View Full Version : Recognition Manual Patch
stormbird
04-21-07, 02:16 AM
In SH3 some genious released a patch for the Rec Man that showed shades over the 'good' (spots where a single torp would usually bring a kill) on the ship shiloettes. Has anyone made one for SH4 yet??
I have figured out some ships through trial and error (many many hours loading and shooting at a single target finding weak spots).
greekfire
04-21-07, 02:23 AM
start posting your results. I'll verify your results and start making a recog manual mod. I also want to add boat lengths into the in-game manual as well because that is how I compute my target speed determinations.
Roads88
04-21-07, 02:48 AM
I also want to add boat lengths into the in-game manual as well because that is how I compute my target speed determinations.
Thats what I really need. Looking forward to it.:up:
stormbird
04-21-07, 03:06 AM
Hiryu carrier - 7m depth (deep enough to be as close to her bottom as possible) directly at the start of forward prop shaft. it takes a minute but she will sink in the ass an roll over.
Takao Heavy Crusier - 4m depth in the centre of the second (middle) of the forward 3 turrets. My rec manual booklet says its 9850 tons, where in fact it is 15870 tons (a slight error in the pinted book)
Conte Verde (european liner) 3-5m depth smack bang in the middle of the funnels
Horai Maru (large old liner) 3-5m depth just aft of the aft funnel
Nagara Maru (large Comp Freighter) - 4m depth directly under bridge (usually breaks her back)
Hakusika Maru (large old Split freighter) - 4m depth just aft of funnel (this is 50/50 she blows up like a fire cracker but sometimes will not sink with this one shot)
Note these are all estimates i have found that the ships actually don't all sit at the same depth (i.e. a tanker heading to Japan is loaded with oil and sits lower, while a tanker from japan is empty and sits higher) so ajdustments are required. What i am listing here are sweet spots i have found on certain ships. :arrgh!:
Here is a pic of the Rec Manual in SH3 with the set up im talking about
http://i18.photobucket.com/albums/b137/FAR_Q_ALL/NOTSf_sil.jpg
http://i18.photobucket.com/albums/b137/FAR_Q_ALL/NOTSf_sil.jpg
greekfire
04-21-07, 04:36 AM
I also want to add boat lengths into the in-game manual as well because that is how I compute my target speed determinations.
Thats what I really need. Looking forward to it.:up:
If you don't mind doing a little quick converting in your head...i discovered tonight that there is a little black and white scale under each ship in the in-game recognition manual where each segment is roughly 33 meters/90 feet. Pretty easy to make an educated guess on the fly using that scale.
I'm sure you already know this but for those that don't....
Simple process to calculate the relative target speeds using ship length:
1. Come to a complete stop or as slow as you can (avoid extreme AoB's)
2. Set crosshair just ahead of the bow of target ship ( do not press L for lock)
3. start timer of chronometer as soon as bow hits crosshair and hold crosshair still
4. Time the seconds it takes for the crosshair to pass the length of ship
5. Stop timer as soon as crosshair hits stern of target ship
6. This yields the m/s of the target ship
7. Divide the length of the ship by the number of seconds for ship to pass completely through the crosshair from bow to stern
8. Multiply the result by 2 (actually 1.94) which gives us the speed in knots
greekfire
04-21-07, 04:45 AM
Stormbird, here's an idea...After spending about 30 hours on this forum in the last few days, I am startign to realize that a lot of people prefer to use hardcopy recognition manuals because they are so much faster than scrolling through the 300-odd boats in the ingame recog manual while in the midst of a torpedo plot. What do you think about making a hardcopy pdf version too? I can do it for you too if we can collect and verify all the info. Either way, I'll break out the map editor tomorrow and start testing all the ships that you have posted with damage stats.
I generally aim for parts of a ship where I suspect hotspots to be.
For instance:
engineroom/fuel under funnel
ammoroom under guns
Tanker-fueltanks in middle-fore part
Keelshot always in the middleIt usually doesn't fail me.
stormbird
04-21-07, 10:51 AM
A couple more
Kongo Battleship - any depth just below the aircraft, this will not sink it but will do serious damage, enough so that a secone torp in the aft section will bring it down. I have currently given up trying for a one shot kill on this guy as i have fired 100s of torps at different depths and locations and i just can't do it with one.
Shokaku Carrier - 5m depth in area between rear of the island and the engine exhausts. It will continue on for a bit sinking nose first before it rolls over.
:arrgh!:
See here for my SH4 Jap Recog manual:
http://www.subsim.com/radioroom/showthread.php?t=111339
And here for Krupp's Jap Ship Dimension Fix:
http://www.subsim.com/radioroom/showthread.php?t=109953
I would be happy to produce a version of my manual with the shaded target areas, if someone will provide the information.
Many of the in-game ship dimensions are wrong - get Krupp's fix for that.
I put up a post a couple of weeks ago wondering if anyone had issues with the hot spots that come up on the ships like in SH3.
Using the torpedo attack training session, I found that before I patched the game, the hot spots came up when I was within the usual 1000m and almost 90 degree AOB on the ship (This was with AUTO targeting ON).
However the hot spots that showed up on the rec manual were displaced well to the left and above the ship sillouhettes.
I assume if you want to start the search for the hot spots in the next rec manual patch, you could start a career on an unpatched game.
Hope that helps you guys.
I'll look forward to the patch... sadly with my 6600GT in SLi mode, this game is almost unplayable.... sighhhhhh
(8800GTX on the way!!!)
stormbird
04-27-07, 10:40 PM
Another one i have spent many hours trying to find a better spot on (previous posting was only a 50/50 chance of a sinking, this is slightly better)
Large Old Split - surface runner (minimum depth) below or just aft of the funnel
stormbird
04-27-07, 11:30 PM
Here is the updated list am trying different spots on the same ships and seeing what the results are.
Kongo Battleship - any depth just below the aircraft, this will not sink it but will do serious damage, enough so that a secone torp in the aft section will bring it down. I have currently given up trying for a one shot kill on this guy as i have fired 100s of torps at different depths and locations and i just can't do it with one.
Shokaku Carrier - 5m depth in area between rear of the island and the engine exhausts. It will continue on for a bit sinking nose first before it rolls over.
Hiryu carrier - 7m depth (deep enough to be as close to her bottom as possible) directly at the start of forward prop shaft. it takes a minute but she will sink in the ass an roll over.
Takao Heavy Crusier - 4m depth in the centre of the second (middle) of the forward 3 turrets. My rec manual booklet says its 9850 tons, where in fact it is 15870 tons (a slight error in the pinted book)
Conte Verde (european liner) - 3-5m depth smack bang in the middle of the funnels
- 2-3m depth just aft of forward funnel
Horai Maru (large old liner) 3-5m depth just aft of the aft funnel
Nagara Maru (large Comp Freighter) - 4m depth directly under bridge (usually breaks her back)
- 3m depth directly below the funnel
Hakusika Maru (large old Split freighter) - 4m depth just aft of funnel (this is 50/50 she blows up like a fire cracker but sometimes will not sink with this one shot)
- surface runner (minimum depth) below or just aft of the funnel
Herr Karl
04-28-07, 01:17 AM
The recoginition manual mod for SH3 was one of my favorite mods.
Another for SH4 would be fantastic you guys!
:rock:
Spectre-63
04-28-07, 04:38 AM
Amen to that!
stormbird
04-29-07, 12:47 AM
Ok just came across a large Carrier battlegroup near Borneo and have torped all ships that i previously have not seen.
Taiyo Escort carrier - 1-3m depth just forward of the first arrestor wire (not crash net)
Chitose Seaplane Tender - surface runner at covered deck where midgit sub is
Akitsu Escort Carrier - 1-3m depth at second aircraft (from the front) on flight deck
Maya Heavy Cruiser - 1-2m depth at forward gun turrets
Kuma Light Cruiser - 1-2m depth at area from forward turret to rear of bridge (not lookout tower)
- 1-2m depth at centre funnel, it'll sometimes will break in half and other times just make big fireball but not sink (better to use other reported area)
Happy hunting :arrgh!:
stormbird
05-06-07, 02:43 AM
Been practising (for many hours and 100s of torps) on some Battlewagons, but am un-sure if these results will work all the time as the weather was really poor when i done this with massive waves. so the Torp depths may be incorrect for calm seas
Kongo Battleship - minimum depth inbetween two forward turrets
Fuso Battleship - minimum depth at rear half of forward most turret
Am now practising on a Yamato would be great if someone could tell me its sweet spot (if it has one) it'll save me many hours and lots of torps
stormbird
05-02-09, 11:59 AM
Hi to all my seafaring friends, Its been almost 2 years since i lost my net (moved house) and was wondering if a patch has yet to be made for my original question all that time ago???
Am still playing SH4 regularly and have compiled quite a list of sweet spots on enemy ships, but i figured that someone out there would have made up a rec manual patch similar to that of SH3 by now. :arrgh!:
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