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WeeBubba
09-17-08, 05:05 AM
Hello there

I installed GWX2.1 and the OLC uber mod, and I have to say that I really love these 2 mods running together. Thankyou for this. :up:

I've studied the OLC Uber Mod video tutorial again and again. I;ve read the hunt manual etc. I've got to the stage where I can sink the ships in the training academy test. But I am having real problems out in the wild when the waves are slopping up against the periscope and the ship is moving up and down as I try to calculate the mast height.

I'm also confused about when to calculate the speed. Do I try to do this on the main approach before I fire the torpedoes, or is it better to work out the speed, then slink away, outflank again and do a second run for the torpedos. I find that I need to be very close to the target ships without the periscope zoom ability. So in this case it is often too late for me to fire a torp after I've calculated the speed.

I know this is probably a long shot, but would anybody (OLD perhaps) ever consider supplying a tutorial video demonstrating a hit with 100% realism with waves etc. just so I can start to work out where I can do things better.

Hope this makes sense and thanks for any help. :up:

Pisces
09-17-08, 07:48 AM
How long is that video you watched? Because there are 2 videos: a longer 'thorough' introduction to his original OLC GUI mod (link to it in that stickied thread), and a shorter update specifially explaining the changes done to the Environment mod and GUI Special differences. The longer video is also a must-see as he goes through the whole process of speed/range/AOB measurement and aiming. If you use the Gui Special you need to ignore certain parts of the longer video that the shorter video covers.

OLC advises to enable the stable periscope realism setting (other settings also covered in the long movie) because it is very agreeable with the way the real periscope worked. Sure the uboot was rolling and pitching. But two images of the same ship/horizon were projected over one another and the angle between them measured the mastheight-angle, just like it is now in SH4. You didn't have to keep the horizontal line on the waterline. The masttop and waterline moved up and down in synchrony in the view, much easier to follow with your eyes.

When to do the speedmeasurement depends on the situation when you first see the target. If you are on his side it is a very good time to make use of that AOB for more accurate timing. The lower magnification in Gui Special may be a problem if you are far away, but the AOB nearer to 90 degrees improves your timing capability significantly. When you find him when you are infront or behind him I would resort to plotting first (while maintaining distance or relative position if I am infront initially, ... or move aside then ahead when initially behind him) until I have a reliable speed value (then you don't have to measure the time passing the line anymore). You could opt to do the time-passing-the-line measurement as a backup when you have reached a position on his side. Then move further ahead and/or setup for the kill. If you want to fire torpedo's right after you measure speed you should do that while still reasonably far away from his track. When you are really close to the track ( <1km) you see a really bad AOB for the speed to be reliable. And as he comes closer to the firing point things can get hecktic really quick. Firing from a distance get's harder to do succesfully the further you are out, but you'll have more time to do it. It depends on what works for you, or where you find the 'middle ground'.

Your suggestion of taking a close peak and speed measurement before moving away and ahead again works if you are a really patient and methodical person. It's going to take more time and effort before you actually get to firing torpedos. But the problem is the risk of detection also increases if you get close multiple times in a row. There is more chance of Bernard showing his ugly head through the periscope and blowing your cover. :damn: Or getting his greasy fingers on the trigger button when you only intend to do the first ID/measurement approach. I don't like to gamble (too much) on detection chances.

Fish40
09-18-08, 08:51 PM
I agree that the original tutorial (approx. 45min) is a must see. Very informative. I found that once I got used to useing the GUI mod, I was able to calculate the speed of the target on my attack run. If you can spot the enemy from a good distance away, you'll have the time to calculate the speed, and attack. At least I found that to be true. Also, lots of times you'll be given an estamated speed in a radio report to use as a guide. The key is practice, practice, and more practice.:yep:

WeeBubba
09-26-08, 10:22 PM
Hi. Thanks for replying to my post, and sorry my response took so long, but I've been away with work for a week.

I watched both the longer and shorter vids. And I set my stability settings etc. according to the video instructions.

I think the practice, practice and practice comment is probably perfectly appropriate for me. So I'm gonna go back to the naval academy and keep practising there until I at least start hitting something. Trouble is I watched Das Boot last night and I'm now itching for the open seas too!!