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Castout
10-15-10, 06:06 PM
last night while playing

I had a large merchant ship on the scope. It was rather far but it wasn't showing small at all from the periscope.

The problem is I kept losing lock on it. I went shallower in the hope that the waves would not break my lock but alas even when the was no longer waves hindering the view and it was a perfect sighting on the ship I kept losing the lock which hindered me from getting solution as I was playing with manual torpedo solution.

Is there a way to fix this problem of keep losing periscope lock? The ship wasn't seen too small at all hence I wasn't being too far from it. . . .

It felt like I was fighting against the scope lock than the war..I was quite annoyed and upset last night

Playing with TMO 2.0 and RSRD.

The other issue I'm having is that the deck crew couldn't report visual sighting that otherwise player could identify until they were much nearer. This is no where as critical as the problem of keep losing scope lock though

irish1958
10-15-10, 08:02 PM
last night while playing

I had a large merchant ship on the scope. It was rather far but it wasn't showing small at all from the periscope.

The problem is I kept losing lock on it. I went shallower in the hope that the waves would not break my lock but alas even when the was no longer waves hindering the view and it was a perfect sighting on the ship I kept losing the lock which hindered me from getting solution as I was playing with manual torpedo solution.

Is there a way to fix this problem of keep losing periscope lock? The ship wasn't seen too small at all hence I wasn't being too far from it. . . .

It felt like I was fighting against the scope lock than the war..I was quite annoyed and upset last night

Playing with TMO 2.0 and RSRD.

The other issue I'm having is that the deck crew couldn't report visual sighting that otherwise player could identify until they were much nearer. This is no where as critical as the problem of keep losing scope lock though
No, there is no way to keep the lock until you are close enough.
This simulates real life as it is very difficult at long range to keep the target in sight and focus.
That's the way it is.

Castout
10-15-10, 08:12 PM
But the problem is I could see the target ship clearly and well above the waves and its length was filling a more than a fourth of the width of the scope . . . . .


Just felt the simulation broke the game instead of creating immersion. Never had the same problem with SH3 and GWX. Imo it just needs fine tuning

Armistead
10-15-10, 09:57 PM
last night while playing

I had a large merchant ship on the scope. It was rather far but it wasn't showing small at all from the periscope.

The problem is I kept losing lock on it. I went shallower in the hope that the waves would not break my lock but alas even when the was no longer waves hindering the view and it was a perfect sighting on the ship I kept losing the lock which hindered me from getting solution as I was playing with manual torpedo solution.

Is there a way to fix this problem of keep losing periscope lock? The ship wasn't seen too small at all hence I wasn't being too far from it. . . .

It felt like I was fighting against the scope lock than the war..I was quite annoyed and upset last night

Playing with TMO 2.0 and RSRD.

The other issue I'm having is that the deck crew couldn't report visual sighting that otherwise player could identify until they were much nearer. This is no where as critical as the problem of keep losing scope lock though

Simple, but complex. Mods change many variables. Remember you sub is working based on the skills and equipment of that time. The game doesn't render your skills or what you think you clearly see, it renders the sub skills, so often you will see things your crew doesn't. As the war progresses your mens skill and equipment improves and they'll spot targets at further ranges.

The same is with sonar. I'm sure you've seen the lag that happens when you get near a target, the more targets, the more lag. So you know something is near, but you get no contact messages from your crew. If you go to your sonar and scan you can hear the target fairly well. Same issue, your skills over the skills of the sub in game. There is a contact zone around your sub all through the war that basically reaches out to the limits of your best skills and equipment. As you get better sonar, your men will start calling out contacts to the furthest limit of the contact zone and the lag will be much less. This is how many find convoys, they get lag, they scan sonar and get a bearing.


Not sure of your distance, but most don't see this as an issue, because you wouldn't be shooting at something that far. Here is what you can do if you haven't figured it out already.

ID target as normal why locked.
Make sure you scope line is where you want it at the keel of target.
Lock on target, bring your stad down.
Stad will unlock, but now you can operate the range wheel. Don't let go of the cursor holding the stad down.
Lock target again and take your stad measurements.
QUICKLY, before the target unlocks send the range..

This will give you the few extra seconds you need to send range before the target unlocks.

The bigger problem is correct stad measurments at that distance as you can't see that well. You could also load Maxoptics and SCAF, better magnification and better measuring points on the ship, such as the funnels. This helps resolve the problem.

There is another mod called Easy AOB that makes all the dials work and has full range. Using radar, sonar or just a measuring tool you can imput the info manually.


SCAF TMO2
http://www.subsim.com/radioroom/downloads.php?do=file&id=1960
Maxoptic TMO2
http://www.subsim.com/radioroom/downloads.php?do=file&id=1958
Easy AOB
http://www.subsim.com/radioroom/downloads.php?do=file&id=1962

Just load anywhere in your mod order after RSRD.

Castout
10-16-10, 01:10 AM
Thanks I'm already using SCAF.

I'll look into the other mods . . .


The thing is I can't seem to be able to close in on an escorted convoy without being found out by the escorts.


Never had significant problem with SH3 and GWX but SH4 and TMO and RSRD is quite a challenge when it comes to approaching convoy undetected . . . much to my annoyance . . .

Armistead
10-16-10, 08:57 AM
Takes some work, but once you learn, you can do it. TMO doe's have a easier AI mod. Tater also made a mod that corrected the type 13 radar so they don't come chasing you from 10nms away.


Radar fixed.
http://www.subsim.com/radioroom/showthread.php?t=175965&page=2

AI explained in TMO
http://www.ducimus.net/sh415/ai.htm

Fish40
10-16-10, 11:34 AM
If I recall, wasn't there a problem with keeping the scope locked while at certain times of the year in certain latitudes?:hmmm: For example (don't quote me as being exact), a target would lock at a certain distance during winter months below the equator, but would not stay locked in the same location during summer. I could sware I remember something like this. Then again, it could be an over indulgence of Sam Adams "Octoberfest" Lager!:haha: