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Pisces
06-11-14, 05:52 PM
Thanks.

Another thing... after entering the AOB, i seem to have to flip it to the opposite side for some reason for the torps to be on target otherwise the torps go behind the ship
So the ship could be on my right, but i have to flip it so the arrow for the AOB is on my left.

How to set the AOB doesn't matter (at all) where the ship is around you. All that matters is how it moves in comparison to the view. If the target is moving through your view from right to left, then the AOB should point to the left. And point to the right if the target moves from the left to the right. Easy to remember, follow the visual movement with the AOB arrow. This ofcourse assumes that the 0 degree AOB index is at the top. AND your own speed is almost non existant, ... you need to be pretty slow compared to the target to have it make sense.

Unless I misunderstood what you meant with 'flipping it to the opposite side'.

I'm following the RAOBF instructions to the letter, but, to me, the whole system seems to be really inaccurate so far.

Keith.The image in the first post of this thread is done wrong. Please follow the discussion in the first few pages where he gets it right after mine and Joegrundman's corrections.

keith_uk
06-11-14, 06:49 PM
Ok, i will take a look. Thanks for taking the time to help me out:salute:

Keith.

Bosje
06-11-14, 07:10 PM
AoB = angle on bow.
easiest way it was explained to me once was to think of it like this:
a lookout on the target ship sees you and reports you to his captain. he will yell 'uboat spotted, bearing ...' that bearing will be your AoB. the angle off the bow he spotted you at. except it doesnt go to 270 degrees, instead it will be 90 degrees in the other direction, so 90 degrees port. like pisces said: it's not what side HE is on, it's what side of him YOU are on.

as for target speed: zoom does not matter at all like already explained above: when the ship (140 meters long) passes entirely across your crosshair and it takes 40 seconds to do so, then it just travelled 140 meters / 40 seconds. whatever the range or zoom level or anything. speed can be calculated from that, even using a simple calculator or perhaps even a mind that knows how to do mathematical magic. (i'm alpha myself)

I hope that helps. Reason i butt in here is that these two things were exactly what I did not understand at all the first time I tried to wrap my head around realistic manual targeting. in fact, coz this thread is now back among the living, i read the first few pages of it. I thought I understood a sentence in there, for a second, but that feeling soon went away :har:

it is actually magic you see. no seriously, I stand in awe of the people who are taking the time to make this kind of stuff actually work ingame. good job!!!

before i crawl back into my hole, think about this:
If you get your target data correct (speed and AoB), the range does not actually matter, theoretically. (even though it does whenever i actually play the game. or maybe that trick only works at 90degrees AoB.)
Anyway, if you understand that concept, then you are pretty much there :arrgh!:

Pisces
06-12-14, 03:33 AM
Range does matter, in the sense that it defines how accurate you need the gyro angle to pointing the torpedo on the hull of the target. And this is mostly dependant on target speed and AOB. But not the range dial entry itself so much. The length of the target at the distance where you hit him at makes an angle. And this becomes proportionally smaller when the range increases. And thus you need to get better at knowing speed the further away it is. So, you'll always have best success when hitting at point blank range. But the tactical situation may not allow that close.

Taki1980
04-21-16, 04:11 PM
Anyone can help me with my Problem?

I use
1.Wolves of Steel Modpack 1.05
2. Wolves of Steel Update Pack 09
3. Real Navigation by TDW
4. Wolves of Steel Resolution Patch 4:3

Im Running the Game on Resolution 1280x1024 (5:4) but also tryed 4:3 Resolution but got the Same Problems.
http://www.subsim.com/radioroom/downloads.php?do=file&id=1708 <<< also tryed this Mod with No effect



Problem is that the Stadimeter is right imho but the ROABF Wheel is always around 10% under the Values that mentioned in the TDWs ROAFB Tutorial.

Trying to Mesuare the Optical Height of the First Hog Island Freighter that should be 10.6 Lenghts but with best will my Recognition dont go above 10.0:o

I checked it more than once. Its always the same.

Is the Tutorial wrong? How can i check the Real Distance? Ping it with Sonar? Or is this wrong too?

When i calc the Distance is around 1250m and the Tutorial says its 1150.

Its not much but its definatly a problem and dont help me get proper target solutions. Anyone can help me with that?

Taki1980
04-21-16, 04:36 PM
And here is a Screenshot of the Problem :wah:

http://i.imgur.com/5GJpPZM.jpg

http://imgur.com/5GJpPZM

Taki1980
04-22-16, 04:00 AM
No Matter what Resolution i choose: 4:3 1024x768 or 5:4 the Problem is always the Same. :doh:

So it must be the Scope thats Wrong

Trevally.
04-22-16, 04:38 AM
No Matter what Resolution i choose: 4:3 1024x768 or 5:4 the Problem is always the Same. :doh:

So it must be the Scope thats Wrong

Yes - the scope marks look to be wrong

You need to match the game resolution to fit your monitor.
Then select the correct patch from the scope mod you are using and install this patch after any mod that changes the scope:up:

Trevally.
04-22-16, 04:42 AM
try using the scope mod I linked in the 1st post

palmic
04-22-16, 04:57 AM
Just keep horizontal line as much bellow waterline as says tutorial script - yes, move it further down.
It works like that and i had no problem with that.

BTW. I dont think you have actual TWOS, RAOBF in actual TWOS is much more brighter, if you have any additional mod, you're on your own, please do not report any TWOS bugs then.

Taki1980
04-22-16, 05:09 AM
try using the scope mod I linked in the 1st post

I tryed MRP 1.3 without Resolution Patch
I tryed MRP 1.3 with Resolution Patch for 5:4
I tryed Manos Scopes -Core Files with and without 5:4 Patch

I tryed all the options with and without 4:3 Resolution Patch from WoS Mod.
Nothing changed. Always the Same Problem. Just the outer Rings changed with different MOds.

Wich Scope MOd do you mean? Wich one does the WolfsofSteel Mod use?

Trevally.
04-22-16, 05:17 AM
You can add this script to your mod list. It will add a range checker:yep:

http://www.subsim.com/radioroom/downloads.php?do=file&id=3099

Trevally.
04-22-16, 05:28 AM
I tryed MRP 1.3 without Resolution Patch
I tryed MRP 1.3 with Resolution Patch for 5:4
I tryed Manos Scopes -Core Files with and without 5:4 Patch

I tryed all the options with and without 4:3 Resolution Patch from WoS Mod.
Nothing changed. Always the Same Problem. Just the outer Rings changed with different MOds.

Wich Scope MOd do you mean? Wich one does the WolfsofSteel Mod use?

The MRP scope is old and needed an update to deal with the changes to the camera settings (TDWs Ui)
I made patches for all these scope mods and are included in TDWs mod.

I do not know what TWOS uses (manos perhaps):hmmm:

Anyway here is some checks you should go through to ensure you are set up correctly

Match game res to your monitor (i.e. 9:5 etc)
Add then the correct patch to your mods (9:5)

Start the RAOBF tutorial (ensure you are selecting the correct mission for that tutorial)

Your waterline mark looks ok to me - just make sure it is on the waterline of the target ship.
As you go through the tutorial - everything must match. Sometime pictures will pop up, so check this is what you are seeing.

Report (with pictures) the moment your game view is not matching what the tutorial says you should be seeing

Trevally.
04-22-16, 05:31 AM
The orange marks in your scope are what changes when you add a res patch.
These will scale to your game res.
These must be correct or the raobf will never work correctly

Taki1980
04-22-16, 09:55 AM
Even if i switch my Graphic Settings to 4:3 and use the WoS 4:3 Resolution Patch the Problem is the same.

Is there a 5:4 Resolution Patch for Wolves of Steel?

And again: What Scope should i use?

I checked those Things:
1. Game Resolution 1240x1024 like the Native Resolution of my TFT Monitor= Check
2. Correct patch for the Gameresolution= no check, there isnt a 5:4 Patch for Wolves of Steel

I think thats the Problem. Not the Scopes. Is there a 5:4 patch i can use?

Taki1980
04-22-16, 10:06 AM
I do not know what TWOS uses (manos perhaps):hmmm:


How can i find out? Then i can tell you

Taki1980
04-22-16, 10:08 AM
Here are the Documentation i Found in the Wolves of Steel Folder:

http://i.imgur.com/VI6trx3.png

Taki1980
04-22-16, 10:23 AM
Just found this in the Documentation of the Wolves of Steel Mod

Large Optics for TheDarkWraith's NewUIs v 7.4.2
Version 1.0
Made by radcapricorn

Description
===========

This mod provides larger (thus more accurate) oculars for your binoculars, UZO and periscopes. Arclight's scopes were always my choice for TDW's UIs, since they resemble the actual graticules that can be seen described in various reports. But I always felt kind of limited with those tiny oculars. After all, our discrete image on screen is nowhere near what could be seen through real optics, so why limit yourselves further by decreasing visible area? Thus I went and created this mod :)

Binoculars and periscopes have markings utilizing milliradians system (if you don't know what that is, see "Range estimation" below). Thus RAOBF markings are disabled: use scope's markings instead.
UZO does not have any markings at all, except vertical bearing line (and stock game's waterline).
Is this the Problem?

Edit: First Test for Optical Heights Meisurement: It works. Coincidence?

Edit#2: No the Optical Hieghts works with the Standard Attack peri. Just the Scope Markings in ROABF Mode are wrong. But when i try to Measure AOB with the Optical Lenghts its totally wrong.


I need Help. Is this Resolution Problem of Wolves of Steel not giving me 5:4 Resolution Patch or is it a Scope Related Problem? I think its more of a Scope Problem because even when i Use WoS 4:3 Patch and set my Screen Resolution Ingame to 4:3 its the same Problem

Taki1980
04-22-16, 05:07 PM
Had something to do with the Resolution. NOw have the Right Resolution Patch and it works like a charme!

But now i have another Problem. In the ROABF Tutorial Ingame that stonaim is using too i wanted to check that Ranger Medium Tanker.

I get the right Range. But when i try to get the AOB i get Problems.

I count 54 Optical Units Lenghts. Problem is that the Ring on the Optical Lenghts only counts to 40. What am i doing wrong? How should i cope with that Problem?

THEBERBSTER
04-22-16, 06:19 PM
Post #160 Using The RAOBF Wheel In Silent Hunter 5 (http://www.subsim.com/radioroom/showpost.php?p=2265301&postcount=160)

Trevally.
04-23-16, 02:58 AM
Had something to do with the Resolution. NOw have the Right Resolution Patch and it works like a charme!

But now i have another Problem. In the ROABF Tutorial Ingame that stonaim is using too i wanted to check that Ranger Medium Tanker.

I get the right Range. But when i try to get the AOB i get Problems.

I count 54 Optical Units Lenghts. Problem is that the Ring on the Optical Lenghts only counts to 40. What am i doing wrong? How should i cope with that Problem?

:yeah:

Yes, I see in the WOS thread that you got a fix:)

THEBERBSTER link shows what to do if ship is to large for the scope view.

If the target is too big to fit in the RAOBF at x6 zoom we use x1.5 zoom.
6 / 1.5 = 4
So if clicks are counted in 1.5 zoom you must X by 4.
Or you can set your clicks to the bottom right black marker (note: if you put 10click at bottom right marker - the top black marker shows this number X 4)

If your click go over 50 (no 50 on wheel) the numbers continue.
so 0.5 becomes 50
next mark up is 55
next mark up is 60 and so on.

vdr1981
04-23-16, 04:42 AM
I don't use RAOBF for AoB determination, most of the time I use mk1 "eye balls", but if I remember correctly, it doesn't matter how many marks you have counted until you are able to find correct ratio between ships length and height...Something like that...:hmm2:

OldCoder
06-11-16, 10:37 AM
Hi guys,

Please help. 2 hours and i can't hit anything in the RAOBF practice tutorial.

The learning curve is huge (not played SH5 before, so finally I got an afternoon and thought I would get stuck in).

I have followed the tutorial, I think, to the letter.

I have the firing solution

Target: Hog
Bearing: 221
Range: 1080
Speed: 0
AOB: 51

After entering this data I load the torpedo and press fire. Estimated impact 1:10, but it never hits.

I look on the map and can see the torpedo launch and turn left, but with the mod there's no enemy ship displayed on the map so I can't tell by how much the torpedo misses the target.

Any ideas what I'm doing wrong?

palmic
06-11-16, 11:01 AM
Are you sure, you have right solution for your target?
Don't use map, use external camera if you want to see your torpedo track.

Firing at this kind of angle is very disadvantageous, fire at 90.

Use rule of 1:1 - if you have target at 51 aob at bearing 221, it will have 90 aob exactly at 221+(90-51)=260, or was at 182 if it's at opposite direction.

And remember most important is to have absolutely prefect speed of target. You can have +- 5 degrees wrong aob if you have it's speed perfectly and you fire at 90 aob.

At 51 aob you need much more prefect solution


Sent from phone

palmic
06-11-16, 11:05 AM
And try to be turned as straight to your point of impact as you can (to not need torpedo to turn at its track) if torpedo turns, you need to have precise distance, otherwise if you are straight to point of impact and you fire at 90 aob, you don't even need to input any distance at all because of Pythagoras theory.


Sent from phone

OldCoder
06-11-16, 01:43 PM
Ok thanks it seems I just made an inexperienced assumption that firing with parameters taken from the RAOBF would be enough to hit the stationary target, with no other requirements.

Question: with the scenario I gave, the torpedo must make a significant turn to the target which from the sub is bearing 221. Does the gyro take into account the arc that the torpedo must turn? Because the moment the torp leaves the sub, and makes the turn, the final torpedo heading won't be 221.

I'll try turning the sub to target and see if I do any better.

palmic
06-11-16, 02:35 PM
Do you fire torpedo from bow or stern?


Sent from phone

THEBERBSTER
06-11-16, 05:02 PM
A Warm Welcome To The Subsim Community > OldCoder
Subsim <> How To Donate <> See The Benefits <> Support The Community (http://www.subsim.com/radioroom/showthread.php?p=2033119%23post2033119)
If you are new to SH5 look > > HERE (http://www.subsim.com/radioroom/showpost.php?p=2391239&postcount=1) <<
Highly Recommended SH5 > The Wolves Of Steel Mega Mod (http://www.subsim.com/radioroom/showpost.php?p=2165720&postcount=1)

Post #160 Using The RAOBF Wheel In Silent Hunter 5 (http://www.subsim.com/radioroom/showpost.php?p=2265301&postcount=160)

OldCoder
06-11-16, 06:30 PM
Hi, thanks :) I played a bit of sh3 some years back but mostly it was Hunter Killer if anyone remembers that and Silent Service 1 & 2.

Yes I fired from the bow, which I realise was sub-optimal... but still I'm curious to learn if there's some calculation that would hit the target, or if it is just not possible with those angles?

palmic
06-12-16, 04:23 AM
Hmm I'm not sure if it was even possible to force torpedo turn such a track angle, but from what i know you would be real ace to hit such target :)

Try easier shot and you have to be successful :salute:


Sent from phone

OldCoder
06-13-16, 04:08 AM
Thanks for your help. I've mostly figure it out, for stationary targets at least and hit a couple in that tutorial.

Then I switched to the Torp practice one, with one target moving from west to east. Changed the time to day so I could use the external cam more easily to see what's going on. I spent about an hour on that, couldn't quite damage the ship, the closest I got to hitting were torpedos almost skimming the bow and stern separately, missed by a couple of metres each way. Then finally I hit the ship... only to have the torpedo bounce off it, arggg! Anyway, getting closer.

palmic
06-13-16, 01:28 PM
RAOBF is very intuitive once you get comfortable with it. I just attacked convoy at noon from about 9km by slow eels to have time to escape, 2/3 hit targets. I play at max realism without external camera, so i don't know which.
I can only hear torpedoes at hydrophone station


Sent from phone