Log in

View Full Version : Sonar "Send range to TDC" button broken?


Submarine_newbie
10-22-11, 04:58 AM
So, i just got this game 2 days ago and it is the first submarine simulation i have played, seems fun so far.

Now the thing is, i found a lonely merchant ship just waiting to be shot and i had a nice approach allowing me to shoot it right from the side, but when i was pinging for its range as it had no escorts to hear, i noticed that the UI button Send range to TDC doesnt work, and instead i had to go to the sonar room and flip the switch myself. (Not that much of trouble though :D) So i was wondering does anyone else have this?

I'm goin' down
10-22-11, 05:46 AM
What is the UI button? I have never heard of it.

First calculate the target's speed and enter it (i.e., send it to the TDC) by clicking on the button located at the top the range feature on the Attack Dials.

Second, using the range feature on the Attack Dial, set the range. You line up the mast of the target with its keel on the split image. I believe this feature is called the stadimeter. It gives you the range to the target. Enter it by clicking on the button at the top of the Attack Dial. Turn on the PK.

Third, enter the Aob using the Aob feature on the Attack Dial, and enter it by clicking on the button at the top of the Attack Dial. To get the Aob it helps if you know the target's course, which, using the Easy Aob mod, you can set using the Aob dial and matching its position to the target's course on ships' dials on left (TDC) side of the screen.

Review the Easy Aob thread if you need help with that mod.

Alternatives to using the Easy Aob mod. gutted's Solution Solver program will help you determine the target's course. You can input speed into the program, and it will provide you with the firing point on the periscope for fast or slow torpedoes. Also, try the Dick O'Kane method (see the Skippers' Bag of Tricks thread) which works when the PK is not activated, the RocknShoals' constant bearing method (see the Skippers' Bag of Tricks thread) which works when the PK is not activated, the John Cromwell method (see the Skippers' Bag of Tricks thread) which works when the PK is not activated, Nisgeis' 3D TDC and Radar Range mod (see the mods forum), and the CapnScurvy's OTC mod (see the mods forum). This ought to keep you busy for awhile.

If you want to attack using sonar, then I recommend reviewing the Sonar Only attack videos in the Skipper's Bag of Tricks thread. The videos will walk you through the methodology. Basically, it involves getting plotting the target's course and deriving its speed via sonar readings, lining up for a broadside (i.e. an attack using the Dick O'Kane method), and waiting until the target is in position for the shot. Your sonarman will anounce the bearing of the target, so you will know when it crosses the bearing where you fire your torpedoes (referred to as "crossing the wire" by the famous Rockin Robbins.)

Submarine_newbie
10-22-11, 06:21 AM
Yes, i know how to use the TDC, but in the lower left corner where there is the row of yellow buttons, when you choose sonar and then there are the buttons to estimate range to target and ask the sonar officer to list sound contacts etc, there is a button called send range to TDC, next to a button called send bearing to TDC.

Also it seems that the UI button to ask the sonar officer to ping the range of enemy ship, instead of pinging the enemy ship, gives you the range data from the TDC.

I'm goin' down
10-22-11, 01:02 PM
When you know the bearing of the target and set the sonar dial on that bearing, you can ping the target and get its range. It will be sent to the TDC. Unless the PK is activated, the TDC wil not update range. If the sonar dial is not set on or near the target's bearing, you will not receive the return ping and will not get its range. If there are lots of targets at or near the bearing of "your" proposed target, it is a crap shoot as to whether your sonarman will provide you with the correct range via a return ping. He may give the range for another target.

If you have a PPI screen, as in the OTC mod, where you can see the target blips on radar, you can ascertain the bearing of blip for your target by eyeballing the screen, and try to ping that bearing to get its range. I usually focus on the closest target, as the sonarman will follow that target, so getting its bearing is the easiest.

Gerald
10-22-11, 01:11 PM
@ Submarine newbie! Welcome to SubSim,:salute:

Submarine_newbie
10-22-11, 01:31 PM
Ahh, so it was just a matter of having the position keeper activated, thanks for the help.

And thanks for the welcome Vendor.

Rockin Robbins
10-22-11, 01:43 PM
Sub newbie, that information is incorrect. I'm Going Down is confusing two meanings of the word "update" and confusing you. He may be confused himself.

All the PK (position keeper) does, is predict the target position over time, based on the range, speed and course you input. Assuming the target doesn't change speed or course, and assuming your range is accurate, you then can shoot any time.

That predictive ability of the PK has nothing to do with updating the instantaneous target range with PK off. I do it all the time and it works every time. Most of the time I have the PK removed from the TDC, using it as a paperweight. So long as your sonar is on the correct bearing, you manually ping and then press the button the TDC is updated, PK on or off, it does not matter any more than the color underwear you are wearing.

Beware of asking the sonar operator for information. The quality of his info is always worse than if you do it yourself, and if he is a newbie without sonar rating, his range will be awful! Just don't go there unless you enjoy wasting torpedoes.

If you need a sonar range, go to the sonar station yourself, set the correct bearing, ping the target and press the send range to TDC button. That will get you accurate data.

And welcome to Subsim, where the correct information is always eventually available!:haha:

I'm goin' down
10-22-11, 05:18 PM
RR is correct. I knew that, so I take credit for one of my few mistakes. The TDC will update whether or not the PK is activated. However, if you ping a target and reset range, unless you have input the target's course via manual targeting, or by setting the course dials using the constant bearing method, the O'Kane method, etc., you are shooting blind. Bottom line, when you ping to update range, you better have course and speed input correctly.

Does anyone ping to update range when the PK is activated and range has already been input? I do not. With the OTC mod, I use sonar readings to predict (plot) range and course when the target is picked up on radar. I use the plot to plan an intercept course. With the target in view at approvimately 60 degrees bearing, I follow these steps: (1) I calculate speed by counting the seconds it takes the target to pass a fixed bearing (on the perisope or TBT), and convert it to yards travelled over a three minute period. (2) I use the OTC tools (i.e. the omnimeter) to calculate range. (3) I activate the PK. (4) I use the OTC tools (i.e. the omnimeter) to calculate Aob. (5) I recalculate range. (6) Reposition my boat as necessary. If my set up is inaccurate, I try an O'Kane shot after turning off the PK to try to save the day.

Rockin Robbins
10-22-11, 06:44 PM
I've gone the other way too, missed the O'Kane and switched to PK targeting to save the day! That is especially useful if you shoot, it's a dud and the whole convoy goes batsoid. Then another Dick O'Kane just isn't going to happen soon!:D

I'm goin' down
10-22-11, 07:37 PM
between my last post and this, I am trying to sneak into Toyko Bay. It is December, 1941, and I skipped out on my assigned patrol to the Marshall Islands. As I entered the channel to approach the Bay, I got a sonar reading for a merchant, so I set up for a Sonar shot. I plotted the attack, using the O'Kane technique, for over two hours. I missed all shots. (I forgot to enable the Camera View.) It was raining cats and dogs and visibility was nil. I may have one hit, as I saw what I think was a small fire where one of the torpedoes exploded. The others may have been premature explosions? Now I am continuing my attempt to sneak into the Bay, but a dd has closed to within 4,000 yds. I have disabled Toyyko's Revenge, so I might have a chance just dealing with TMO's dds. They do not have as high an AI.

update: Fail. Game froze. AAARRRGGGHHH!

Rockin Robbins
10-23-11, 12:13 PM
Been there--done that! This will help, Game Booster 3 (http://www.iobit.com/gamebooster.html) by IObit. This program shuts down a customizable list of programs and services so you play with a game machine! But unlike similar products, it automatically restarts all the programs and processes when you quit the game. It's free unless you want to pay for the deluxe edition.

I'm goin' down
10-23-11, 03:32 PM
Been there--done that! This will help, Game Booster 3 (http://www.iobit.com/gamebooster.html) by IObit. This program shuts down a customizable list of programs and services so you play with a game machine! But unlike similar products, it automatically restarts all the programs and processes when you quit the game. It's free unless you want to pay for the deluxe edition.



Done!

All Aboard!

Elder-Pirate
10-23-11, 05:59 PM
Been there--done that! This will help, Game Booster 3 (http://www.iobit.com/gamebooster.html) by IObit. This program shuts down a customizable list of programs and services so you play with a game machine! But unlike similar products, it automatically restarts all the programs and processes when you quit the game. It's free unless you want to pay for the deluxe edition.

I can beat that RR by just turning OFF the Internet when playing SH4. I also use EndItAll, therefore about 95% of the background processes are shut down until reboot which you need to really do anyway after playing ANY game.

I never play an offline game online and therefore never have these crash to desktop or blue screen of death features, well at least not with SH4 :oops:. Course I do run a four core processor and a big Nvidia GF GTX 260 OC 896MB on Win XP 32 bit with max of 3 1/2 GB memory which is way overkill for SH4.

But your way is good if you like it that way. As they say "To each his own".

But who knows RR I just may beat you to Davey Jones Locker. :arrgh!::rotfl2:

Rockin Robbins
10-23-11, 06:54 PM
I used to use EndItAll and it's fine. It just leaves the job half done. To reassemble your computer after gaming you have to reboot. The beauty of Game Booster is that it turns off all those processes, but hangs around to automatically restore all of them without rebooting when you exit the game.

That last bit was a piece of genius that turned me away from EndItAll. The first time I quit SH4 and Game Booster restored everything without I even having to remember to do so was amazing.

TorpX
10-30-11, 12:53 AM
......
That last bit was a piece of genius that turned me away from EndItAll. The first time I quit SH4 and Game Booster restored everything without I even having to remember to do so was amazing.
This is something that a guy with limited computer knowlage (like myself) can appreciate. Thanks RR. :salute:

Rockin Robbins
10-30-11, 01:07 PM
Yes, anybody can kill processes with reckless abandon, it's putting Humpty Dumpty back together again that poses a problem!