View Full Version : Noob Questions
Dave Hansen
03-14-10, 07:39 AM
SH4 v1.5 w/RFB 2.0 and RSRD...100% realism.
First patrol out of Manila w/Sargo class:
1. When I go to set torp speed in the TDC, can only use slow and medium speed settings...when I attempt to move indicator to fast setting it won't lock and can't use this fast setting.
2. When I go to the Captain's Log, there is a tab that says "Captain's Abilities"...blank now...what will it display in time as my career advances?
3. I've read a lot of postings...is it my understanding that the mast heights in the recognition manual are not absolutely accurate in all cases...can lead to errors in range estimates...if so how big an error in range are we talking about...100 yards...400 yds? (Is this part of the fog of war and realism factor)
4. Sounding General Quarters adds to boat efficiency...how long can you use this setting before added crew fatique sets in...ie., when I am just gathering info on a convoy, should I delay sounding GC until I actually go into attack mode?
5. Crew Management...leave all assignmets alone as initially set up by the AI?...or try to fine tune assignments on my own?
TXS!
Platapus
03-14-10, 08:50 AM
SH4 v1.5 w/RFB 2.0 and RSRD...100% realism.
First patrol out of Manila w/Sargo class:
1. When I go to set torp speed in the TDC, can only use slow and medium speed settings...when I attempt to move indicator to fast setting it won't lock and can't use this fast setting.
Appears to be working as designed. The medium setting is the high speed setting for the Mk 14. I don't understand it either
2. When I go to the Captain's Log, there is a tab that says "Captain's Abilities"...blank now...what will it display in time as my career advances? I hope so although I have never played SH4 long enough to have a special ability
3. I've read a lot of postings...is it my understanding that the mast heights in the recognition manual are not absolutely accurate in all cases...can lead to errors in range estimates...if so how big an error in range are we talking about...100 yards...400 yds? (Is this part of the fog of war and realism factor) I can add significant errors. Check out http://www.subsim.com/radioroom/showthread.php?t=126016 for a nice discussion. All the more reason to get within 1000 yards before shootin. :arrgh!:
4. Sounding General Quarters adds to boat efficiency...how long can you use this setting before added crew fatique sets in...ie., when I am just gathering info on a convoy, should I delay sounding GC until I actually go into attack mode? I don't have the math on this. Personally, I don't sound general quarters until I am getting ready to shoot. Often I forget to sound general quarters :doh:
5. Crew Management...leave all assignmets alone as initially set up by the AI?...or try to fine tune assignments on my own? Before every patrol look at your crew. Some of them may have "earned" an expert rating. This will appear as a black icon coded to their expertise. Reassign the crew member accordingly. From a role playing standpoint, I keep them on the same watch.
Hope this helped
Dave Hansen
03-14-10, 11:16 AM
Platapus...Thanks!
I read the link regarding my question #3...mast height accuracy. From this I gather it is NOT currently incorporated in RFB 2.0 due to the design decision to keep with a realism factor...when I open the recognition manual there is no "redline" appearing so this must be true.
Will this mod "work" if I choose to incorporate into RFB 2.0??
Anyone?
magic452
03-14-10, 07:21 PM
The mod to put the red line on the manual is SCAF by Cptn. Scurvy.
It was comparable with RFB but I don't know if it has been updated to work with RFB2.0 but it should work.
SCAF gives very accurate range and some people don't like it so accurate.
Magic
Platapus
03-15-10, 06:50 PM
From a realism standpoint, Captains had only limited information concerning the enemy ships. Also either through random actions or deliberate deception, the heights of some masts changes depending on the specific ship.
Personally, I would prefer to use something other than a mast for range. The distance between the waterline and a funnel or superstructure would be harder to change.
Range is the toughest component to "eyeball"
I often wonder if a more accurate range measurement could be made if the sub were broadsides to the target and both periscopes were used.
The distance between the Attack and observation scopes was about 1 meter. This is not a lot, but much bigger than the single optical point of prism used in the stadimeter. I would think having two angles and a side would be more accurate than only having one angle for the trig.
RodBorza
03-15-10, 09:57 PM
Hello Dave!
(hahaha..always wanted to say this...reminds me of 2001...)
First, welcome aboard!
Not wanting to spoil your style of gameplay, SCAF is great and all, but look on the sticys for Rockin' Robbins Sup Skipper's Bag of tricks. Look for tecniques as Dick'OKane's, John P.Cromwell and Vector Analysis. Once you master them, range won't matter. Heck, you won't even need to use the PK.
But that's if you want to use them. I've been using them and it's been great.
However, you have your own style of gaming. Use them at your discretion.
What really matters is to "Find'em, Chase'em, Sink'em"!
Dave Hansen
03-16-10, 08:51 AM
TXS for the input.
My style of play is the constant bearing approach... usually at 90 AOB...yeah I know about the "duds" issue. I have my own Captain's chart by my side that has the lead angle calculated for convoy/ship speeds from 1 to 30 knots at an AOB of 90 for each torp speed setting.
This approach works about 80% of the time for me, but I have a few tricks in my bag from my SH3/GW days...hence my question about the mast height mod in the recognition book...
I play at 100% realism and DID these days, so...the feedback tells me that it's possible to incorporate the mod into RFB 2.0, but, at a "hit" to the realism factor that RFB is built upon.
Rockin Robbins
03-16-10, 12:42 PM
SCAF was discontinued as part of RFB not to lock it out, but because that leaves players with the choice of using it or not. The RFB team and Captain Scurvy work closely to ensure the compatibility of the two products with each other, as does Ducimus of Trigger Maru Overhauled.
Choices are good! The close cooperation of these great modders makes sure that you can choose to operate Silent Hunter 4 the way YOU want. That's a good thing.:up:
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