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-   -   [REL] Ralles RealModSoup for TMO_RSRDC_OTC (https://www.subsim.com/radioroom/showthread.php?t=225443)

KingKenny04 06-24-18 05:33 AM

I'm having some trouble with auto-aim. I recently reinstalled SH4 after not playing for a few years. I installed this modpack on the recommendation of a friend.

My trouble is that my torpedoes always crank hard left after firing. I'm using the auto-aim, and I have not touched the PK button. Doesn't seem to matter what distance I am from the target. I lock the target, wait until the little pipper turns green, and fire, but the torpedoes go out a bit and immediately crank hard left, about 75 degrees or so (the target is only about 10 degrees left). What am I doing wrong here? I've already checked and double checked that I haven't accidentally set an offset or anything. Is this a bug?

propbeanie 06-24-18 08:18 AM

First of all, just to be certain, when you start the game again KingKenny04, go to the Options page and make certain you have the Game Play settings the way you want them, including un-ticking the manual targeting. That controls the Single (Quick) Missions and other non-career modes of the game. When you load an existing career, or do a new career and you are in the Captain's Office again, click on the wooden radio icon toward the left of the room view, and choose those Game Play options again, and make certain they are set the way you want them. Those control the Career mode only of the game. You might have to check that every new career, depending upon what you choose for the "Easy, Normal, Hard" settings for the CareerStart. Finally, after you "Lock" the target, turn that PK on so that the TDC "tracks" your intended target, else you'll be like me on manual targeting, and miss 90% of the time... and just a minor detail, make certain that you have an appropriate tube selected - just sayin'... I have been known to attempt to shoot at my intended victim, traveling across right-to-left on a 15 bearing, and as I'm shooting, I realize that I have an aft tube selected... that doesn't work too well either... :salute:

Now, prepare for greetings from the other old-heads, welcoming you back after a long, silent run... "Welcome back, old-head!" :subsim:

KingKenny04 06-24-18 12:21 PM

I appreciate the help. I loaded the OnEnteringBase save for that career and looked at the options. Manual Targeting was not checked before I started that patrol. I reloaded the save with my target, opened tubes, locked target, set torpedo settings, and toggled the PK on. Same result. My torpedoes are still cranking hard left about 75 degrees (my target is heading left-to-right in relation to the front of my sub).

KingKenny04 06-24-18 12:39 PM

I've uploaded a quick webm demonstrating what's going on, in case that helps:

https://streamable.com/bk7p6

propbeanie 06-24-18 03:35 PM

The video helps alot for someone looking to help you. One thing I notice, is that you are shooting from over 4100 yards away. The torps will need a LOT of lead angle from where you are, especially if you have them set on "Slow" speed to make it that far, so that may well be the intersection shot. Next time, look at your Attack Map view, and see if you don't see an "X" marking the spot where the TDC is expecting to impact the target. It may well be way out there... It is better to get in closer, like take what you have there distance wise, and divide it by 3... so get into like 1200 or so yards and try. Just be careful, especially in Bleiente's mix here, of escorts, daylight, and smooth water... :o - It appears from the scope view in your video that you should be fine attacking this lone ship, but it's usually better to pick a good time to attack under other circumstances, so you can 'live' to shoot another day... :salute:

KingKenny04 06-24-18 08:55 PM

The problem is that's NOT an intersection shot. The ship in that video is moving from left to right, so the torpedoes are turning to a point several thousand yards astern of the target ship.

propbeanie 06-24-18 09:46 PM

yup, that'd be "backwards". When you installed the mod, had you emptied the My Documents / SH4 folder, which is where the Saved games go? Or was it brand new with the game install on this particular computer?

Open JSGME, and click on the blue "Tasks..." in the middle, under the buttons, and if you have v2.6, choose "Export activated mod list to..." and then "Clipboard". If you have v2.3, choose "Export activated mod list".Click on the OK in the next pop-up window, select and copy the text to the clipboard. When you do your next post, use <Ctrl><V> to paste the text into the text box here. Oh! Which boat do you have?

I wish I could see your needles as you push the PK, but I don't see them move at all. On Auto-targeting, you should see your needles move. You lock the target, push the PK, and the TDC calculates the solution, needles should move... Let me do one real quick, and I'll show you... be right back...

propbeanie 06-24-18 11:23 PM

(SpongeBob announcer) "Three Hours Later..."

I made a quick test mission (loaded the tanker with fuel for loud noises if / when I hit it). It moves left to right. My intention was for a 90 shot, but I got tired of waiting, and was probably going to be a pinch too close anyway, so I shot early. Two mags, and one impact trigger, and all 3 worked. I'll usually get at least one dud out of a spread... anyway, I only did 2 degrees (check that on yours - about the 35 sec mark... :hmmm: ), because I forgot to un-zoom the scope, and I think I did that backwards anyway... Opened doors, up scope, find 'em again, then I did "L" for lock, "S" button, and to be certain, the PK button. Shot shot and shot... Now, this is FotRSU, not Ralles, but similar in design (lots of ships, pretty, fun to play :roll: ). My Ralles is on a different computer, and I can't do captures very well on it, and it doesn't have video editing... :salute:

https://www.youtube.com/watch?v=uVGzyXU3jXY


Check the Off-set Angle dial, and if your boat still won't shoot straight, don't use that "S" button, and only shoot singles. See what it does... :salute:

Bleiente 06-25-18 08:02 AM

Ahoy @KingKenny04!



Quote:

Originally Posted by KingKenny04 (Post 2558705)
I've uploaded a quick webm demonstrating what's going on, in case that helps:

https://streamable.com/bk7p6


Small question: Did you happen to activate the additional modes "TorpedoupdateV2" from the folder "2.1 ModPack_Optionals"?

With this mod, the torpedoes are even more unpredictabl... just like in your video.


:salute:

Niume 07-07-18 01:18 PM

I am bit confused If I have only stock and If I still this modpack will I have TMO, RSRDC,OTC or i have to install them seperatly?

Bleiente 07-07-18 01:28 PM

Quote:

Originally Posted by Niume (Post 2560290)
I am bit confused If I have only stock and If I still this modpack will I have TMO, RSRDC,OTC or i have to install them seperatly?

No - it's a complete package.
Should be so relatively easy to activate a fresh SH4 installation using JSGME.

Please read my first post.


:salute:

Niume 07-07-18 01:52 PM

wait what to do with Ralles lModPack for TMO_RSRDC_OTC V1.3single?

Bleiente 07-07-18 02:11 PM

This is the single update of V1.2 Complete to V1.3, so V1.2 is the base.


:salute:

Niume 07-07-18 03:57 PM

So replace the old 2.0 Ralles ModPack for TMO_RSRDC_OTC with the new one?
BTW. what other mods do you reccomend?

Bleiente 07-08-18 12:16 AM

Quote:

Originally Posted by Niume
So replace the old 2.0 Ralles ModPack for TMO_RSRDC_OTC with the new one?

Correct. :03:
Quote:

Originally Posted by Niume
BTW. what other mods do you reccomend?

I still have the unfinished or untested V1.4beta, in which I have not worked for a long time.
If interested and need I would upload them...


:salute:

propbeanie 07-08-18 10:25 AM

Quote:

Originally Posted by Bleiente (Post 2560334)
... I still have the unfinished or untested V1.4beta, in which I have not worked for a long time.
If interested and need I would upload them...

Oooohh... I vote in the affirmative for release, good sir. What better way to see if you need to change things than to have people try your mod out, sometimes in ways and places you never thought of... :har:
:salute:

adrians69 07-08-18 11:24 AM

I can't believe I've only just stumbled across this, but I am impressed with the results. Thanks for this mudpack update, it has everything included and works great!

Bleiente 07-11-18 06:38 AM

Quote:

Originally Posted by propbeanie (Post 2560408)
Oooohh... I vote in the affirmative for release, good sir. What better way to see if you need to change things than to have people try your mod out, sometimes in ways and places you never thought of... :har:
:salute:


Damn it - I had once again opened my mouth wide, like a certain Mr. T.... :doh: :hmmm: :oops:

Unfortunately, I have to recreate the update, because after 6 months I do not know where I was editing the files and could not find my notes anymore. :o :wah:

But I already have an idea... :yep:


Edit:
Actually, the ingredients are already there to close the gaps for a credible gameplay.
The biggest problem in my view were the partly toothless aircraft and an almost non-existent defense of the fine ports.

I just look at div. "Organ donor" - then just have to be adjusted to avoid conflicts...

Bleiente 07-11-18 12:41 PM

#deleted
I can not leave it that way - I have to do it properly.

Sorry...

propbeanie 07-11-18 01:58 PM

Thank you good sir! Downloading now, and I hope to get to "test" it some this evening, about 6 or 7 hours from now... :salute:


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