View Full Version : Can I start using TDC without Locking first?
Temujin
04-06-10, 03:07 PM
Sometimes, at pitch black night or from great distance;
I know the target is there but the XO won't open it's menus unless I'll lock the target first.
Is there a way to make those menus available even before the target is visible? :hmmm:
Temujin
kylania
04-06-10, 03:23 PM
Umm... not with the stock UI I don't think, but TDC mods like MultiUI for SH5 include a TDC with dials that's always available for that kind of thing.
java`s revenge
04-06-10, 03:27 PM
I never lock a target, do my calculations on the map and put the
figures into the tdc. I do use the TheDarkWaith mod.
When a kind olcgui will show up i can use the scope for figures.
Sometimes, at pitch black night or from great distance;
I know the target is there but the XO won't open it's menus unless I'll lock the target first.
Is there a way to make those menus available even before the target is visible? :hmmm:
Temujin
Out of visual range, torpedoes are useless.
Temujin
04-06-10, 04:28 PM
Out of visual range, torpedoes are useless.
Currently there is a target about 3000 meters from me, there is a pitch black night and the periscope doesn't mark it.
So there.
About the TheDarkWaith MOD.
I tried it and the dials are covering a large part of the periscope itself.
Something is wrong with the relational size of the dials beside the scope.
(I use 1024 x 768 full screen game display)
Maybe there is a way to temporarly take the MOD dials off the screen?
Temujin
kylania
04-06-10, 04:51 PM
(I use 1024 x 768 full screen game display)
Maybe there is a way to temporarly take the MOD dials off the screen?
Temujin
I know it was a plan of that mod to have sliding controls for people with monitor resolutions a decade old. :03: Hasn't happened yet though.
Might I suggest a 1920x1080 (full HD!) monitor for $149 w/free shipping (http://www.newegg.com/Product/Product.aspx?Item=N82E16824009219)to drastically improve your computering experience? :D
funkster319
04-06-10, 05:06 PM
I never lock a target, do my calculations on the map and put the
figures into the tdc. I do use the TheDarkWaith mod.
When a kind olcgui will show up i can use the scope for figures.
I want to do this and have the TDC installed however a couple of things:
How do you ID the ship? i.e Recog Manual?
How do you bring up stadimeter for range? Or what method of range estimation do you use?
IS there any way to get rid of the WO in the scope view?
I also find that inputting the AOB a little difficult to manage on the dials as it has not digital mouse over read out(As per Range dial) and the resolution of the dial its self is a little inaccurate. How do you get round this?
kylania
04-06-10, 05:35 PM
How do you ID the ship? i.e Recog Manual?
How do you bring up stadimeter for range? Or what method of range estimation do you use?
IS there any way to get rid of the WO in the scope view?
Don't always need to ID the ship really, especially with the low count of ship types. All ID'ing does for you is give you the keel depth and standimeter.
Don't really need the standimeter. If you've properly plotted the targets course and speed just setup parallel to it. Range will cancel out of a 90 degree shot.
If the guy's face is in your way, you need to get a better monitor. Or edit the mod to move the icon.
Temujin
04-06-10, 06:12 PM
Might I suggest a 1920x1080 (full HD!) monitor for $149 w/free shipping (http://www.newegg.com/Product/Product.aspx?Item=N82E16824009219)to drastically improve your computering experience? :D
Well, I play this game on my Dell XPS M-1730 ("for gamers) laptop.
I can raise the resolution up to 1920x1080 but then the game starts to stutter..
A new desktop is on my plans, so bear with me a little longer.. :D
Thanks,
Temujin
I'm also interested in a solution for this problem, without using the TheDarkWaith mod. It's a good mod, but personally I hate to have my screen filled with all those dials, I love the simple and clear screens.
Maybe a moder can figure out how to use the default tdc without locking the target. I mean we should input all the data in the default targeting system without being forced to hit the lock button.
java`s revenge
04-07-10, 02:13 AM
There is also a small dial version.
Currently there is a target about 3000 meters from me, there is a pitch black night and the periscope doesn't mark it.
So there.
About the TheDarkWaith MOD.
I tried it and the dials are covering a large part of the periscope itself.
Something is wrong with the relational size of the dials beside the scope.
(I use 1024 x 768 full screen game display)
Maybe there is a way to temporarly take the MOD dials off the screen?
Temujin
java`s revenge
04-07-10, 02:15 AM
I don`t ID a ship. For the range i use the map again. You can precisely
measure the range.
I want to do this and have the TDC installed however a couple of things:
How do you ID the ship? i.e Recog Manual?
How do you bring up stadimeter for range? Or what method of range estimation do you use?
IS there any way to get rid of the WO in the scope view?
I also find that inputting the AOB a little difficult to manage on the dials as it has not digital mouse over read out(As per Range dial) and the resolution of the dial its self is a little inaccurate. How do you get round this?
elanaiba
04-07-10, 04:26 AM
Sometimes, at pitch black night or from great distance;
I know the target is there but the XO won't open it's menus unless I'll lock the target first.
Is there a way to make those menus available even before the target is visible? :hmmm:
Temujin
Click on the XO picture.
Click on the XO picture.
The point was to be able to enter your target data without actually had to lock your target. Is like shooting in dark or underwater based on sonar or the data you acquired through other methods.
I find myself many times very frustrated because I can't shot at a target without lock him down. For example, being in the middle of a convoy and having escort on my tail so I sail with the periscope lowered at minimum under water. I know where my target is, I have all the data .. but I cant shot because the target is not locked. Kinda silly.. I should be able to shot at my targets even under 20 meters depth.
elanaiba
04-07-10, 11:01 AM
I understand now.
Valid request, though as far as I know shooting without visual contact was not really done by uboats.
though as far as I know shooting without visual contact was not really done by uboats
Humm yes it was, from October 1943 onwards and after Dönitz's orders, UBoats were to shoot by sound bearings using accoustic Zaunkönig, FAT and LUT torpedoes.
Though that era is not represented in SH5, so I forgive you on that one :O:
I understand now.
Valid request, though as far as I know shooting without visual contact was not really done by uboats.
Hard to believe. I found many situation in SH where I badly needed to shot from underwater. Many occasions where I saw the ship shape but was not able to lock on target because my scope was under sea line. Also many occasions where I knew the target bearing, speed and all I need to know for a "Los!" but I was forced to get close with the scope under water because the target has to many escorts near by. So I had to abandon the attack because .. there is no option to send a torpedo without to have a visual with the target :(
Also is hard to believe that Prien was sailing in Scapa with the scope out all the time, actually I'm sure he poped out the scope just for few moment to update the data about his target then he lowered the scope. Of course, is higher chance to miss without to see the target when you shot, but there is many ocassions when you have to take that chance.
Yes, I think the OP's point is that even when the player can see the target well enough through the scope, you can't 'Lock' it because the XO (or the game logic) hasn't spotted it / considered it 'spottable' to the average person, and so does not give you the lock option.
There are ways around it with mods, but seems there's no way to get around this with stock SH5 at the moment.
Silent Munter
04-08-10, 12:51 PM
Think I have the same problem.
I'm shadowing a British merchant, currently <3000m away at night. The crew can see it because they're whispering.
However I cannot see any option to lock the target. The only dialogue next to the WO is "Switch off TDC" or "Never mind." So, I cannot use Stadimeter, identification book etc either.
I know how to calculate the required data on the map, but I'm annoyed by the lack of help from my WO!
I'm using the DarkWraith mod.
I tried targeting close range ships in Kiel (yes, I know they're friendlies) but same thing - no WO input.
Bilge_Rat
04-08-10, 01:30 PM
Humm yes it was, from October 1943 onwards and after Dönitz's orders, UBoats were to shoot by sound bearings using accoustic Zaunkönig, FAT and LUT torpedoes.
Though that era is not represented in SH5, so I forgive you on that one :O:
you can do single missions up to 1945 and most of the late war torpedoes/ASW weapons (hedgehog at least) are available as well as a VIIc/41, although as far as I know no one has done one yet.
torpedoes available:
G7a-t1
G7a-t1 LuT1
g7a-t1 FAT1
G7e-t2
G7e-t3
g7e-t3 FAT2
g7es-TIV
g7es-TV
g7es-TXI
g7ut-TVII
being able to use the TDC when you wish would be nice. I have been in situations where I can clearly see and identify the target, but it is not close enough for me to "lock".
as a stopgap, if you have a mod like Arclight's periscope mod, you can still determine range/bearing w/o the TDC and get to work early on a solution.
This thread is old news but I thought I'd reply to the following just for anyone else who reads it.
I found many situation in SH where I badly needed to shot from underwater. Many occasions where I saw the ship shape but was not able to lock on target because my scope was under sea line.
One of my favorite methods of attack is to get inside of a convoy and attack while completely submerged--18m or so.
No scope lock is required. Set the target speed in the tdc to zero. Leave the Tdc on. Shoot bearing will now be the same as the scope bearing.Gyroangle is the same. Scope pointing at 10deg, gyroangle ten deg, shoot bearing 10 deg. Point and shoot. TDW UI works very well with this method as you can easily verify that your shoot bearing and gyroangle are right by looking at the dials. Just make sure that the Target Speed is set to O, Zero, Nothing. Range doesn't matter. Set it manually to 100000, or to 300m, doesn't matter, at least when firing from under 600m. That's the other thing. Get as close as you can--so close you start to worry that your torpedoes won't have time to arm, then lead the target as much with the scope as you think necessary, I usually aim at the forward third of the target ship. As usual, it is always best to maneuver the sub so that you are shooting at a smallish gyro angle--I don't like more than 10deg, especially for targets so close, because it takes the torpedo a short run before it turns to the right bearing. Set your torpedoes to impact if you like, but magnetic works well, if you know the draft--also magnetic under-the-keel eliminates the worry of off-angle shots failing to detonate because of sharp impact angles, although I have not found the torpedoes in SH5 to be unreliable at any angle. I have had no duds out of many, many shots. Anyway, this is a good method of attack in daylight when it is otherwise difficult to approach an escorted convoy. Shooting at close range, I get a very high percentage of hits. Alerted, zig-zagging Merchants are equally vulnerable--better because zig-zagging slows them down and allows you to pursue them while submerged.
Because the whole attack is conducted submerged, except for very quick peeks with the periscope for situational awareness, the escorts nor the merchants can locate you by sight. The escorts will have to find you on sonar, giving you plenty of time to fire all of your ready torpedoes, and then dive deep to reload and re-engage, or just begin evasive maneuvers.
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