Log in

View Full Version : [REL] My tutorial for 100% realism manual targeting


Hitman
04-15-07, 03:58 PM
OK here is a quick tutorial I have setup with my procedures for manual targeting while playing at 100% realism. Using it I have been having much success in my current career, so I hope it can be of some help to those who want to do it the hard way. Get it here:

UPDATE: New version 2.0 available NOW IN PDF (Only 1MB!!):

http://www.subsim.com/radioroom/downloads.php?do=file&id=1647

Have fun:up:

Camaero
04-15-07, 04:15 PM
Thanks bud! Can't wait to dive into this a little later.:rock:

Edit: I forgot to say that is extremely nice when someone makes something like this just to help others learn. Thanks again!

CaptainCox
04-15-07, 04:17 PM
Great work man...but will have to try it out in the morn as its bed time here in Deutschland. Again thanks!

Gigalocus
04-15-07, 04:20 PM
great, i've been having troubles with this, thanks a bunch!:up: now, off to sink the yamato, but 12% realisticer! :rock:

BlackSpot
04-15-07, 06:32 PM
Nice tutorial. I thought I'd have bash at this on the sub torp school.
I pull up the recognition manual to get the length of the ship. No length printed, but a scale bar. However, look at this, the scale bar is off the page!! A new bug? (screen res 1600x1200)
BTW How DO you find the length? What is the scale bar length?
Cheers. :D

http://193.47.83.222/chop/SH4scale.jpg

JSF
04-15-07, 08:10 PM
i guess you have to join Rapidshare to get the file.................

SharpShin
04-15-07, 08:12 PM
Negative.

Charos
04-15-07, 08:27 PM
I see a problem :

In your example mast height is 66 Feet.

TDC Stadiometer range = 547 Yards.

Each Graticule marker is 0.25 Deg (Supposed to be that is)

Mast height = 7 Markers high.

7*0.25 Deg = 1.75 Deg.

Range = 66 Feet /Tan 1.75 Deg = 2,160 Feet. which = 720 Yards.


If you look at your game map thats how far your sub WILL be from the target .

Check it I will be interested to see what you find.


EDIT: To get a range of 1641 feet (547 Yards) out of a mast height of 66 feet

Would require a Graticule angle per marker of approx 0.33 Deg on the high range attack scope.

Or in your example 7*0.33 Deg = 2.31 Deg mast angle.

Hitman
04-16-07, 03:03 AM
BTW How DO you find the length? What is the scale bar length?


I have it listed from my printed recognition manual (SH4 EU Deluxe version), already with the Aspect Ratio values calculated. Krupp's mod is important in that it fixes the game and makes it match the manual. But I will post a list of all aspect ratio from merchants soon. BTW the in-game on-screen manual does not show length, so you need to have it elsewhere.



I see a problem :

In your example mast height is 66 Feet.

TDC Stadiometer range = 547 Yards.

Each Graticule marker is 0.25 Deg (Supposed to be that is)

Mast height = 7 Markers high.

7*0.25 Deg = 1.75 Deg.

Range = 66 Feet /Tan 1.75 Deg = 2,160 Feet. which = 720 Yards.


If you look at your game map thats how far your sub WILL be from the target .

Check it I will be interested to see what you find.


EDIT: To get a range of 1641 feet (547 Yards) out of a mast height of 66 feet

Would require a Graticule angle per marker of approx 0.33 Deg on the high range attack scope.

Or in your example 7*0.33 Deg = 2.31 Deg mast angle.

I don't do those maths, I relay in the in-game stadimeter results. If you have a good AOB and speed estimate, range is irrelevant. In fact, the main reason I take range is because the SH4 procedure forces you do it in order to enter the current target bearing (It's done in the same step).

Just get the bearing, aspect ratio, compare with standard aspect ratio and input resulting AOB. Then fiddle a bit with speed, or if the target is already very close do a rough estimate and fire a salvo with some spread. I have some 80% success in hitting anything under 2000 yards with this method.

Good hunting

Hitman
04-16-07, 03:19 AM
OK, here's the standard aspect ratio of most japanese ships in the game. I have excluded US ships and japanese warships for now, but you can do the math easily with the add-on manuals.

Huge European Built Liner 4.08
Large Old Passenger Carrier 3.46
Modern Passenger Liner 3.82
Small Passenger Carrier 3.52
Large Modern Tanker 5.52
Medium Old Tanker 4.05
Small Old Tanker 3.86
Coastal Composite Superstructure Freighter 3.57
Large Modern Composite Superstructure Freighter 3.92
Large Old Split Superstructure Freighter 4.6
Medium European Composite Superstructure Freighter 4.29
Medium Modern Composite Superstructure Freighter 3.95
Medium Old Composite Superstructure Freighter 3.72
Medium Modern Split Superstructure Freighter 3.68
Medium Old Split Superstructure Freighter 4.06

Happy Hunting:up:

lumat83
04-30-07, 02:48 AM
Your tutorial is very good and very interesting

Do you know where we can find the lenght or ratio for military ships ? I've the single version of the game and it's not indicated.

Bilge_Rat
05-01-07, 11:52 AM
very done Hitman, very professional. I do have one question though, what is the source of the ruler (sinus scale) at the bottom of page 3?

Hitman
05-01-07, 02:39 PM
Do you know where we can find the lenght or ratio for military ships ? I've the single version of the game and it's not indicated.

Hmmm I have the collector's edition manual so that's never been an issue for me, but I think the ship length fix posted by Krupp lists the real in-game length. Anyway, I think you also can read it in the files of the ships, inside the Data/Sea folder.

EDIT to add: There is also a PDF recognition manual available in the mods forum which I believe gives the lengths also.

what is the source of the ruler (sinus scale) at the bottom of page 3?

Errr well it is exactly that, simply a sinus scale. Any template/plan for a decent slide ruler you can google around will probably give you that sinus scale in detail. Take a look at the various threads around here for slide rule targeting and the IS-WAS thread, I think there are some links inside.

If you build the IS-WAS I posted the plan for, you have a sinus scale in the rear side of it, simply aligning 90º in the "bearings" middle circle with 1000 yards in the ouside circle will give you the equivalencies. Take "yards" as percentage, and "bearing" as AOB angle, it's direct read:up:

PopManiac
05-02-07, 07:26 AM
Many thanks for this extremely useful dosument, it helped enmesh me back to a game / genre I had abandoned for two years now.

Of course, back then it was a real simulation, SH3, not this bugfest that euphemistically is called a 'final version' of the game. I believe that the designers of SH4 became quite envious of FPS and wanted to create a hybrid :p, hence the total absence of all the useful TDC tools present in SH3.

However, given the dearth of map and plotting tools and the absence of the chronometer, your document is indeed very helpful.

One very friendly criticism though, and forget my venom here as it is targeted towards Ubisoft (and other irresponsible game designers around the world ;)):

Indeed, the two sections on Range and AOB are very easy and informative.

What your document lacks, however, is a clear and concise explanation of speed estimation. E.g., when you mention the 12 o' clock point of the PK and its relation to the scope, which bearing in the 12 o' clock pt do you refer to?

Then, you mention subtracting or adding to the AOB by moving the scope but yet you indicate that the scope is already locked, don't you?

Again, a couple of screen shots - just going the extra mile! - would indeed transform your guide into an extremely instructive tool!

McBeck
05-02-07, 09:04 AM
Any other mirrors out there?? I cant access Rapidshare :(

Hitman
05-02-07, 10:09 AM
What your document lacks, however, is a clear and concise explanation of speed estimation. E.g., when you mention the 12 o' clock point of the PK and its relation to the scope, which bearing in the 12 o' clock pt do you refer to?

Then, you mention subtracting or adding to the AOB by moving the scope but yet you indicate that the scope is already locked, don't you?

Again, a couple of screen shots - just going the extra mile! - would indeed transform your guide into an extremely instructive tool!

Yeah it is easier to understand it than to explain it to someone who yet doesn't understand it, I'm afraid :p but I passed on the screenshots for a practical reason: This part would require a video (movement) to be easily understandable, screenshots probably would still give not the exact clue.

The 12 O' clock point its the upper extreme of the dial. If it were a clock and not a TDC "own ship" dial, it would be the exact spot where the 12 is. Note that this tutorial was done with version 1.1 of the game and as such the mark later added by the Devs was not in the screenshot. Now that spot is marked clearly with the transparent triangles with marker added:up:

BTW I'm thinking about re-editing the manual but with the ship length measuring method, which is about the easiest. It was a method created for simplified targeting for starters, so I think it should really add the easiest method of speed measuring. Also, I have created a simplified wiz wheel (Not the one I posted in the IS-WAS thread, which is a reproduction of the real MK3 US Navy thing) that allows you to compare standard and observed aspect ratio and have as output directly the AOB:know: , and I should add the template to the tutorial as appendex.

PopManiac
05-03-07, 06:16 AM
Many thanks for your efforts Hitman, they are greatly appreciated :up:

Can you keep us posted when you amend the tutorial?

sh4_
05-03-07, 03:36 PM
http://img405.imageshack.us/img405/2292/clipboard02pk6.th.jpg (http://img405.imageshack.us/my.php?image=clipboard02pk6.jpg)

In our example, we see aprox 13.25 marks to the bow (26.5 marks total length of the ship)

Please tell me where or how you see 13.25 marks
I see aprox 14.25 all the time.

Hitman
05-03-07, 03:52 PM
Please tell me where or how you see 13.25 marks
I see aprox 14.25 all the time.

The first long mark is in fact the fourth! The three smaller marks that would come before it are not drawn in the scope, probably to prevent interfering with the view, so the large mark you see first is in fact located at the place of the fourth mark (Each one is supposed to be 0.25 grad, so the large marks are 1 full grad 4x0.25=1). You must count the marks starting by the long one and that being already fourth.:up: Admitingly, it is a bit confusing for someone not previously familiar with US scopes, you have a godo point and your excellent feedback will serve as basis for correcting the tutorial on that point. Thanks:up:

captainFlunky
05-04-07, 01:53 AM
Very Nice!

Thank You!

Bilge_Rat
05-05-07, 07:52 AM
After diligent practice, carefully following the tips in Hitman's guide, as well as using the 3 minute rule to determine speed and adding additional tools such as Captain Cox/13th41's 360 bearing tool and Krupp's recognition manual (yes, I broke down), my manual targeting has improved 200%.:rock:


thanks everyone who are making it easier for us manual TDC type to line the seabeds with japanese steel.:up:

Hitman
05-05-07, 12:50 PM
New version (2.0) of the tutorial available in the first post.
UPDATES:

- New speed method, much easier and well explained.
- New screenshots. Created a mission specifically for that, and screens are much better now.
- Revised text to make things even clearer and easier

If someone can convert it to PDF and reduce size I would be most grateful:yep:

TheTrueHorror
05-05-07, 04:24 PM
I just picked up the game last week, and havent even finished the training missions. I've been looking through some of the guides on here for much needed assistance, and this one seems like one of the more important ones for me atm.

Would you please be able to put up a version that is not a .doc file? I do not have microsoft word installed. Maybe html or pdf?

I appreciate all the effort you guys have put into these tutorials. Without them I would be completely lost (never played a sub sim before).

Snacko
05-05-07, 07:45 PM
Thanks! DL now and will try later...

Hitman
05-06-07, 09:24 AM
UPDATE: Found the way to convert to PDF :p , placed new link at the first post, now it is only 1MB:up: :doh:

McBeck
05-07-07, 01:18 AM
UPDATE: Found the way to convert to PDF :p , placed new link at the first post, now it is only 1MB:up: :doh:Any other mirror than Rapidshare? :hmm:

Hitman
05-07-07, 06:51 AM
Any other mirror than Rapidshare? :hmm:

How come you still can't get it? :-? I will try to look for another web for file sharing, let's see if that helps you:up:

EDIT: Get it here at filefront:

http://files.filefront.com//;7452782;/

Brigs
05-07-07, 07:34 AM
Because of this excellent tutorial, I can now actually hit something with a torpedo from time to time. :up:

Thanks very much Hitman.

Von Hinten
05-08-07, 01:14 AM
Thanks for this one, I'll definitely give this a go. You should update the first post with that Filefront link by the way, makes it easier to spot for new comers to this thread.

Thanks again m8! :up:

McBeck
05-08-07, 01:39 AM
Any other mirror than Rapidshare? :hmm:
How come you still can't get it? :-? I will try to look for another web for file sharing, let's see if that helps you:up:

EDIT: Get it here at filefront:

http://files.filefront.com//;7452782;/
Thank you!!

MaciejK
05-08-07, 05:57 AM
Maybe I'm retarded, but tell me, please, how to measure target's speed when angle on bow is not 90 degrees or similar. I've been reading your manual and appreciate it very much, it actually made me try manual TDC and I find each hit very rewarding. But let's say I got a convoy in sight, go a bit before them so that I have the possibility to make a nice shot abeam. So I place myself before them a bit ,let's say, on the left side looking from the enemy's perspective, so they are moving from my right to left. AoB is ca 60 degrees, range is such and such. How to check their speed? I don't see them from 90 AoB, so I can't see the whole lenght of the enemy vessel, but i see it from some angle. How can I estimate if he has traveled his distance equal to his lenght seeing it from angle not equal to 90 or even similar? I know that shooting from a big angle is much less accurate, but every opportunity to estimate speed is useful.

once again much thanks for the manual, just got 3 ships in a Borneo quick mision as a practice;)

Maciej

epaga
05-08-07, 06:39 AM
Wow, this tutorial is getting better and better! Thanks...

I wish there was a nice SH4 Wiki somewhere where we could place this guide and then work on completing the Appendix, like the length/height ratio of Cruisers, Battleships, Destroyers, etc.

PopManiac
05-08-07, 07:07 AM
Hitman,

Congrats!!!!!! This is the definitive manual for TDC targeting:rock:

Hitman
05-08-07, 07:32 AM
Maybe I'm retarded, but tell me, please, how to measure target's speed when angle on bow is not 90 degrees or similar. I've been reading your manual and appreciate it very much, it actually made me try manual TDC and I find each hit very rewarding. But let's say I got a convoy in sight, go a bit before them so that I have the possibility to make a nice shot abeam. So I place myself before them a bit ,let's say, on the left side looking from the enemy's perspective, so they are moving from my right to left. AoB is ca 60 degrees, range is such and such. How to check their speed? I don't see them from 90 AoB, so I can't see the whole lenght of the enemy vessel, but i see it from some angle. How can I estimate if he has traveled his distance equal to his lenght seeing it from angle not equal to 90 or even similar? I know that shooting from a big angle is much less accurate, but every opportunity to estimate speed is useful.


LOL no you are not retarded, that's a common question :lol:

The time the target will take to travel through your crosshair is always the same, no matter the AOB (Except if he's heading to or away from you, i.e. AOB 0 or 180). It might seem wrong, but it isn't, the only difference is that if you see the ship sideways (90º AOB) it might look as if it goes faster, but the overall time it will take to go through is exactly the same. The only problem is when the angle is too sharp and you no longer can measure it correctly, but those are situations where you would fire your torpedo either "Down the throat" or "Up the keel", and the torpedo will always be faster than the target, so no problem either.:up:

Thanks for this one, I'll definitely give this a go. You should update the first post with that Filefront link by the way, makes it easier to spot for new comers to this thread.


Done, thanks for the heads-up

MaciejK
05-08-07, 09:09 AM
Thanks a lot, Hitman;)

Now I'm gonna waste 'em;) This game becomes something completely different when one turns the "magic triangle" of automatic TDS off ;)

Maciej

cowboys98
05-08-07, 04:07 PM
this manual is pretty helpful,but im having problems with figuring out the formula that you use to get the percentual variation of aspect ratio

can you explain mathematical way what you did to get variation of 66.4%
im not that good with math lol



new aspect ration(3.05 in this case)x 100
variation=___________________________
old aspect ratio(4.6 in this case)
variation in this case would be 66.4%


this is what i dont understand

can you do a mathematical example.

maybe i could figure it out better.
thanks

Hitman
05-09-07, 01:42 AM
3.05 multiplied by 100, then divided by 4.06 is 66.4

3.05 is thus the 66.4 % of 4.06

Hope that helps:up:

btaft
05-09-07, 08:07 AM
I took the time to add a little supplement to Hitman's guide.....which I like quite a bit. It is an excel spreadsheet where I have already put in the length and height information (based on the SH4 poster) for all the enemy vessels so all you need to do is plug in the number of ticks for height, length and time to pass through the reference line and then look up the vessel you are looking for to get the AOB and speed. It beats looking up values and using a calculator. I don't have the "corrected values" for mast heights so it might need a little work.....but it is a start. It works good if you have a dual monitor setup or a laptop that you keep nearby. How do I go about posting it?

MaciejK
05-09-07, 10:27 AM
use Rapidshare;)

M

Hitman
05-09-07, 11:34 AM
It works good if you have a dual monitor setup or a laptop that you keep nearby

Simply use ALT+TAB in your own computer, SH3 and SH4 are very friendly with minimizing, since both were designed to be runned in a window if wished:up:

Anyway, I'm also going to release somewhen in the future a custom wiz wheel I specifically designed for my system. With it you just align number of scope horizontal marks with vertical ones and read the new aspect ratio, then align this aspect ratio with the old aspect ratio and read directly the AOB in another scale. Then align this AOB with estimated range and read of distance it has travelled after some time. Turning back the wheel you align time wheel with that distance and get the speed. I have a mock-up in paper until I refine the design and upload it in print-friendly version, but it makes calculating AOB a matter of some 20-25 seconds, and less than 10-15 seconds once you have enough practice;)

btaft
05-09-07, 11:52 AM
http://rapidshare.com/files/30384560/Targeting_rev_2.xls.html

Here is the link for the excel spreadsheet....hope I did this right.

The time the target will take to travel through your crosshair is always the same, no matter the AOB (Except if he's heading to or away from you, i.e. AOB 0 or 180). It might seem wrong, but it isn't, the only difference is that if you see the ship sideways (90º AOB) it might look as if it goes faster, but the overall time it will take to go through is exactly the same. The only problem is when the angle is too sharp and you no longer can measure it correctly, but those are situations where you would fire your torpedo either "Down the throat" or "Up the keel", and the torpedo will always be faster than the target, so no problem either.:up:


There probably is a threshold AOB where the beam of the vessel has an enough of an impact to make the length "look" longer than it is thus possibly distorting the results.....

I do love the way of calculating speed though.....quick and efficient:up:

Monica Lewinsky
05-09-07, 09:45 PM
GREAT JOB! I understood EVERYTHING! Going to give a try for the first time! You should SERIOUSLY make a video clip too if you have the facility to do it. [Fraps?].

You would walk on water in my eyes if you had the document and the tutorial video clip. Maybe someone here can assist you making a video tutorial.

Again, hats off to!

wstaub
05-10-07, 12:17 AM
Well I finally Did it I Used the guide and attempted to manual target in the game and after firing 4 Torpedoes at a Destroyer, it was a complete and utter joy to say I sat with bated breath waiting to hear the dreadful, "Torpedo Missed, Sir!" instead I heard, "Torpedo Impact!" 4 times and it sunk ever so slowly to the sea floor. I was estatic just watching it.

DimDoms
05-13-07, 12:51 PM
Top Job Hitman, thanks very much, on my second patrol out stumbled into a Task Force. Only having an S-class I put four torpedos into a Shokaku - four hits, but never saw her go down, to busy being depth-charged. Heard it though...

So thanks, a whole new game now.:yep:

TTFN.

Hitman
05-13-07, 12:58 PM
Only having an S-class I put four torpedos into a Shokaku - four hits

Congrats:up: And with an S-Class, wow:up:

Carriers are the most difficult to get the proper AOB, so you really seem to have got the hang of the method:up: :up:

CaptainCox
05-13-07, 01:19 PM
Haven't checked this thread for a while...thanks a bunch for the PDF! great great work there man.:up:

[MIA]Prophet
05-17-07, 05:35 PM
So my biggest problem sofar with the game, is that I haven't figured out how to gather the length of the ship. Either by the ship indenfication booklet, or by other means. Someone care to help me out in this area?

Otherwise, it's a great manual, and I use the other parts of it to gather the information for the TDC, it's just my AOB and Speed are always somewhat off and it's somewhat of a miracle I hit the target.

Julius Caesar
05-27-07, 06:25 AM
Prophet']So my biggest problem sofar with the game, is that I haven't figured out how to gather the length of the ship. Either by the ship indenfication booklet, or by other means. Someone care to help me out in this area?

Otherwise, it's a great manual, and I use the other parts of it to gather the information for the TDC, it's just my AOB and Speed are always somewhat off and it's somewhat of a miracle I hit the target.

http://www.subsim.com/radioroom/showthread.php?t=114148

theack
07-04-07, 07:21 PM
Stupid question but how do I view this file. What is a .rar file and what do I use to view it???

John Channing
07-04-07, 08:21 PM
It is a zipped file . You can download Winrar ( a trial version) for free and you are good to go.

http://www.rarlab.com/download.htm

JCC

SHARKMEAT
07-24-07, 06:01 PM
It's a great thing that people like you, and others take the time to do tutorials for others to lean the game better. Thx's to all that helps the rest lean to play the game the was it was ment to be played............CHEERS

WernerSobe
07-24-07, 08:29 PM
good work.

just few things.

1. Its not required to put the ship on the horizon line when taking the range with stadimeter. Thats how it worked in sh3. In SH4 all you have to do is match the waterline with the masts. There is no connection with horizon line. Makes taking range a lot easier in rough seas.

2. Aspect Ratio is one method to get the AoB. However historicaly rarely used due to many reasons. At first you must know the aspect ratio, that was not always the case. Then it was less acurate then it appears in sh4 because it was very hard to hold the scope on one place with a boat being shaked around in rough sea. And after all it requires to have the periscope raised for to long time.

Altirnatively you can take two position marks and make a plot. That will not only provide the course (which can be converted into AoB easily) but the speed also.

Basicly youre doing it anyway. When you get speed you also have course information. Just tune in the course in TDC compas and you have your AoB. No calculations needed.

ReallyDedPoet
11-07-07, 08:16 AM
Great work on this Hitman :up:, others as well, just started down the path of manual targetting, it totally changes the experience :yep::rock:


RDP

BellJack95
02-11-08, 04:18 PM
Hitman - thank you for creating and posting this manual targeting tutorial. I have been leary of manual targeting because of the difficulty in using the manual method and I also enjoyed putting those weapons officers and crew to good use (translation I was lazy)! This manual helped greatly in understanding how to use manual targeting and was easy to understand. Now I am ready to give it a try as I am starting a new career in SH4. Cheers!

thegroo
02-11-08, 09:15 PM
Great tutorial

Thank you very much

Regards
Dieter

Mav87th
03-31-08, 04:46 AM
Any chance you will release this Hitman ??

Pikes
04-02-08, 04:20 AM
Thanks very much for your work :)

Can you suggest a recognition manual with ship lengths/AoB aspect ratios displayed for SH4 1.5 with TMO?

Petur
05-14-08, 03:10 PM
i wish i could do anything in this game :-? i can only sink Merchant ships. well i atleast enjoy the game guess i just need some practise :D

DemonTraitor
07-19-08, 07:32 AM
I hope HITMAN does not mind, but here is a printer-friendlier version I done....

http://www.alienmoons.com/public/misc/sh4/smt100/smt100r.htm

Demon

Seminole
07-19-08, 02:09 PM
FROM TUTORIAL: because I wanted to show proof of how exact this method is. So I left map contact updates “ON” to be able to provide a screenshot of the attack screen,


Ok..it is accurate. Fair enough....but what I would like to ask is why is this "proof" that this method is "exact"?...more so than other methods?

I am not really being a smart a$$ here. I really would like to know. I am getting solutions that result in hits ...though not always 100% I admit...and my attack screen solutions look every bit as "good "as this one.

http://www.alienmoons.com/public/misc/sh4/smt100/images/img_11.jpg



I use only the tools provided by the sim for Range and AOB...and determine the speed from the plotting board. This method seems a bit complicated and to use it in the middle of a heavily escorted convoy attack...without hitting the pause button over and over...(immersion killer for me)... well I dunno...:nope:

CaptainNemo
07-19-08, 06:56 PM
Can you tell me which Recognition Manual you are using? Looks great!

I'm goin' down
11-09-08, 04:16 PM
It worked for me, and I am brand new at auto targeting!!

I'm goin' down
11-19-08, 02:32 AM
I have two issues.

First, I never seem to get the correct range. Usually, the 'X' on the attack map is closer than the target by several hundred yards. What am I doing wrong?

Second, the white line runing from the 'X' is going in the wrong direction. I assume it is supposed to adhere to the target's true course. I also assume I must be setting the AOB wrong, which should improve with practice. Am I correct? What do you suggest?

The tutorial is a good one and I have sunk a few ships notwithstanding the mistakes I have made.

Hitman
11-19-08, 07:47 AM
The distance is nearly impossible to get properly with the stock game stadimeter. But you can put a reasonable close thing, and it will work OK (Distance is important mainly if you shoot with large Gyro Angles). There are two mods you can install to improve the measuring of distance: The fix by CaptainScurvy for better stadimeter measuring, and the radar mod by Nisgeis, which adds a digital readout of distance to your radar, giving you exact ranges.

I'm goin' down
11-24-08, 03:44 AM
I used your manual targeting tutorial, but usually had major problems with the range, and the direction of the target was usually inaccurate. But the concept of aspect ratio is quite interesting. Before I delve into your new tutorial, I want to point that the ship centered accuracy fix (SCAF) mod makes finding the range, aspect ratio and angle of bow a simple matter. Instead of determining range by matching up to the target's mast, you match up to another part of the ship (e.g., the smoke stack), so it is not as difficult as the task of matching up to the top of the target's mast, which is difficult to pinpoint at a distance. And you do not necessarily have determine the aspect ratio for accuracy.

I used it for the first time today, and the white "x" and white line showing the target's course on the Attack Map were on target. I mean exactly on target. (Maybe I got lucky). As the target moved into firing range the white x fell astern stlightly, which I attribute to a possible miscalcualtion of the target's speed. I fired and missed four shots to slightly to the stern of the target, but the markings on the attack map were where they were supposed to be. My ship only permitted slow torpedoe speed, and I do not know if that played a role in missing the shots. When calculating range on the stadimeter the trick appears to be matching the bottom of the waterline beneath the bottom of the top ("movable") target to the designated spot (i.e. the smoke stack) of the actual target.

If I strike out when I try it in the next few days, I will post a retraction. By the way, I delivered four torpedoes into a carrier yesterday, and although it made a major turn to port, it did not go down.

I'm goin' down
11-25-08, 04:40 AM
I had already read the Hitman tutorial. I thought it was a newer version. Anyhow, I want to follow-up on my previous post. I used the ship centered mod (SCAF) this evening and was able to calibrate range and angle of bow on a large modern split frieghter travelling at 10 knots at a range of about 1,000 yard at a bearing of roughly 350 degrees. The whte "x" and the white directional line on the attack map were about 50 yards above the target, but otherwise precise. I fired four torpedoes. I recorded the attack. The first torpedoe passed under the bow of the freighter, so I must have set it to run at too great a depth.
The other three were hits on the bow section.

The benefit of using the mod is that you do not need to calculate the aspect ratio. It brings satisfaction to work out the correct aspect ratio, but it also a pain in the rear because it can be time consuming.

I have one correction to my previous post. When calculating range, line up the shadow ship with the mod's predefined point on the target and make sure that the bottom of the shadow ship's keel is touching that preddefined point. SCAF modifies the ship manual and the predefined points for each ship are highlighted in red. Read the instructions when you download the mod.

I f you don't use the mod, Hitman's tutorial should work better than trying the impossible task of lining up the shadow ship with the high point on the target's mast.

seaplate hitman
09-25-09, 05:32 AM
thanks a lot it is a very important material

Forensicman101
11-10-12, 02:36 PM
The links to this tutorial appear to be dead.

cdrsubron7
11-10-12, 06:46 PM
I'd like to give this a try also. Has anyone got the file to upload it to Subsim?

Sailor Steve
11-11-12, 02:08 AM
Did you try looking to see if was already uploaded to Subsim?
http://www.subsim.com/radioroom/downloads.php?do=file&id=1647

msumpsi
11-14-12, 09:01 PM
good work.

just few things.

1. Its not required to put the ship on the horizon line when taking the range with stadimeter. Thats how it worked in sh3. In SH4 all you have to do is match the waterline with the masts. There is no connection with horizon line. Makes taking range a lot easier in rough seas.

2. Aspect Ratio is one method to get the AoB. However historicaly rarely used due to many reasons. At first you must know the aspect ratio, that was not always the case. Then it was less acurate then it appears in sh4 because it was very hard to hold the scope on one place with a boat being shaked around in rough sea. And after all it requires to have the periscope raised for to long time.

Altirnatively you can take two position marks and make a plot. That will not only provide the course (which can be converted into AoB easily) but the speed also.

Basicly youre doing it anyway. When you get speed you also have course information. Just tune in the course in TDC compas and you have your AoB. No calculations needed.
Yeap, there is on guy who knos how to use the TDC and KP, though KP degreads rapidly. I learnned how to use it from your video tutorial, though i do not take just two measures, the first on when i idenity the ship cause is ussually pretty far still and is not very accurate, i take 3 4 or 5 depending on the situation although the longer the time between measurements the better, is also true the farther the ship the worse is range accurate. I found a way in between these two parametrs that usually works for me.

I'm goin' down
11-17-12, 06:30 AM
The tutorial can be found in the subsim download section. I am too lazy to post the link.

mr. whukid
04-15-13, 04:43 PM
OP links are dead :(

Sailor Steve
04-15-13, 04:50 PM
OP links are dead :(
Did you look at my post, 3 posts above yours?

mr. whukid
04-15-13, 09:23 PM
Did you look at my post, 3 posts above yours?

Are you mocking me, or have you forgotten that subsim limits your downloads unless you begin paying money?

J0313
04-15-13, 10:27 PM
Are you mocking me, or have you forgotten that subsim limits your downloads unless you begin paying money?

Pay some money then. Thats how this site survives. stop being a leach.

radi0n
09-06-13, 07:45 AM
Links at first post are dead

CapnScurvy
09-06-13, 08:12 AM
The tutorial is found in the Menu/Downloads section of this forum page (just scroll up to the top...^^^), here's a link to "Tutorial for 100% realism manual targeting". (http://www.subsim.com/radioroom/downloads.php?do=file&id=1647)

Also, I put together another tutorial years ago called "High Realism Tutorial" (http://www.subsim.com/radioroom/downloads.php?do=file&id=907). There's also a "Practice High Realism Mission" (http://www.subsim.com/radioroom/downloads.php?do=file&id=668) that has the same target ship the tutorial describes.....just add the mission through JSGME to the game. And, if you like having tools in-hand.....download the "AoB Calculator" (http://www.subsim.com/radioroom/downloads.php?do=file&id=3347) to help in making Navigation Map plotting determinations.

You can never have too much information.

I'm goin' down
09-06-13, 08:14 AM
Rising from the depths, the Barbarinna strikes.

Go to the Subsim Download Section. The link to it can be located at the bottom of Neal Stevens' end of his post which is in mods sticky in the Subsim mods forum. Make sure you are registered with your Subsim handle. Once you have entered the link, you need to find fnd the Search link, as there are a lot of mods listed for downloaded. Search for a key word in Hitman's tutorial such as "Manual." You will find his tutorial among the choices. You can then download it. I was not logged in when I found it, so I did not check to see if the link works, but it should.

You might want to download the Easy Aob while you are at it.

I'm goin' down
09-06-13, 08:17 AM
Radi0n, CapnScurvy posted the quick link to the location that I directed you to. Great minds think alike (sometimes.) Hitman's tutorial is fairly basic compared to some the CapnScury's later mods, but I used it when I was trying to figure out the concept of manual targetings (especially aspect ratio.) The high realism tutorial is advanced in comparison.

That is it for me, as I am taking the Barbarinna to deep waters in search for the elusive Giant Squids (We are finding it tough finding Japanese warships theses days, although we picked one off as it sailed into San Francisco Bay on a goodwill tour a couple of years ago.)

Now about the Ghost Ship off of the Philipines...

Sailor Steve
09-06-13, 08:54 AM
Links at first post are dead
Previous page, post #70. If you had read the thread you would know that.

seehorse
02-04-14, 03:41 AM
Hi - the rapidshare site doesn't appear to have the file any more. would love to see it . thanks

Pisces
02-04-14, 08:27 AM
Hmm, wouldn't the previous post have provided more hints where to find good ones?

Hitman
02-04-14, 10:29 AM
I updated the first post of the thread with the subsim link. Hopefully there will be no more confused people looking for a link :up:

ReallyDedPoet
02-04-14, 12:44 PM
I updated the first post of the thread with the subsim link. Hopefully there will be no more confused people looking for a link :up:

Great tutorial, I used it back in the day and will most likely come back to it at some point :up: