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Old 02-08-19, 05:43 AM   #7396
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Quote:
Originally Posted by KaleunMarco View Post
you don't need to be attacked. just go to the AA station and try to elevate the weapon. it's either going to elevate right at the start or not at all.
Gotcha!!!

Right, i'm in a Gato Mid 1942 - outside Pearl.

Primary gun posistion:


Slight Elevation:


Max Elevation:


Camera view of Max elevation:


I cannot see anything wrong here, the gun will not turn upside down. it has to stop somewhere. I've been looking at military records and the elevation numbers are 99.9% on target here.

I can only suggest you guys, clear out the SH4 or other named save folder in the document folders "As per normal instructions" when adding a new update, And also do a complete new install as this will flush out any hidden errors that may be lurking underneath...

This is the team's set practice after each update...

And please remember this is still an on going project, so please do not "re-load" save games from previous versions.
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Old 02-08-19, 07:05 AM   #7397
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Quote:
Originally Posted by s7rikeback View Post
Gotcha!!!

Right, i'm in a Gato Mid 1942 - outside Pearl.

Primary gun posistion:


Slight Elevation:


Max Elevation:


Camera view of Max elevation:


I cannot see anything wrong here, the gun will not turn upside down. it has to stop somewhere. I've been looking at military records and the elevation numbers are 99.9% on target here.

I can only suggest you guys, clear out the SH4 or other named save folder in the document folders "As per normal instructions" when adding a new update, And also do a complete new install as this will flush out any hidden errors that may be lurking underneath...

This is the team's set practice after each update...

And please remember this is still an on going project, so please do not "re-load" save games from previous versions.
It’s not that gun who has trouble!!

Try the 50.Caliber without any round circle aiming!

You have to start campaign before mid 42 to see it...start at the very start like December 41!
In any sub of Asiatic Fleet of 1941, they can’t elevate

And i have brand fresh install
I can post screen shot of this 50.Caliber if you need it.
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Old 02-08-19, 07:15 AM   #7398
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So it is just the 50 cal on the full conning tower, with the high-sides on the cigarette deck area, correct?
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Old 02-08-19, 08:33 AM   #7399
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Salmon, Sargo, Purpoise with this conning tower (the stock one of career start)



Also Tambor and Gar of the starting campaign equiped with 50.Cal don't elevate.

Didn't tried S Class nor Narwal, but if they are equiped with this gun, they certainly don't elevate either.


Also have to report i always get sonar contact BEFORE radar contact for a ship.
Shoudn't it be the inverse when my radar is set for the longest range?
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Old 02-08-19, 08:44 AM   #7400
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Quote:
Originally Posted by hauangua View Post
Optical Target Correction

http://www.subsim.com/radioroom/showthread.php?t=181172

I think you're looking for this .. But I do NOT think it's compatible with FOTRSU (game crash occur)... you should ask Capnscurvy.
Quote:
Originally Posted by Fifi View Post
Thanks Hauangua, but i don’t want to activate OTC on top of FOTRSU!

I want to learn how to use actual FORTSU scope graduations...but may be it’s same as OTC?
OTC is not compatible, since the OTC mod uses a "centered" conning tower, as well as a mod-specific Recognition Manual. However, most of those optics are in FotRSU, so you have views at each station that match the others, and that are accurate. The lines (reticules??) represent minutes of arc, so should be somewhat usable for approximate range, but I don't remember which magnification has what for minutes of arc, or maybe 100 minutes? I'm sure CapnScurvy has spoken of that previously in this thread somewhere. We'll see if we can find that. You might also find mention of what he did in the OTC documentation...

Edit: As reference: Optical Targeting Correction revised March, 2012 - CapnScurvy packs a lot of information into his postings.
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Last edited by propbeanie; 02-08-19 at 08:54 AM. Reason: OTC Link
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Old 02-08-19, 09:04 AM   #7401
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Quote:
Originally Posted by Fifi View Post
Salmon, Sargo, Purpoise with this conning tower (the stock one of career start)

(pik)

Also Tambor and Gar of the starting campaign equiped with 50.Cal don't elevate.

Didn't tried S Class nor Narwal, but if they are equiped with this gun, they certainly don't elevate either.


Also have to report i always get sonar contact BEFORE radar contact for a ship.
Shoudn't it be the inverse when my radar is set for the longest range?
The high sides of the conns do restrict the guns, but CapnScurvy did put some of them on high stands to minimize the effect. We're looking closer at them. Imagine the animated character not being as "flexible" as a real man at the gun position, and the AI isn't able to compensate for the steel of the conning tower's sides... As for sonar before radar, yes, that should be the way it does it in the game. In Stock trim, sonar reaches out a bit too far, and hopefully, we're not back out to that range. But, especially early radar didn't work much more than normal daylight sight distance from a submarine. Its strength was in its use for targeting at night and restricted visibility (and of course, airplane avoidance). Later radars could see further of course, and I'm not certain if any of that is "modeled" in the mod. Again, we need our expert CapnScurvy to comment.

https://fleetsubmarine.com/radar.html
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Old 02-08-19, 09:40 AM   #7402
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Quote:
Originally Posted by propbeanie View Post
OTC is not compatible, since the OTC mod uses a "centered" conning tower, as well as a mod-specific Recognition Manual. However, most of those optics are in FotRSU, so you have views at each station that match the others, and that are accurate. The lines (reticules??) represent minutes of arc, so should be somewhat usable for approximate range, but I don't remember which magnification has what for minutes of arc, or maybe 100 minutes? I'm sure CapnScurvy has spoken of that previously in this thread somewhere. We'll see if we can find that. You might also find mention of what he did in the OTC documentation...

Edit: As reference: Optical Targeting Correction revised March, 2012 - CapnScurvy packs a lot of information into his postings.
Hi propbeanie I found this post by Capnscurvy... (August 2018)Here explain better

http://www.subsim.com/radioroom/show...postcount=6529


@Fifi
Read this point( always by capnscurvy ):

"Right now Ultimate is relying on players using Auto Targeting as a way to sink ships. It follows a different approach to torpedo firing than Manual Targeting and is reasonably accurate. Actually its "down to the yard" accurate....the only way you can screw up is with forgetting to open the torpedo doors! "
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Last edited by hauangua; 02-08-19 at 09:50 AM.
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Old 02-08-19, 09:44 AM   #7403
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Another good find
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Old 02-08-19, 10:21 AM   #7404
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Quote:
Originally Posted by Fifi View Post
Salmon, Sargo, Purpoise with this conning tower (the stock one of career start)



Also Tambor and Gar of the starting campaign equiped with 50.Cal don't elevate.

Didn't tried S Class nor Narwal, but if they are equiped with this gun, they certainly don't elevate either.


Also have to report i always get sonar contact BEFORE radar contact for a ship.
Shoudn't it be the inverse when my radar is set for the longest range?
Passive sonar has more range than radar at his max. range. Seems logical to me.

Regards.

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Old 02-08-19, 11:34 AM   #7405
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Ok, thanks all of you for those explanations.

I didn’t know about the radar range. I thought it could detect a boat further away than sonar. But i’m Not expert in those early technological stuff
Anyway it’s very useful with bad weather fog

On side note, the radar can detect planes way further...isn’t it the same equipment? (I never managed to see a plane on the PPI)

So i can’t rely on stadimeter for precise ranges...well, i will continue to do as i did until now: approximate range via stadimeter and adjustment via attack map.
I don’t like auto targeting anyway...

For those who want fully workable AA gun, best is to start career mid 42, and avoid early career with this damn 50.Caliber! (In The awaiting of a potential fix)

Ok best is to avoid to fight planes, but it’s doable when you encounter a lonely floatplane
They aren’t that good at throwing bombs, and you stand a chance to down them. I’m not that good at aiming, so i let my AA man do the job for me...and very often he set the plane on fire. BUT they never crash!! They always turn away in flames...
Aren’t they A bit too strong to stand in fire?
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Old 02-08-19, 11:52 AM   #7406
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Quote:
Originally Posted by Fifi View Post
On side note, the radar can detect planes way further...isn’t it the same equipment? (I never managed to see a plane on the PPI)

mon ami,
your US boat has surface radar (SJ) and air radar (SD). two different systems which are not connected (interfaced?).
this is probably more than you want to know.
https://en.wikipedia.org/wiki/Radar
good luck.

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Old 02-08-19, 11:55 AM   #7407
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Quote:
Originally Posted by Fifi View Post
It’s not that gun who has trouble!!

Try the 50.Caliber without any round circle aiming!

You have to start campaign before mid 42 to see it...start at the very start like December 41!
In any sub of Asiatic Fleet of 1941, they can’t elevate

And i have brand fresh install
I can post screen shot of this 50.Caliber if you need it.

yes. this is it. exactly.
1941 Career Start. 50 cal AA. upgrades from Porpoise to Gar to Gato make no difference. 50 cal will not elevate.
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Old 02-08-19, 11:59 AM   #7408
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Quote:
Originally Posted by KaleunMarco View Post
mon ami,
your US boat has surface radar (SJ) and air radar (SD). two different systems which are not connected (interfaced?).
this is probably more than you want to know.
https://en.wikipedia.org/wiki/Radar
good luck.

I almost forgot that point KaleunMarco... You can turn the SD radar (air) on and off with the <T> key, and the SJ (surface) with the <Ctrl><T> key combo. The higher an object in the field, the further away it can be detected. The higher the antennae, the further away something can be detected - so long as the tubes are strong enough... The game tries, but it is just a 12 year old software "model", of course...
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Old 02-08-19, 12:09 PM   #7409
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Default super IJN escorts

ok, enough with the guns for a minute.


it seems as if the IJN DD and DE escorts have acquired some huge talent with respect to passive sonar and detection. very consistently, escorts of the Kisatagi, Kamikazem Minekaze, and possibly Akatsuki classes can detect a Gato moving at 3 kt from about 8000 yds. Below the therm. yes. below the therm. the date range starts in 1944 and gets worse after May 1944. those dudes are like pit bulls on a Bichon Frise.
i took a look at their SNS files to see-what-i-could-see but none of it made any sense.
does anyone else have similar experiences or ideas as to how to counter this?
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Old 02-08-19, 01:40 PM   #7410
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Quote:
Originally Posted by propbeanie View Post
I almost forgot that point KaleunMarco... You can turn the SD radar (air) on and off with the <T> key, and the SJ (surface) with the <Ctrl><T> key combo. The higher an object in the field, the further away it can be detected. The higher the antennae, the further away something can be detected - so long as the tubes are strong enough... The game tries, but it is just a 12 year old software "model", of course...
The display of the SD radar is not modelled in SH4. When you have raised the SD mast, if an airplane is detected by SD, a voice tells you about it, but it is very erratic. Also there will be a mark (fast), triangle, in your map with contacts enabled.

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