rule? If so then that wouldn’t help with the range. I don’t see a stadimeter button.....and it would be even more problematic say if I played without map contact updates.

Bump.....any help or suggestions on this anyone?
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Old 03-01-19, 01:12 PM   #3677
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Bump.....any help or suggestions on this anyone?
You don't need range to have a good solution settings range only changes the time of impact.
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Old 03-01-19, 07:43 PM   #3678
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For surface attacks I use the watch officer "nearest visual contact" function. Quite realistic as that was really his job, to estimate range to target by visual. Only problem is that with Operation Monsun, at least with OMEGU, he only tells you the relative bearing, not the range. The good news is that the file is easily edited to correct this. Here's how to do it in case you're interested:

The file is menu.txt found in data/menu. Find entry 4616 and replace it with:

4616=Nearest visual contact at bearing %03.0f, range %.0f %s!

I never use map updates so for the speed I usually rely on plotting the target on the map with the watch officer's information for as long a time as possible or until a decent estimation is reached. Or I can time the ship across my bow and go below to the periscope station to work it out there. A bit inconvenient perhaps but it works.
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Old 03-02-19, 08:54 AM   #3679
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You don't need range to have a good solution settings range only changes the time of impact.

Thanks everyone. Appreciate your responses. I know what you are saying is true in that you don’t need range to have a good solution (at least on the German boats) but I was wondering why this is the case? It seems to go against logic.....
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Old 03-28-19, 03:03 AM   #3680
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Thanks everyone. Appreciate your responses. I know what you are saying is true in that you don’t need range to have a good solution (at least on the German boats) but I was wondering why this is the case? It seems to go against logic.....

In the general case you need range, but you don't need range when using certain targeting methods. For example the Dick O'Kane method, wherein you are waiting for the enemy ship perpendicularly to her course, and plan that your torpedo will hit her when she is at 0 Bearing (straight ahead from you; you are going to shoot before she is straight ahead, of course).

In such a scenario, range doesn't matter. You only need the speed of target, which will allow you to calculate at what bearing to shoot. This can be proven with trigonometry (range cancels out and plays no role), but I 'll spare you. Here is another way to think about it:

In scenario A for a large range, suppose it turns out that you have to shoot when enemy is at Bearing 350, so that the torpedo hits when the enemy is at Bearing 0. This requires some calculation (which is what the firing solution is), but let's say that's what turns out. You shoot when she is at 350, both the enemy and the torpedo travel for a while, and they meet at Bearing 0. Right ahead of you.

In Scenario B, everything is exactly the same as before (course and speed of target are the same, you are again waiting perpendicularly), but this time you are much closer to her course. When do you have to shoot? Again, when she is at Bearing 350! The range is shorter now and the torpedo will travel for less time to reach the enemy's course, but the enemy will also travel for less time to get right in front of you! They will again meet at Bearing 0 as in Scenario A.

Therefore, it turns out (and can be proven rigorously with trigonometry) that in scenarios such as the above, range doesn't matter. You only need to know at what Bearing you have to shoot, which you can calculate if you know the speed of the torpedo (which you do know) and the speed of the enemy (which you have to measure).

I just described the Dick O'Kane method of manual targeting. For a different speed of target you have to calculate a new bearing for shooting, but for most merchant speeds you are going to be OK if you shoot when she is at 350 (if coming from the left) or 10 (if coming from the right). It won't land exactly where you thought it would land, but close enough.



However, note this method doesn't work any more if some of the specifics of the situation change (eg, if you are not perpendicular to the enemy's course).
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Old 04-12-19, 01:57 AM   #3681
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Can someone tell me which version of the SonarTargetingFix2 I need? Came across a "silent" merchant that only the AI could hear. The download comes with a "stock, tmo, and rfb" version............


I had created a thread, but it has mysteriously disappeared. I see the forum moderators have continued their decline towards aggressively policing without explanation, now I remember why I don't shadow these seas very often.
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Old 04-12-19, 11:47 AM   #3682
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I'm not sure what happened to your thread, other than that I never saw it, let alone touched it. I just wanted to say that you might actually get better results if you contacted us and asked, rather than open with accusations.
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Old 04-12-19, 11:57 AM   #3683
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I'm not sure what happened to your thread, other than that I never saw it, let alone touched it. I just wanted to say that you might actually get better results if you contacted us and asked, rather than open with accusations.
And moderators would get better attitudes from posters if they didn't move around post and disappear them. But you guys have had this problem for years now Steve if you want to get personal about it! But that's alright. It's why I don't venture near here unless I want something. Oddly, I knew as soon as I posted, you, would be the one to respond. Good to see you haven't changed. I haven't either!
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Old 04-12-19, 01:49 PM   #3684
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How am I getting personal? I didn't make any accusations. I'm more than willing to talk about it reasonably and without recriminations.
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Old 04-12-19, 03:33 PM   #3685
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And moderators would get better attitudes from posters if they didn't move around post and disappear them. But you guys have had this problem for years now Steve if you want to get personal about it! But that's alright. It's why I don't venture near here unless I want something. Oddly, I knew as soon as I posted, you, would be the one to respond. Good to see you haven't changed. I haven't either!
hey slyguy, calm down, man.
if you want help, at least be somewhat nice and civil about it.
ask your question without all of the opinionated crap.
your fellow captains are interested in your question but not interested in the baggage that you add in.
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Old 04-12-19, 04:13 PM   #3686
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Originally Posted by KaleunMarco View Post
hey slyguy, calm down, man.
if you want help, at least be somewhat nice and civil about it.
ask your question without all of the opinionated crap.
your fellow captains are interested in your question but not interested in the baggage that you add in.
Sorry, I need to stop posting as soon as I roll over in the morning, I'm never in a good mood then.

The question still stands. I'm going to take out Webster's mods (Lifeboat and Ship Man) and see if that fixes the silent merchants. I see OM includes SAP, and I have no idea if those conflict or not. Seeing as SonarTargetingFix2 doesn't have an OM folder, it must not work with OM.
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Old 04-12-19, 07:23 PM   #3687
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No joy on that idea. Removed those two mods and I'm still getting silent merchant/warships that only the AI can hear. I guess it's a good thing I have a save right there like that, I suppose I could throw in one of the SonarTargettingFix2 folders and see if any of them do anything. Taking those two mods out did solve why my engine noise and wave noise seemed to be so quiet. So it was clearly conflicting with something. But it still didn't solve the much bigger issue.




Generic Mod Enabler - v2.6.0.157
[C:\Program Files (x86)\Ubisoft\Silent Hunter Wolves of the Pacific\MODS]

OpsMonsun_V705
OMv705_to_V720
OMv720_Patch5
OM_Harder_Escort_L2
OMEGU_v300
OMEGU_v300_Patch7
DBSM_SH4
DBSM_SH4_Speech_Fix
DBSM Close Depth Charge
tomis_7c41fixed_opmonsun
Thomsen's Sound Pack V3.2cg
Magnified Hud Dials for OM+OMEGU_Large
KB's Diesel Sound Mod



Here is my mod list.
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Old 04-12-19, 08:45 PM   #3688
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Tried everything that SonarTF2 came with, nothing. Tried putting Webster's back in, nothing. It appears to be a built in fault of OM that I have somehow never noticed, but maybe I've been remembering GWX instead. Welp, guess I'll be uninstalling and seeing if I can't get a properly working TMO game going.
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Old 04-12-19, 10:06 PM   #3689
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LOL! Now that I have a TMO list loaded, I'm getting hit with the "Can Not Comply" bug at the beginning of missions.


Yep, now I remember why I don't play Silent Hunter. If I wanted this much joy in my life, I'd wish for cancer. What a wasted couple of days.
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Old 04-12-19, 10:08 PM   #3690
KaleunMarco
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Quote:
Originally Posted by Slyguy3129 View Post
No joy on that idea. Removed those two mods and I'm still getting silent merchant/warships that only the AI can hear. I guess it's a good thing I have a save right there like that, I suppose I could throw in one of the SonarTargettingFix2 folders and see if any of them do anything. Taking those two mods out did solve why my engine noise and wave noise seemed to be so quiet. So it was clearly conflicting with something. But it still didn't solve the much bigger issue.




Generic Mod Enabler - v2.6.0.157
[C:\Program Files (x86)\Ubisoft\Silent Hunter Wolves of the Pacific\MODS]

OpsMonsun_V705
OMv705_to_V720
OMv720_Patch5
OM_Harder_Escort_L2
OMEGU_v300
OMEGU_v300_Patch7
DBSM_SH4
DBSM_SH4_Speech_Fix
DBSM Close Depth Charge
tomis_7c41fixed_opmonsun
Thomsen's Sound Pack V3.2cg
Magnified Hud Dials for OM+OMEGU_Large
KB's Diesel Sound Mod



Here is my mod list.
this is the problem:
C:\Program Files (x86)\


Windows mistreats SH4 when it is installed in a Windows folder such as C:\Program Files (x86)\. There is technical reason that has been posted in the newbie section and you can read about it later.
http://www.subsim.com/radioroom/show...21&postcount=3




please uninstall SH4 from C:\Program Files (x86)\, delete the Ubisoft folder, and delete the Save Files folder.
reboot.
re-install SH4 in a uniquely named folder that is not in the default Windows stream. this is an example of an appropriate folder name: C:\Ubisoft\Silent Hunter 4\


then install the utilities (LAA, JGSME, etc), run LAA, install JGSME, load your MODS and play away.


good luck.
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