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SUBSIM: The Web's #1 BBS for all submarine and naval simulations! |
07-27-2009, 02:56 AM
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#106 |
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Navy Dude
![]() Join Date: May 2005
Location: San Francisco home of the U.S.S. Pampanito
Posts: 178
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Ive been practicing with this Mod in the torpedo training against the mogami cruiser,and doing exactly the steps that nicolas shows on his video,when i calculate the speed i get usually 5 to 6 knots,and with that speed reading,ive been missing all my shots every time,but i notice that nicolas gets 10 knots on the cruiser when he clicks on the stopwatch and inputs it thereafter into the TDC,i therefore tried the training mission again and put in 10 knots manually,and fired all my torps this time they all hit.So why is it im getting bogus speed estimations on my target when i click on the stopwatch with this mod
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07-27-2009, 04:15 AM
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#107 |
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"Fire tube 1! Fire
tube 2! Dive!" ![]() Join Date: Sep 2008
Location: Notify command we have entered the Grass Sea
Posts: 2,958
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mainexpress, that is an INTERESTING question.
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Signatures and emblems of the Barbarinna, which violated the site size rules and have have been voluntarily removed, were created the world renowned GUNFIGHTER. |
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07-27-2009, 12:06 PM
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#108 | |
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Navy Dude
![]() Join Date: May 2005
Location: San Francisco home of the U.S.S. Pampanito
Posts: 178
Downloads: 198
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Quote:
when i know that mogami is doing 10 knts.
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07-27-2009, 11:21 PM
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#109 | |
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Ensign
![]() Join Date: Aug 2008
Location: Vancouver, B.C., Canada
Posts: 225
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Quote:
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07-27-2009, 11:36 PM
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#110 |
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"Fire tube 1! Fire
tube 2! Dive!" ![]() Join Date: Sep 2008
Location: Notify command we have entered the Grass Sea
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Nicolas is in Guatemala. How his boat ended up there is beyond me. I suggest you send him a private message.
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Signatures and emblems of the Barbarinna, which violated the site size rules and have have been voluntarily removed, were created the world renowned GUNFIGHTER. |
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07-27-2009, 11:42 PM
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#111 | |
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Navy Dude
![]() Join Date: May 2005
Location: San Francisco home of the U.S.S. Pampanito
Posts: 178
Downloads: 198
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Quote:
go figure with those Mark 14s,So maybe its working now,try it in your career M8.
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07-28-2009, 12:14 PM
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#112 | |
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Ensign
![]() Join Date: Aug 2008
Location: Vancouver, B.C., Canada
Posts: 225
Downloads: 83
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Quote:
I can only assume its the short amount of time you get to track the target in the training mission. Longer periods to get bearing/range seem to provide a more accurate plot. Makes sense of course. This little tool/mod had really made the game a lot more fun. |
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08-07-2009, 11:29 PM
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#113 |
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Seaman
![]() Join Date: Jul 2009
Posts: 33
Downloads: 9
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I tried getting this mod, I have 1.4. The Target AOB indicator in the position keeper window (right panel) doesn't change when I rotate the AOB dial (left dial). It stays pointed straight down. Everything else works fine, though. I don't know what to do.
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08-07-2009, 11:56 PM
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#114 |
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"Fire tube 1! Fire
tube 2! Dive!" ![]() Join Date: Sep 2008
Location: Notify command we have entered the Grass Sea
Posts: 2,958
Downloads: 796
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Hmm. A profhet asking a question? Seems strange. We should be asking you to profhesize!
Make sure you have the correct mod for your game. Do you have SH4 1.5? you should be able to load several versions of the mod and one should function properly. Keep the PK off.
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Signatures and emblems of the Barbarinna, which violated the site size rules and have have been voluntarily removed, were created the world renowned GUNFIGHTER. |
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08-08-2009, 10:47 AM
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#115 | |
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Seaman
![]() Join Date: Jul 2009
Posts: 33
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Quote:
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08-08-2009, 01:22 PM
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#116 |
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"Fire tube 1! Fire
tube 2! Dive!" ![]() Join Date: Sep 2008
Location: Notify command we have entered the Grass Sea
Posts: 2,958
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Nicolas came up with the Easy AoB mod for AoB only. Here is the original JGSME version. http://www.megaupload.com/?d=SBN3NQ0D. Then ddgrn modified the original by including speed and range adaptations. His download is for SH4 1.5 (U-Boat missions), TMO, RFB, and GFO. It also works in FOTRS. The links to ddgrn's downloads are in the Easy AoB sticky in the mods forum.
If you are playing version 1.4, I recommend you download the U-Boat missions, so you can use ddgrn's adaptations. It costs about $10. I do not know if the original Easy AoB mod and ddgrn's adaptations will work in SH4 1.4, as that version is out of date somewhat. If you have problems send a private message to ddgrn and Nicolas. They collaborated to create a teriffic mod. I see you are a fairly new skipper. Welcome aboard if that is the case.
__________________
Signatures and emblems of the Barbarinna, which violated the site size rules and have have been voluntarily removed, were created the world renowned GUNFIGHTER. |
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08-08-2009, 03:55 PM
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#117 |
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Seaman
![]() Join Date: Jul 2009
Posts: 33
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All I really want is the AoB mod, I don't really need the speed/range thing. How do I make that work?
EDIT: I can use the speed/range part of the mod, somehow. Now how do I get the AoB part working? |
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08-08-2009, 05:10 PM
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#118 |
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"Fire tube 1! Fire
tube 2! Dive!" ![]() Join Date: Sep 2008
Location: Notify command we have entered the Grass Sea
Posts: 2,958
Downloads: 796
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I assume you have activated the original mod by Nicolas, although your question is unclear. Here is the short version. Assuming the mod is activated and you have set the Target's speed accurately, I think your question is "How do I use it?"
There are two ships' AoB dials used on the TDC on the Targeting screen. They work in tandem. Let's assume the target on a true course of 320 degrees. 1. Dial on the upper right: click on the AoB, and manually rotate the Target until it matches its true course (i.e. 320 degrees). (You can determine the Target's course by plotting it. First, open the compass tool. Second, open the rule tool and mark its course with the ruler tool. Both of these tools are located on the Map screen. Read the bottom of the compass to determine course, which in our example is 320 degrees.) 2. Ships' Dial on the upper left: When you rotate the ship on the AoB dial on the upper rigjht, you will notice that Target ship on the on the top of the dial on the upper left rotates correspondingly, as it operates in tandem with the Target in AoB dial on the upper right. Rotate the ship in the AoB dial on the upper right until dial on the Target ship on the upper left matches the Target's course (i.e. 320 degrees). You have now set the AoB to the Target's true course. 3. Before firing torpedoes, check the dial on the upper left to ensure its settings match the Target's true course. If it does, turn on the PK, set the range/aspect ratio. If it does not, adjust it. You are almost ready to fire torpedoes. 4. To verify your settings, click the Attack map and click a torpedo tube. The torpedo angle and course line of the Target will appear and should intersect or be very close to intercepting if the target speed has been set correctly. 5. Fire. If this does not help you out, then I will leave it to another captain to resolve your issue.
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Signatures and emblems of the Barbarinna, which violated the site size rules and have have been voluntarily removed, were created the world renowned GUNFIGHTER. |
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08-08-2009, 06:24 PM
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#119 | |
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Seaman
![]() Join Date: Jul 2009
Posts: 33
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Quote:
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08-08-2009, 08:46 PM
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#120 |
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"Fire tube 1! Fire
tube 2! Dive!" ![]() Join Date: Sep 2008
Location: Notify command we have entered the Grass Sea
Posts: 2,958
Downloads: 796
Uploads: 0
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no more suggestions here other than to reinstall the game. Ask ddgrn. Be careful editing the files and then using a mod installed via JGSME.
__________________
Signatures and emblems of the Barbarinna, which violated the site size rules and have have been voluntarily removed, were created the world renowned GUNFIGHTER. |
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