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Flaxpants
06-03-11, 12:08 AM
Hi, been playing SH3/GWX for a year or so and loving it. Now I am going to give SH4 a go and have just ordered the gold edition.

I have been reading though this forum looking for info on the best setup for me, re mods etc, and at the moment my plan is this:

Install game
Install RFB v.2
Install RFB patch
Install RSRD campaign

I was undecided over RFB and TMO, but in the end I chose RFB as apparently it is the more 'realistic' of the two. The RSRD seems like a must have.

I am really just looking for some confirmation that I'm going down the right road as far as my choice of mods goes, and also if there are any other mods I will need to supplement those mentioned- especially if those mods were to 'fix' issues.

I'm presuming that SH4 doesn't require a screen resolution mod fix like SH3?

Cpt-Maxim
06-03-11, 12:29 AM
No matter what advice you get in here, including mine, you will have to go as far as it takes to satisfy your own curiosity on how each mod plays out. The problem with getting various advice is, none of the advice givers knows the level of patience you will go to in order to research your perfect combination.

Personally, I have posted my combo list, but the list itself does no justice to the amount of reading and study I had to go through, and eventually allowed me to make a mod of my own, a sound mod to offer to the community, along with understanding how it all works and why some mods overwrite other mod files and therefore arent compatible.. so I learned a lot about the "re-making" of the game by the modding community in the process.

Personally, I found it useful to play enough missions to run into some issues, see the world as it looks stock before mods.. and then slowly add, pick and choose mods based on what I wanted to see changed or fixed. It gives no perspective at all to see only the nice eye candy and never know what was broke and how bad.. you just simply become accustomed to the eye candy otherwise without being able to determine how big a change was involved.

I can also teach you how to get the same high rewards and kick-ass scores on 100% realism that I can systematically reproduce too.. lol :)

This idea just came to me while posting this.. if someone could burn a ISO of every major useful mod into one large RAR file.. how awesome would that be? For someone to have multiple types of experiments with all the files at their fingertips?

Sailor Steve
06-03-11, 12:39 AM
Hi, been playing SH3/GWX for a year or so and loving it. Now I am going to give SH4 a go and have just ordered the gold edition.
Welcome to the dark side! :D

I was undecided over RFB and TMO, but in the end I chose RFB as apparently it is the more 'realistic' of the two. The RSRD seems like a must have.
Well, there's 'realism' and there's 'realism'. RFB strives to duplicate real operations and real difficulty, which can sometimes be easy and sometimes hard. The concept behind TMO isn't to make the game more difficult and less real, but to make the player behave in a more realistic fashion. Let's say the Japanese never set their depth charges for more than 200 feet. RFB might keep that precisely, which is more 'realistic'. TMO might set them for as deep as 600 feet, because the reality was that the submariners might not know they couldn't be set for more than 200 feet and having them that way, while realistic in a technical sense, gives the gamer information he wouldn't have had in real life, which means we get to cheat in the name of 'realism'.

The above example has nothing to do with the actual settings in either mod, and is just an example. But you get the idea. All of that said, I prefer RFB because while I like my game to feel 'real' to me, I don't usually bother to remember actual settings of that sort, and so I don't need to be pushed to play realistically, since I'm pretty bad at it anyway. Even with auto-targetting I tend to get pretty low tonnage scores simply because I tend to imagine it's really happing to me and so play in a fairly cautious manner.

But that's just me. I'm not trying to suggest one over the other, just point out the difference in the different concepts between the two mods and how they each deal with 'realism'.

I'm presuming that SH4 doesn't require a screen resolution mod fix like SH3?
No. It has setting choices and runs fine at several different resolutions. Mine is set to match my screen at 1440x900.

magic452
06-03-11, 12:50 AM
RFB fixes most of the things that are fixable so your pretty good on that score. For realism you have a good start.

The fleetboat TDC and PK take some getting use to, work differently than Uboats.

RSRD is a good mod and it will send you to the right places but if you miss whatever it is that is in the area there isn't much else to shoot at so you have to freelance a bit.

This link will give you some good ideas about where to be and when to be there. http://www.combinedfleet.com/battles These battles are well scripted in RSRD and can get quit exciting.

There are a ton of mods out there and as you get use to SH4 you'll want to check some of them out.

Welcome to the PTO :salute:

Magic

Flaxpants
06-03-11, 01:05 AM
That's great fellas, cheers. Now I can confidently proceed!

@Sailor Steve- Gimme the dark side! :arrgh!:- Like you I like it to feel 'real'. As much as I like sinking the enemy I also enjoy just sailing around and managing the boat, so if I see nothing I don't feel cheated by the game, in fact the opposite. It only serves to build the excitement and tension for the next encounter. Everything you're saying tells me RFB is right for me. :up:

@Magic452- Definately going to check out that link. Might even just show up to spectate! And the freelancing bit you mention is right up my street.

All good then. Finally, is there some issue with the stadimeter in SH4?, I've seen a few mods addressing the stadimeter but not sure if that's due to a problem with the original or not.

Thanks again! :salute:

Anthony W.
06-03-11, 01:18 AM
For the record, the submariners knew full well about the 200ft depth charge rule, and made good on it, till that damn Andrew J. May let it slip to the Japs that we could go far deeper than that.

NEVER GIVE UP THE SHIP!
Unless they have cake

Daniel Prates
06-03-11, 09:36 AM
I was undecided over RFB and TMO, but in the end I chose RFB as apparently it is the more 'realistic' of the two. The RSRD seems like a must have.

Why not try them all? Its only a couple of downloads for TMO, and there's also Operation Monsoon (OM) which is also great.

With the marvel that is the generic mod enabler, you can change between them at you leisure anytime.

Herr-Berbunch
06-03-11, 09:42 AM
I hope you enjoy it, but don't forget your roots :yeah:

Flaxpants
06-03-11, 09:51 AM
I hope you enjoy it, but don't forget your roots :yeah:

Do not fear Berbunch! The Four word story game will always be my first love!:woot:

Daniel Prates
06-03-11, 11:15 AM
For the record, the submariners knew full well about the 200ft depth charge rule, and made good on it, till that damn Andrew J. May let it slip to the Japs that we could go far deeper than that.

Andrew May was a 'great' guy indeed. I am just reading that "Vice Admiral Charles A. Lockwood (http://www.subsim.com/wiki/Charles_A._Lockwood), commander of the U.S. submarine fleet in the Pacific, later estimated that May's security breach cost the United States Navy as many as ten submarines and 800 crewmen killed in action (http://www.subsim.com/wiki/Killed_in_action)"

I'm goin' down
06-03-11, 01:05 PM
I am really just looking for some confirmation that I'm going down the right road ..... SH3?

Hey, that's me!

Sailor Steve
06-03-11, 05:23 PM
For the record, the submariners knew full well about the 200ft depth charge rule, and made good on it, till that damn Andrew J. May let it slip to the Japs that we could go far deeper than that.
You say that "damn" as if you were actually there. Also for the record, I mentioned that my 'example' had nothing to do with anything, and was just an example off the top of my head. We were talking about the difference between two mods, in case you missed it.

Platapus
06-03-11, 06:43 PM
For the record, the submariners knew full well about the 200ft depth charge rule, and made good on it, till that damn Andrew J. May let it slip to the Japs that we could go far deeper than that.

e

Still don't know how he escaped prosecution:stare:

I'm goin' down
06-03-11, 08:47 PM
try congressional immunity for starters.

Anthony W.
06-03-11, 10:54 PM
I think if you keep your late war U-Boat instincts alive, you'll do alright.

Remember, you have the dreaded 5 inch naval gun turret at your disposal, too

And all your torpedoes internal - great advantage... And 2 extra tubes front and back

Anthony W.
06-03-11, 10:57 PM
You say that "damn" as if you were actually there. Also for the record, I mentioned that my 'example' had nothing to do with anything, and was just an example off the top of my head. We were talking about the difference between two mods, in case you missed it.

Still holding spite for lives unnecessarily lost

And I know, I just thought it was worth mentioning as a side note

And - if you think the submarine thing was bad, go look up his "Blitz Calls" ref. the whole war profiteering thing

commandosolo2009
06-04-11, 08:04 AM
No matter what advice you get in here, including mine, you will have to go as far as it takes to satisfy your own curiosity on how each mod plays out.

+1:yep::up:

I'm goin' down
06-05-11, 12:25 AM
Going to try SH4

Thanks for sharing. My dogs did not budge.

Dogfish40
06-06-11, 11:22 AM
Welcome to the dark side! :D


Well, there's 'realism' and there's 'realism'. RFB strives to duplicate real operations and real difficulty, which can sometimes be easy and sometimes hard. The concept behind TMO isn't to make the game more difficult and less real, but to make the player behave in a more realistic fashion. Let's say the Japanese never set their depth charges for more than 200 feet. RFB might keep that precisely, which is more 'realistic'. TMO might set them for as deep as 600 feet, because the reality was that the submariners might not know they couldn't be set for more than 200 feet and having them that way, while realistic in a technical sense, gives the gamer information he wouldn't have had in real life, which means we get to cheat in the name of 'realism'.

The above example has nothing to do with the actual settings in either mod, and is just an example. But you get the idea. All of that said, I prefer RFB because while I like my game to feel 'real' to me, I don't usually bother to remember actual settings of that sort, and so I don't need to be pushed to play realistically, since I'm pretty bad at it anyway. Even with auto-targetting I tend to get pretty low tonnage scores simply because I tend to imagine it's really happing to me and so play in a fairly cautious manner.

But that's just me. I'm not trying to suggest one over the other, just point out the difference in the different concepts between the two mods and how they each deal with 'realism'.


No. It has setting choices and runs fine at several different resolutions. Mine is set to match my screen at 1440x900.

Couldn't have said it better! This is the Beauty of this sim, that you can mod this game (and SH3) to your taste. I like to play as if I'm back in '41 as if the war is happening and history is in the making (sort of), at 1.5 with GFO (Game Fixes Only for the benefit of Flax) even at this level I'm constantly running into new problems to solve, (the latest being visibility. After upgrading, I'm using better graphics so fog has come into play). So Flax, welcome aboard and have fun tweaking the game to your liking and Good Hunting!!
D40 :salute:

Flaxpants
06-07-11, 02:50 AM
Thanks Dogfish, looking forward to getting into it. Reckon I'm nearly good to go- all I need now is the DVD..... Just preparing the boat and crew for a sneak attack on Gibraltar in SH3 (Oct 41) so that'll keep me busy in the meantime.:D

Flaxpants
06-15-11, 02:18 AM
Sorry for the double post:salute:

Just wanted to say I have got it all installed without a hitch and last night started the US campaign (RFB, RSRD). So far so good- I would say I am impressed!- The environment in particular is a huge improvement over SH3, the ambient lighting really feels like being 'outside'- you can almost smell the salty air! The sunsets are breathtaking. Lots of obvious improvements over its predeccesor, at least graphically.

One big bonus for me is not having to worry as much about saving the game, with the limited time I get to play the game I have to fit my session into a predetermined time period, usually 2 or 3 hours, and with the SH3 save issues I had to plan my movements around that, which was a pain in the butt.

I have one question- where can I read the gyroangle? So used to having it on my attack scope...:hmmm:

I'm goin' down
06-15-11, 03:33 AM
I do not have my game running, but go to periscope view. Open the left side of your screen to the screen that has the PK button and the two ships (called ship's dials.) (The other screen is the TBT screen.) Drag your cursor over the verticle reitcle on the ships dials, and you will get information, including the gyro angle, aob, your birthday, neal stevens' bank account number, etc.

Someone else may be able to articulate it better, and maybe put up a screen shot for you.:salute:

Flaxpants
06-16-11, 11:04 PM
Thanks mate :up:

FIREWALL
06-16-11, 11:31 PM
Just installed SH4-UBM with RFB and RSRD mods. Hope I got them right.

It's been sitting in the dust for quit awhile. :haha: Saw this thread and thought I'de look it over. Am going to go slow. Not going to rush into a soup of mods yet. :yep:

sharkbit
06-17-11, 10:11 AM
Definitely try both TMO and RFB with RSRD with the appropriate mod. Both are very good mods with different flavors. Sailor Steve's assessment is spot on. Both mods have different philosophies.
I've switched back and forth as the mood suits and there is the option for multiple installs as well.
Personally, I like TMO's philosophy of trying to make you behave as a real skipper did and am running TMO.

The biggest thing I had trouble with when first playing SH4 was getting my head around the differences in TDC's. The US TDC takes a little getting used to when coming from the U-boat TDC. But with practice, it becomes second nature as well.

Don't worry though, SH4 will probably not make you want to shelve SH3 forever. I switch back and forth as the mood suits. Both games have their good and bad points.

:)

Flaxpants
06-19-11, 10:54 PM
I've no plans to shelve SH3/GWX at any time- SH4 is my bit on the side!:DL

I'm a few hours into my campaign now, and just sunk my first merchant of the coast of Japan. I decided to head south initially and refuel in Borneo, then made my way North again. I think I was at sea nearly 9 weeks before my first encounter with a another ship in open water- no problem with that, I'll find the best places to be soon enough. I've heard the Luzon Straits are pretty good, and presumably anywhere along the Japanese coasts and inlets.

Still getting my head around the US TDC, and the PK- My usual form of attack in the u-boats is to set the boat up well ahead of the target, after having gathered all available data, 90 degrees to course, and just to set the TDC up for the point when the target will be on my 0 bearing. When he passes the crosshairs I fire. (Fixed bearing attack?). I'm trying to think how I can use this method with the PK...ie, I wish to enter the data into the TDC but I don't want that data updated over time. I haven't actually tried it yet, so it may be no-brainer. I guess I'm a little confused about the relationship between the PK and any periscope input.

All in all though, very happy I got SH4, lots of things to like about it:yeah:

magic452
06-19-11, 11:26 PM
You can enter data into the TDC and it will not update unless you turn ON the PK. Check out the O'Kane method in the bag of tricks thread. It's a constant bearing shooting attack much like you can do in a U boat.

Being a SH3 guy just try to remember that in THIS game the Stars and Striped are the good guys. :D

Magic

Flaxpants
06-19-11, 11:48 PM
You can enter data into the TDC and it will not update unless you turn ON the PK. Check out the O'Kane method in the bag of tricks thread. It's a constant bearing shooting attack much like you can do in a U boat.

Being a SH3 guy just try to remember that in THIS game the Stars and Striped are the good guys. :D

Magic

Makes sense! Presumably then the 'On' button is the Big Red One with the Light on it? (said from behind sofa). Is the 'on' state reliant on the periscope being locked to the target?

Yes, its fun being able to play both sides, a bit like going abroad and remembering to drive on the right (which is of course the wrong side of the road to be driving on:D)

vodkaphile
06-23-11, 01:10 AM
RFB fixes most of the things that are fixable so your pretty good on that score. For realism you have a good start.

The fleetboat TDC and PK take some getting use to, work differently than Uboats.

Magic

That has been my biggest issue.

I know all the math behind everything but the whole system is just different.

I mean just 30min ago I finished a patrol in SHIII heavily modded for realism and sunk 4 merchants, 1 destroyer and 1 submarine. Granted it is early 1940 in my current career in a VIIB sub.

The most I have sunk in a mission in SHIV are 2 merchants and 1 sampan (Deck Gun).

I have played SHIV far far less mind you.:)

magic452
06-23-11, 02:46 AM
That has been my biggest issue.

I know all the math behind everything but the whole system is just different.

I mean just 30min ago I finished a patrol in SHIII heavily modded for realism and sunk 4 merchants, 1 destroyer and 1 submarine. Granted it is early 1940 in my current career in a VIIB sub.

The most I have sunk in a mission in SHIV are 2 merchants and 1 sampan (Deck Gun).

I have played SHIV far far less mind you.:)

In all reality you fight a fleetboat much different than a Uboat.
Stealth and ambush are paramount in Fleetboats. You gotta track, plot and set up your attack and most often from longer ranges unless it's a single. You shoot the fattest one or two targets and do a runaround and repeat.
For this the US TDC and PK are excellent tools. Uboats are much more suited for close in quick firing action.
The problm is in this game you can't do much of the things a real US TDC could do.

The tracking. plotting and set up are what I enjoy most, sinking ships is just frosting on the cake.

@ Flaxpants
Lock the target and input Speed, AoB and range/bearing (in that order) with the PK(red button) on. You can than unlock the target and the PK will continually up date THAT firing solution, you can look at other targets but can't set up any data for them. If your solution is very good you don't even have to look at your first target to fire. A handy feature in very bad weather.

Magic

Flaxpants
06-26-11, 05:55 AM
Well, a week in and this game is beginning to drive me up the wall!

I'm having awful trouble with this TDC. It doesn't seem to matter how I put the info in, whether constant bearing with PK on, single bearing with PK off, my shots always end up going astern of the target, by inches it would seem. It's very consistent- the same thing seems to happen every time I shoot. The most recent occasion I had lined up a freighter for a fixed bearing attack at 90 degrees, 1700 yards off, speed 7 knots. I had double checked everything, essentially a very simple set-up, sub stationary, but same again..... I must be doing something wrong as I tried it with map contacts on and just read all the correct info from the map which I then input into the TDC. I've even tried playing it with both Metric & Imperial units in case there was a measuement issue.

I think I must be missing something :damn:

I'm goin' down
06-26-11, 09:10 AM
The constant bearing attack is designed with the PK off. See RocknShoals post in the Skipper's Bag of Tricks thread.

Read Hitman's tutorial re Manual Targeting with 100 Percent Realism on the theory behind manual targeting.

Consider downloading the Easy Aob Mod.

Study the various tutoriasls in the Skipper's Bag of Tricks thread. The O'Kane method is the simpliest.

You have some work ahead of you. Manual targeting is not a piece of cake.

magic452
06-26-11, 03:54 PM
This may sound like a silly question but are you opening the tube doors first? Will cause misses astern if not. Wrong speed is the other.

The way I set up an attack with map contacts on.
1) get target speed and course with the three minute rule. I do it three times for best accuracy.

2) open torpedo doors, Set torps to fast, contact and depth to 15 feet. (pre 1943.5 5 feet) These can be changed later if necessary but this will hit almost every merchant. This way you don't forget.

3) measure the target course with the protractor to get course in degrees.
Most helpful in setting AoB. The bow of the target ship on the TDC should point to that course (target course 90°, bow will point to the 9 on the dial) AoB is then dead on.

4) when you input data use this order: PK on, input speed than AoB and last range/bearing. This will make a difference.

5) check firing solution on the attack map.

6) watch the booms. :yeah::yeah:

Magic

Flaxpants
06-26-11, 10:25 PM
Not a silly question!- but yes, in this they were all open. I always give myself loads of time in advance by getting well ahead.

With regards your points Magic-
1) This is my standard method also for speed calculations.
2) 15 feet a good all round torpedo depth for merchants- I'll remember that. What did you mean by- 'pre 1943.5 5 feet'?
3) I've been doing this but using the protractor to actually measure the AOB straight off the map, but this is potentially prone to more error than your method I guess, in the sense that it requires accurate drawing as opposed to simple maths.
4)This is very interesting to me as I definitely have not been entering the data in any particular order. What is the reason for this?
5) I am using RFB/ RSRDC, I don't seem to have an attack map- as far as I know I am unable to 'view' my solution in advance. This is a bit of an issue for me actually at the moment. Coming from SH3 I am so used to verifying the solution on the attack map beforehand, many times I have seen that something is wrong and adjusted it before firing off loads of eels into open water, something I'm doing a lot of in SH4:wah:
6)I'm looking forward to that moment!

@I'm goin' down- Cheers for the references, I think I've been through most of them but am considering the Easy AOB mod..
Yes sorry, I meant PK off!

magic452
06-27-11, 12:27 AM
"Pre 1945.5 5 feet" Torpedoes ran 10 or so feet deeper than set till mid 43.
1945.5 A little attempt at shorthand.

As far as the order goes turning on the PK first allows the PK to keep track of your inputs in real time so it is always up to date. Speed and AoB are current when you put in range/bearing. I always use that order, you can up date any of the three at any time after the original inputs. I always take one last range just before I shoot. If speed or AoB are off a little this will minimize the errors. That may help your missing astern.

Even if I'm using a PK shot I'll Turn off the PK and unlock the the target and aim just in front of the bow and hit the send range button and shoot as the ship crosses the wire, bow, the stack and than the stern. Much like an O'Kane attack.

RFB does away with the attack map I believe, in the name of realism. Actually never played RFB, too much realism, I'm a TMO man.

Magic

Flaxpants
06-27-11, 01:03 AM
Cheers Magic, this is all very useful.

Is the torpedo depth running 10' deeper than set prior to mid '43 modelled into the game?

I'm very interested in this- "Even if I'm using a PK shot I'll Turn off the PK and unlock the the target and aim just in front of the bow and hit the send range button and shoot as the ship crosses the wire, bow, the stack and than the stern. Much like an O'Kane attack."

The O'Kane method indeed mentions doing the same thing, and for the life of me I cannot get my head around this at the moment, specifically 'aiming in front of the bow and hitting the send range button'. If you're aiming in front of the bow then what are you using as a reference for the range? And which send range button are we talking about? I'm no doubt misunderstanding something very simple here, not for the first time! :D

My typical attack in SH3 (after having collected all the data on the target) would be to get 3 or4 or kms ahead, bring the sub in at right angles to the targets course, point the periscope at the 0 bearing and input all the values for the range, AOB, speed- based on the target when it reaches my 0 bearing. When the ship passes- fire at the bits I want to hit. After I'm setup I need do nothing else other than double check all the readings etc... Is this essentially the same as what you are referring to?

magic452
06-27-11, 02:19 AM
You use the Pk to track the target till just before you want to shoot.
The firing solution is updated till you unlock the PK. Once the PK is turned off the firing solution is frozen with the last speed, AoB and range/bearing.
Pointing the scope in front of the target and sending range/bearing will only change the shooting bearing. You are shooting within a second or two so a very small error in AoB won't matter. Range and speed will be correct.

On the data input dials the range dial has a red box with a white triangle, that is the send to PK button you push.

"Is the torpedo depth running 10' deeper than set prior to mid '43 modelled into the game?"

It sure is. :damn:

Magic

Flaxpants
06-27-11, 03:06 AM
Ok got it, cheers Magic- I think I can see where I may have been going wrong, and as I suspected it's all to do with the PK, specifically when to have it turned on or off.

The torpedo depth anomaly explains a lot as I have aimed regularly near the bottom of the ship, an extra 10 feet will have sent them right under the target....and there's me thinking I had a shipload of duds....

magic452
06-27-11, 03:42 AM
Cheers Magic, this is all very useful.

My typical attack in SH3 (after having collected all the data on the target) would be to get 3 or4 or kms ahead, bring the sub in at right angles to the targets course, point the periscope at the 0 bearing and input all the values for the range, AOB, speed- based on the target when it reaches my 0 bearing. When the ship passes- fire at the bits I want to hit. After I'm setup I need do nothing else other than double check all the readings etc... Is this essentially the same as what you are referring to?

This is very similar to a O'Kane but because of the difference of the US TDC it wont work the way you did it in U boats.

O'Kane. Input speed and what ever AoB you will have at the point that your course(0 bearing) crosses the target course, 90° or less.
This is where I turn to AoB dial till i see the target course matched in the TDC dial. Example 90° = 9 on the dial 75° = 7.5 on the dial.

Pick a shooting bearing 10° for 15 knots or less. Point the scope at 10° and send bearing (range wont matter but you do need to pull the range triangle down to maximum 1400 yards, the game needs some kind of range input) The TDC will compute the correct gyro angle to shoot at the bearing you have picked. You will basically be shooting a 0 gyro angle maybe a little bit more.

What I described in the previous post will work at any bearing not just 0°, that is the beauty of the PK. It computes the lead angle at all times.
With the TDC and PK you can shoot at any bearing, near 0 is best, but you can even shoot when you are running parallel to the target and even switch from bow to stern tubes. The TDC/PK will figure a solution for which tubes and even the torpedo speeds if different. You'll be firing with a gyro angle of about 90° You can bring all 10 tubes to bear on a single target. Say like the Yamato, you just might take her down with one salvo.

With the Position Keeper on the firing solution is continually up dated and you can shoot at any bearing you want. The PK just tracks the relative motion of your boat (speed and relative bearing) and the target speed and relative bearing/range, AoB and sets the gyro angle to hit the target. The PK will update that gyro angle even if your boat is turning.

Early war US torpedoes ran 10 feet too deep and also the contact detonators did not work all that good. Shooting at a 90° angle made this worse so I learned to shoot at something like 70° impact angle or AoB.

All this no doubt made things more confusing rather than simpler.

Magic

Edit glad you got it,:yeah: I was a long time posting this and missed your post.

Flaxpants
06-27-11, 09:20 AM
Thanks Magic, this has really helped. I think I have been struggling with the whole concept of the PK having come from U-Boats, but now I have a much better understanding.

I need to rethink how I do things and stop thinking I'm in my old type VII tub.

Much appreciated Sir! (I may be back! :D)

magic452
06-27-11, 04:39 PM
The US periscope isn't slaved to the TDC so you have to use a different method.

If you know how to use the SH4mission editor, open the torpedo training mission and drag your sub down and to the right 2,000 yards or so and give yourself a little more time to do all this. you can save the game at first contact and try different approach angles, ways to plot the course and get speed, etc.

Also if you're doing the unlock the scope and sending bearing ahead of the bow you will hit a little bit behind where you fire the torpedo at so you have to make a small adjustment as to where you shoot, A shot right at the bow will hit a little aft of the bow.

Magic

Flaxpants
06-28-11, 12:48 AM
The US periscope isn't slaved to the TDC so you have to use a different method.
Magic

And herein lies the root of all the trouble I've been having....!

So am I right in saying that under normal circumstances my torpedoes will not go where I am pointing the periscope but rather where the TDC is currently programmed to send them- unless I'm locked onto the target of course?

I spent some time last night playing around with the mission editor as you suggested. I am now able to hit things fairly regularly using a continuous bearing attack which is a good start, I am certainly beginning to understand the greater flexibility of the US TDC in general.
I attempted the unlocking of the scope, and taking a range bearing slightly ahead of the target, turning off the TDC and firing when he crossed the wire, but my torps always seemed to go to the same place (in relation to the target) that I took the final bearing from, ie ahead of the bow. I can understand why this is considering the first line of this post but can't quite work out the fundamental step in this process that I am missing.

And yes, I need a lot more practice as it is indeed not a piece of cake:woot:

magic452
06-28-11, 01:10 AM
Once you have a firing solution and start the PK it doesn't matter where you point the scope. The PK will Keep that firing solution unless you change it or turn off the PK. With the PK off the TDC will have your firing solution in it but will not update it as things move along.


You want to unlock the target, move the scope a few degrees ahead of the bow and than turn off the PK and than send range, gotta be very quick doing this or you will hit too far back on the target. The longer the PK is off before you shoot the less accurate your shots. Even being real quick the torp's will hit a little behind your aim point.
On that Mogomi I shoot right at the bow and will hit about the first gun turret at 1700 yards. The longer the torp's take to get to the target the farther back you'll hit, this is a 2000 yards or less method. Any thing longer that that I'll use vector analysis shot. Deadly accurate at long range.

Seems like you are getting a handle on all this and yes practice is the key.

Don't sink them all, save some for me. :D

Magic

Flaxpants
06-28-11, 02:16 AM
Cheers Magic, I'm sure there'll be plenty left for you to sink mate!

So for a fixed bearing (of less than 2000 yards) it should be-

-Unlock target
-Turn off PK
-Send range with scope in new position
-Shoot quickly afterwards

Vector Analysis shot?! Waaaarrrrgh :wah:

magic452
06-28-11, 02:22 AM
Cheers Magic, I'm sure there'll be plenty left for you to sink mate!

So for a fixed bearing (of less than 2000 yards) it should be-

-Unlock target
-Turn off PK
-Send range with scope in new position
-Shoot quickly afterwards

Vector Analysis shot?! Waaaarrrrgh :wah:

Do it all quickly.

Vector Analysis, Just wanted to give you something to think about.:D:D

Magic

Flaxpants
06-28-11, 02:36 AM
Thanks for all your help Magic, very good of you to take the time sir!

Once I've absorbed all this and am able to put it to good use, especially the fixed bearing, then I shall move onto the V.A.S :D