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sonicninja
10-30-06, 09:32 AM
Im on my second patrol now, 1940 and so far every ship i have engaged I have missed by inches with my torpedos.:damn:
I am now planning to recover my spent torpedos from the sea bed, drag them back onto the boat and then back down to the torpedo room, covering them in vaseline and shoving them up the weapons officers hoop!!!!:doh:

I have no idea what the problem is, on my first patrol i managed to sink a destroyer but that took about 5 torpedo's.

Im identifying the targets, then locking the target, getting the weapons officer to plot a solution and firing the torpedo! Is it me or is it just my Dumkoffen weapons guy that needs das booten und die backsiden??:hmm:

PS. I passed the exam in the torpedos section no problem, may be i will just surface about 2 meters from my targets and get the crew to throw eggs at the enemy crews.:smug:

melnibonian
10-30-06, 09:37 AM
Hello

When you're targeting there is a small triangle on the periscope/UZO. If it is green then you have a good gyro-angle and there is significant probability to hit the target. If it is yellow(ish) it's a bit more difficult. If it's red don't even bother. I don't know if this is the problem but I hope this suggestion helps.

Good Luck and Good Hunting

sonicninja
10-30-06, 09:45 AM
Many thanks for the reply, i have been getting the green and yellow triangles but im still "just missing", somtimes the torpedo passes the hit time on the clock, drives about for a few more minutes and hits somthing else but thats only if im really lucky.

danlisa
10-30-06, 09:48 AM
Check out this thread....

http://www.subsim.com/radioroom/showthread.php?t=88961

I gave manual targeting a go and I realised that the AOB was always wrong when I asked the Wep Officer to do it....

Because you have set up your shot so beautifuly, there's no need to calculate the dreaded AoB (not hard to do, but why do it if it can be avoided?) Just raise your periscope, and point it at the 180 degree mark (that's where the aft torpedo will be coming out from :P ) and declare to the notepad with ferverent faith and utmost confidence: "when the target reaches this point, AoB whill be 90 degrees on the starboard side"

melnibonian
10-30-06, 09:51 AM
Ok. Just remember that as you fire the torpedo it has to 'turn' to hit the ship. The smaller the angle (it's calld gyro-angle) the better the chances to have a hit. Usually you need a -/+ 5 degrees angle to be succesfull. Follow the color of the triangle and you'll get it. It's not too difficult. Another really important thing is to open up the torpedo tube doors (key q if I remember correctly) BEFORE you fire.

If there is anything else you need to know let me know.

Good Luck

Shaffer4
10-30-06, 09:58 AM
Well.. Are you setting the torpedo depth when engaging a target? as they Default at 5m and 5m would most likely sail right under the keel of a destroyer. Using the Impact trigger, I just set the torp shallow; and 1-1.5m below the keel if I use the Mag-trigger.

just a thought. unless you mean missing to the bow or stern and not under the ship. :damn::doh:

Kaleun
10-30-06, 10:13 AM
hi,

Open the tube doors !! press Q to open the selected tube doors. If this isn't done the time it takes from you pressing the "fire" key and the torps leaving the boat is a few seconds longer, this would account for just missing the target. Open the tubes b4 asking for the solution, and as soon as you press fire the torps, will leave the boat!!

regards

Kaleun

Albrecht Von Hesse
10-30-06, 10:14 AM
You need to first open the outer tube doors before firing. Otherwise there is a time delay between the time you press fire and thr torpedo actually leaves the tube, and this will throw off your firing solutions and have the torpedo lag behind the original aiming point.

Pressing 'Q' will open the tube door for you. Select your torpedo tube, then press 'Q' before taking your final aiming. It takes about 5 seconds for the tube doors to fully open. I'm pretty sure that's what your problem is.

robj250
10-30-06, 11:26 AM
I'm using TGW1.1a and my first patrol with G7a torpedoes. When I have come upon a warship I have the depth set to 1m, fast running, and I have tried Impact and Magnetic. I usually fire when the ship is between 500 and 300 m and it is between 0 - 90 degrees side-on shot. I never hit the ship.

When using SH3 (modded) I had no problems hitting a target.

But with TGW (my first time using it) in Sept 1939, I'm not hitting a damned thing. I might as well stay on the surface and throw eggs as them for all the good my torpedoes are doing.
I got into Scapa Flow and missed every damed ship so I reloaded the game, left Scapa Flow and continued down the west coatline to Dundee and was heading towards it when I come across an Armed Trawler doing 8 kts. All 4 torpedoes would not sink it, the torpedoes never hit the damned thing. Yes, I open my outer doors before firing.

That's one problem with TGW

A second problem is I find that I have to press the + key on the number pad several times before I can change TC from 2 to 4, 4 - 8, 8 - 16. And to pause the game I have the same problem, using the mouse on P to pause the game, I find I have to do that several times as well.

What's going on with TGW anyway.

I never had those problems using SH3 and took the training in the game and I never missed when I fired my torpedoes (G7a).

I'm using a VIIB.

Subwolf
10-30-06, 11:54 AM
I dont use all these mods affecting gameplay except the sonar/DC/radar fix. They always create some kind of problem.

Want to run the game as developed by the producer, with patches and maybe some candy like improved convoys ans harbour traffic. Never had any problems. The GW supermod didnt impress me, just a change of things which is already good enough.

irish1958
10-30-06, 12:37 PM
Re weapons officer:
Request BDU transfer him to the army and send him to the Russian front; then go to the barracks and get yourself one who is qualified in torpedoes with some experience.

JerM
10-30-06, 01:11 PM
You need to first open the outer tube doors before firing. Otherwise there is a time delay between the time you press fire and thr torpedo actually leaves the tube, and this will throw off your firing solutions and have the torpedo lag behind the original aiming point.

Pressing 'Q' will open the tube door for you. Select your torpedo tube, then press 'Q' before taking your final aiming. It takes about 5 seconds for the tube doors to fully open. I'm pretty sure that's what your problem is.

ohhhhhhhhh ok. so thats why. thanks:up:

AVGWarhawk
10-30-06, 01:59 PM
hi,

Open the tube doors !! press Q to open the selected tube doors. If this isn't done the time it takes from you pressing the "fire" key and the torps leaving the boat is a few seconds longer, this would account for just missing the target. Open the tubes b4 asking for the solution, and as soon as you press fire the torps, will leave the boat!!

regards

Kaleun

Kaleun is correct!!!!!!!! Open the doors. If you do not, you lose three seconds on the torpedo! That sounds like your issue at the moment!:up:

sonicninja
10-30-06, 04:24 PM
Im now sinking ships quicker than North Atlantic Icebergs, many thanks for all your help and advice and swift replys.

I also took the liberty of drafting my weapons officer off my boat, having him busted down to Able Seaman and sent him off to the Russian Front where he is currently working as a Steward in a trench on the front line serving coffee and snaps to downed Luftwaffe pilots whilst dodging artillery rounds.:smug:

Albrecht Von Hesse
10-30-06, 06:30 PM
Glad we could help. :)

One last clarification: you can only open (and close) tube doors if you've a weapons officer currently on duty. If you don't have a WO stationed on duty, you can't pre-open tube doors, and your torps will wind up delayed launching again.

AVGWarhawk
10-30-06, 06:52 PM
Im now sinking ships quicker than North Atlantic Icebergs, many thanks for all your help and advice and swift replys.

I also took the liberty of drafting my weapons officer off my boat, having him busted down to Able Seaman and sent him off to the Russian Front where he is currently working as a Steward in a trench on the front line serving coffee and snaps to downed Luftwaffe pilots whilst dodging artillery rounds.:smug:


Your new weapons officer will be Bernard!:up: Good Luck!

P_Funk
10-30-06, 07:07 PM
I'm using TGW1.1a and my first patrol with G7a torpedoes. When I have come upon a warship I have the depth set to 1m, fast running, and I have tried Impact and Magnetic. I usually fire when the ship is between 500 and 300 m and it is between 0 - 90 degrees side-on shot. I never hit the ship.

When using SH3 (modded) I had no problems hitting a target.

But with TGW (my first time using it) in Sept 1939, I'm not hitting a damned thing. I might as well stay on the surface and throw eggs as them for all the good my torpedoes are doing.
I got into Scapa Flow and missed every damed ship so I reloaded the game, left Scapa Flow and continued down the west coatline to Dundee and was heading towards it when I come across an Armed Trawler doing 8 kts. All 4 torpedoes would not sink it, the torpedoes never hit the damned thing. Yes, I open my outer doors before firing.

That's one problem with TGW

A second problem is I find that I have to press the + key on the number pad several times before I can change TC from 2 to 4, 4 - 8, 8 - 16. And to pause the game I have the same problem, using the mouse on P to pause the game, I find I have to do that several times as well.

What's going on with TGW anyway.

I never had those problems using SH3 and took the training in the game and I never missed when I fired my torpedoes (G7a).

I'm using a VIIB. First I'd like to ask whether you're using manual or auto TDC. If you are using manual then it is possible that your calculations are off slightly. However you don't strike me as the type of player that would be bad at manual TDC if you're using it. If it's Auto then it could be something else.

A bug in SH3 is that if you use a steam torpedo the speed can be wrong. I forget specifically how it is but it occurs under fairly regular circumstances that the running speed indicated by the TDC is not the same as it is set to. Usually it is that it's set to run faster and it is at the slowest speed. The simple way to fix this is that before you fire a torpedo click on the speed marker to reset it to whichever speed you wish to run. A wrong running speed could explain why you are suffering so many misses.

In terms of my experience I have used TGW 1.1a for a few months and haven't experienced any unexplained torpedo misses. I have been learning manual TDC in fact in TGW 1.1a and the only misses I have suffered were from my own miscalculations. I don't believe that your misses are the fault of the mod. Too many people play it for that to be the case I believe.

As for the difficulty increasing and decreasing the TC this I encountered in vanilla SH3. The simple fact is that the game uses incredible amounts of memory and CPU and increasing the TC increases the speed at which the game computes the courses and outcomes of ships all over the Atlantic along with the weather and other parts of the dynamic world. Of course the TC increases this demand exponentially. I encounter severe slowdown in reaction when I reach 512 and I rarely go to 2024 because I can accidentally overshoot something. To get out of the high TC I always use the Backspace key to pause the game. Usually I have to hold the key rather than press it quickly. The same goes for switching to high TC with the + key. This slowdown is a result of my system needing an upgrade badly (as yours could as well if this is your issue) and also the rsulting increase in overall performance demands made by TGW. TGW adds alot of things that would slow down SH3. This also affects TC.


The GW supermod didnt impress me, just a change of things which is already good enough. Careful mate. Thems is fighting words. The changes that GW makes are incredible. I can't stand vanilla SH3 anymore. So I'll just say I don't think you could be any more off base.

robj250
10-30-06, 09:17 PM
I'm using TGW1.1a and my first patrol with G7a torpedoes. When I have come upon a warship I have the depth set to 1m, fast running, and I have tried Impact and Magnetic. I usually fire when the ship is between 500 and 300 m and it is between 0 - 90 degrees side-on shot. I never hit the ship.

When using SH3 (modded) I had no problems hitting a target.

But with TGW (my first time using it) in Sept 1939, I'm not hitting a damned thing. I might as well stay on the surface and throw eggs as them for all the good my torpedoes are doing.
I got into Scapa Flow and missed every damed ship so I reloaded the game, left Scapa Flow and continued down the west coatline to Dundee and was heading towards it when I come across an Armed Trawler doing 8 kts. All 4 torpedoes would not sink it, the torpedoes never hit the damned thing. Yes, I open my outer doors before firing.

That's one problem with TGW

A second problem is I find that I have to press the + key on the number pad several times before I can change TC from 2 to 4, 4 - 8, 8 - 16. And to pause the game I have the same problem, using the mouse on P to pause the game, I find I have to do that several times as well.

What's going on with TGW anyway.

I never had those problems using SH3 and took the training in the game and I never missed when I fired my torpedoes (G7a).

I'm using a VIIB. First I'd like to ask whether you're using manual or auto TDC. If you are using manual then it is possible that your calculations are off slightly. However you don't strike me as the type of player that would be bad at manual TDC if you're using it. If it's Auto then it could be something else.

A bug in SH3 is that if you use a steam torpedo the speed can be wrong. I forget specifically how it is but it occurs under fairly regular circumstances that the running speed indicated by the TDC is not the same as it is set to. Usually it is that it's set to run faster and it is at the slowest speed. The simple way to fix this is that before you fire a torpedo click on the speed marker to reset it to whichever speed you wish to run. A wrong running speed could explain why you are suffering so many misses.


How is it then, that I had NO problems with SH3 running steam torpedoes in over 50 missions from 1939 to 1944???

In terms of my experience I have used TGW 1.1a for a few months and haven't experienced any unexplained torpedo misses. I have been learning manual TDC in fact in TGW 1.1a and the only misses I have suffered were from my own miscalculations. I don't believe that your misses are the fault of the mod. Too many people play it for that to be the case I believe.

As for the difficulty increasing and decreasing the TC this I encountered in vanilla SH3. The simple fact is that the game uses incredible amounts of memory and CPU and increasing the TC increases the speed at which the game computes the courses and outcomes of ships all over the Atlantic along with the weather and other parts of the dynamic world. Of course the TC increases this demand exponentially. I encounter severe slowdown in reaction when I reach 512 and I rarely go to 2024 because I can accidentally overshoot something. To get out of the high TC I always use the Backspace key to pause the game. Usually I have to hold the key rather than press it quickly. The same goes for switching to high TC with the + key. This slowdown is a result of my system needing an upgrade badly (as yours could as well if this is your issue) and also the rsulting increase in overall performance demands made by TGW. TGW adds alot of things that would slow down SH3. This also affects TC.

I never use TC any greater than 128 ... and as I SAID ... the change from 2 - 4, 4 - 8, 8 - 16 are unbelieveable ... pressing + to increase the TC eight to twelve times without a change is unrealistic. Why do I get this in TGW and NOT in SH3???

So, I am cutting the string to this thread. Thank You Sir.


The GW supermod didnt impress me, just a change of things which is already good enough. Careful mate. Thems is fighting words. The changes that GW makes are incredible. I can't stand vanilla SH3 anymore. So I'll just say I don't think you could be any more off base.[/quote]

P_Funk
10-30-06, 09:45 PM
Robj250, why do you sound pissed off? And for all the effort I put into trying to help you you gave me a very short answer. Please try and be a sport.

Slick Rick
10-30-06, 10:27 PM
Its funny reading all the possibilities of why the solutions are not working....I personally have had the same experience on more than one patrol...it seemed no matter what I did.....the torpedoes were missing their mark....I often wondered if this might have been designed into the game.........quite frustrating actually....more than once I wanted to kick him right in the kiester.....and it also seemed that no matter how many times I would decorate him....he would still freeze up on me during some depth charge attacks.....I would usually send him to the engine room as punishment only to bring him back and have him then stand there with his arms extended out from his shoulders........shheeesh.....:hmm:

robj250
10-31-06, 05:41 AM
@P Funk.

Sorry, I am NOT pissed off. I merely emphasized what I had already said in the original post. I thank you for you explanation and help.

It's just weird that one game works great and the other will not.

I wanted to get into MP and I think I have to have TGW to play, and if it's not working good on my computer, I will have problems in the game.

Fraps is giving me a problem also. The numbers keep disappearing from the screen and I do not know if it's recording or not.

It's just that I was just told that my state of health had just got worse and I am a little tense at the moment.

Bernard, get off my sub. I don't care if we're in the North Sea.:rotfl:

ecm747x
10-31-06, 06:28 AM
Hey Rob,


I have noticed a few things with GW that wasn't as prevalent with vanilla SH3. I have fired torps and watched the speeds change on several boats. As if they saw the wake from the torp.
If able, fire next time, keep your scope up and make sure the AOB and the speed did not change. If they are that is a reason you may be missing.
SOme missions I have witnessed, more than once, boats changing course and speed. If they do that, you are S.O.L unless you have a homing torp.

robj250
10-31-06, 06:36 AM
Hey Rob,


I have noticed a few things with GW that wasn't as prevalent with vanilla SH3. I have fired torps and watched the speeds change on several boats. As if they saw the wake from the torp.
If able, fire next time, keep your scope up and make sure the AOB and the speed did not change. If they are that is a reason you may be missing.
SOme missions I have witnessed, more than once, boats changing course and speed. If they do that, you are S.O.L unless you have a homing torp.

Hi Eric. Thanks for the info. I try to record my missions on vid using Fraps and I'm trying to get good shots because movies on regular missions have a tendency to be pretty boring and with TGW acting up just adds to the problems.

SilentOtto
10-31-06, 06:54 AM
One last clarification: you can only open (and close) tube doors if you've a weapons officer currently on duty. If you don't have a WO stationed on duty, you can't pre-open tube doors, and your torps will wind up delayed launching again.

Err... i'm sorry but i completely disagree... You can open torpedo doors with Q and close them with W without a weap officer in station. Only thing is you get no text confirmation, but they open for sure.

robj250
10-31-06, 07:19 AM
Thanks SilentOtto. I have been playing the game since March this year and I already knew. But thanks anyway.

Two other things I have not mentioned in using TGW, is that my nights are so black that I can't even see my sub on external view, so night attacks are not possible.

The other problem is, when the screen comes up "Not so long ago . . ." it then takes over a minute for the command centre to appear.

Neither of these problems have occurred in the stock game.

SilentOtto
10-31-06, 07:31 AM
About the loading time, I am sure it is caused by the loooots of ships, sounds and stuff the game has to load now. Your departure point is the most crowded area you will see in the whole mission, so it takes long to load everything. It happens to everyone I guess, unless you have a Ferrari computer.

As for the darkness, it happens to me too, I think they made it more realistic, but I find myself turning off all the lights in the room, brightness up in the monitor, and even then dark nights with no moon it's almost impossible to attack... But then, I guess that's how the story was back then, in reality!

robj250
10-31-06, 07:54 AM
That may be so. However, I am getting a little depressed over the whole situation with TGW, so I don't play as often as I used to.

Albrecht Von Hesse
10-31-06, 10:53 AM
Two other things I have not mentioned in using TGW, is that my nights are so black that I can't even see my sub on external view, so night attacks are not possible.

I don't recall the exact wording, but when you install GW you have several visibility options to choose from. They influence distance and brightness. You might want to change the visibility from dark to light.

Subwolf
10-31-06, 12:21 PM
Careful mate. Thems is fighting words. The changes that GW makes are incredible. I can't stand vanilla SH3 anymore. So I'll just say I don't think you could be any more off base.

No offence, I know this is a great mod for some...and thanks to those who makes them for free.

But I also read a lot about mods causing problems, like this one. Then it's my opinion that they are not worth installing, since I'm more than happy with the game as it is...trouble free ;)

bigboywooly
10-31-06, 04:36 PM
Thanks SilentOtto. I have been playing the game since March this year and I already knew. But thanks anyway.

Two other things I have not mentioned in using TGW, is that my nights are so black that I can't even see my sub on external view, so night attacks are not possible.

The other problem is, when the screen comes up "Not so long ago . . ." it then takes over a minute for the command centre to appear.

Neither of these problems have occurred in the stock game.

Yes the game does take longer to load but then it is loading a hell of a lot more than the stock game

When you get back to port reinstall GW over the top of your current one but change the atmosphere settings from the last time
Maybe 16km light is the one for you

And using Fraps will slow your system too - escecially in a supermod as more is going on than the stock game

And you dont need GW to play MP Rob - only if you want to play with other GW users
There are plenty of games online for stock users

robj250
10-31-06, 05:30 PM
Thanks BBW. I most certainly will reinstall GW over the one I have now but making the changes you suggest. When I get back to port.

At the present I am trying to attack Dundee during daylight. If my torpedoes work and do the job I want then I will be happy. If the torpedoes do not work. I will head directly back to base.