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-   -   Sub Skipper's Bag of Tricks (https://www.subsim.com/radioroom/showthread.php?t=221540)

Rockin Robbins 09-03-15 01:38 PM

Quote:

Originally Posted by Tshark (Post 2341735)
Using the three minute tracking method to obtain target speed I seem to consistently over estimate speed by 2 knots. This has occurred in quick missions against warships and career against merchants. Any suggestions on what I am doing wrong?

Thanks

Okay, tshark, we'll do the checklist and see if you left anything off.
  • Are you using Imperial measurements? The 3 minute rule works for yards, not meters. However if you were measuring the distance in meters you would get a smaller number and underestimate the speed, so that isn't happening here.
  • Are you using radar to plot your positions. It is by far most accurate. Sonar is a good second bet. If you are using the stadimeter outside of 2500 yards all bets are off and your speed has to be considered a beta version--maybe an alpha version of speed. With stadimeter get that last estimate of speed as close to the target as you can.
  • Using the pencil on the nav map to X the two positions, then using the compass to measure the distance? The number of hundred yards the target ran in the three minutes is the speed in knots. 900 yards would mean 9 knots.
Then there is the all-present monkey wrench. How do you know your speed measurement is 2 knots too fast? The answer to that question could lead us to other parts of your targeting procedure.

ColonelSandersLite 09-03-15 05:46 PM

Quote:

Originally Posted by Rockin Robbins (Post 2341646)
The telemeter marks are supposed to be a quarter degree at high magnification, one degree at low magnification. But talk to Captain Scurvy about that one!

Not how I measure actually, since I know those are wrong. What I do is point the periscope at the bow, then point periscope at stern and note the bearing change.


Quote:

Originally Posted by Rockin Robbins (Post 2341646)
that's the pseudo torpedo track.

The real torpedo track extends straight out from the sub to a point called the reach....

Yep, but for 95% of all purposes the pseudo track is good enough to get the information we need. If it's not, you really probably need a banjo.

ColonelSandersLite 09-03-15 05:51 PM

Quote:

Originally Posted by Rockin Robbins (Post 2341742)
The 3 minute rule works for yards, not meters.

To clarify, meters requires 3m 15s

Tshark 09-03-15 06:43 PM

Doing a little bit of cheating here in that contacts are updated on the chart. As soon as I raise a periscope or am on the surface the visual contacts appear on my chart and I can zoom down to ship outline and watch the movement. I confirmed I was using yards. How do I know I am in error by 2 knots? Well, I replayed the "Midway" quick mission about 10 to 15 times. Each time the Kongo BB plotted out to 16kts. The first half dozen attempts had my fish passing ahead of the ship (if they didn't prematurely explode). I dialed the speed down to 14kts and my torpedo tracks are looking good. I then went out on my first career patrol and got to track a lone merchant. The merchant plotted out to 6kts. Away go the fish and again they passed ahead of target. Lucky for me the merchant was as new to this as I am and continued on course oblivious. I set up another attack and this time dialed the speed down to 4kts. BOOM plus three dud torpedoes! As it stands now I just subtract 2kts from the three minute calculation and it seems to work. Just wondering what I am doing that is throwing the calc off?

Rockin Robbins 09-03-15 06:57 PM

Quote:

Originally Posted by ColonelSandersLite (Post 2341809)
To clarify, meters requires 3m 15s

39"/36"x3 min = 3.25 min = 3 min 15 sec

Tshark, if you're using 3 minutes by the stopwatch, marking the center of the silhouette with the pencil, measuring the distance with the compass you can't be 2 knots off. Have you been installing and uninstalling lots of mods? And never apologize for setting the difficulty back to learn basic principles of the game. That's why the option exists. And don't make the mistake of confusing difficulty with realism either!

ColonelSandersLite 09-03-15 07:07 PM

Can you record one of your torpedo attacks? That would probably be the best way for us to to figure out what you're doing wrong.

Edit: Just after posting that, I had a thought. Are you 100% sure you're not accidentally plotting at 4 minute intervals? That would just about match the results your getting.

Past that, yeah, we would probably actually have to see what you're doing to diagnose.

TorpX 09-03-15 09:37 PM

Quote:

Originally Posted by Tshark (Post 2341822)
How do I know I am in error by 2 knots? Well, I replayed the "Midway" quick mission about 10 to 15 times. Each time the Kongo BB plotted out to 16kts. The first half dozen attempts had my fish passing ahead of the ship (if they didn't prematurely explode). I dialed the speed down to 14kts and my torpedo tracks are looking good. I then went out on my first career patrol and got to track a lone merchant. The merchant plotted out to 6kts. Away go the fish and again they passed ahead of target.

With the stock game, or stock game physics, ships often will spot a torpedo, throw the rudder hard over, and slow down dramatically. Torps mostly miss ahead. It sounds like your speed estimates are ok to me.



Tshark 09-03-15 10:41 PM

I got a chance to make a couple more attacks tonight included using the "Dick O'Kane" method (hard to go back to the stadimeter now) and the speed calc seemed right on. Not quite sure what the problem was earlier as I am doing everything the same. I know this is a long shot, but I wonder if my earlier audio problems were somehow contributing to this issue. All the previous attacks were done while I was still wrestling with having only half the sounds playing correctly. I didn't notice any lag on the chart movement, but now I just don't know. Thanks for taking your time to help me. :salute:

Rockin Robbins 09-04-15 06:29 AM

Good thing tshark! If you want to see targets juke out of the way, try using the John P Cromwell technique from 45º ahead of the target during the day and with Mark 14s. You'll waste some torpedoes but it's fun to watch.

They'll always turn into the torpedo. Since you know which way they will dodge, it's easy to send a second torpedo up a path to block that maneuver. Then it's only a matter or which torpedo they get to eat.

Of course the disadvantage is that you automatically waste half your torpedoes. If you're going to shoot John P Cromwell attacks in the daytime better to use Mark 18s.

Rockin Robbins 09-10-15 10:51 AM

Crap! It's always SOMETHING. I'm running GFO/RSRDC, which uses the conventional plotting system. Trying to make a conventional targeting video, but Murphy's Law has reared its ugly head. I found a ship to stalk and.......no position marker, no silhouette! That means that somehow either GFO or more likely RSRDC has a problem.

Now it's not that it isn't possible to do the job without the position marker, it just makes it easer on the newbie to be able to use the basic plotting scheme.

I used up half my fuel just finding this one target. And I guess this needs finding the problem and fixing anyway, so there will be a delay for the first video.:/\\!!

Barkerov 09-10-15 08:25 PM

I just want to say a big thankyou to everyone who has ever posted a tutorial or created a mod on subsim :subsim:
All of that teaching paid off last night when I attacked a convoy and sank a ship with realism at 100% (RFB & RSRDC version of realism anyway minus the external camera).

Truth be told I only started playing this game a couple of weeks ago even though I have wanted to play it for a long time circumstances did not allow me enough time to do so.

For me this game is all about the realism. I want to feel like a real sub commander even down to the level of disliking BuOrd but only after I have experienced the Mk 14s failures first hand. I even planned my attack on said convoy to be a submerged sonar only attack according to 1930s US Navy submarine tactical doctrine. I even reported the convoy and did not submerge until I had got the radio reply because receiving radio messages underwater spoils the realism for me.

In the end I had to improvise a little bit since the convoy had a projected course less than 100 yards from my position. I was worried about being detected if I moved too fast (convoy was 5-6nm out) and even if I surfaced at the right moment the Mk 14s would not arm in time to explode. As I was working out what to do I was already headed down to get under the escorts when suddenly I had a bright idea. The convoy was arranged in a neat little line and becasue of the angle they were on, I couldn't see any gaps between ships so I set the Mk 14s to slow, picked a depth I thought would still hit the ship with the lowest draft and fired a spread 1 degree apart at 8000 yards. 2 hits out of 4 that I never actually witnessed. Needless to say I was very pleased as I headed to test depth. :)

Then came the depth charging. For 3 hours (game time) I tried to get away actually feeling very nervous when explosions were rocking the boat. I changed speeds several times between 1 and 3 kts as we went East making sure my propeller was always less than 75 RPM. Finally I broke contact and headed to periscope depth. I counted 8 destroyers still circling where I left them.

Last night gentlemen, I felt like a real skipper and I have you to thank. Especially you Rockin Robbins :salute:

DrBeast 09-11-15 05:15 AM

Quote:

Originally Posted by Rockin Robbins (Post 2343715)
...I found a ship to stalk and.......no position marker, no silhouette! That means that somehow either GFO or more likely RSRDC has a problem.

If memory serves, RSRDC adds a few ships. It's quite possible that the ship you've found lacks the whatever_shp.dds file. Identify the ship, exit the game, then look inside the ship's folder for that file. If it's not there, just grab any merchant's whathaveyou_shp.dds file, rename it and hey! presto, working marker! I vaguely remember doing that for a few ships (running a TMO+RSRDC combo).

Tshark 09-11-15 08:22 AM

Welcome Barkerov! Looks like you and I have about the same amount of time with SH4 . I too was always tempted to try SH4 and wanted to learn manual targeting, but just didn't have the time.
I wholeheartedly agree that it is the outstanding support of the group here on Subsim that have made the game for me. I haven't watched so many Youtubes before in my life. I also haven't felt this way about a submarine sim since "Silent Service" (sheesh I am old!). :D

ColonelSandersLite 09-11-15 08:26 AM

Quote:

Originally Posted by Tshark (Post 2343944)
I also haven't felt this way about a submarine sim since "Silent Service" (sheesh I am old!). :D

I still have the c64 version of that in a box somewhere :O:. As well as the PC version of silent service 2.

Though I was a kid when I played them.

ReallyDedPoet 09-11-15 09:58 AM

Welcome to SUBSIM Barkerov :up:

Aktungbby 09-11-15 11:13 AM

welcome aboard!
 
Barkerov!:Kaleun_Salute:

Rockin Robbins 09-11-15 12:52 PM

Thank you Barkerov, making killers out of wet behind the ears puppies is what we do and seeing one of our puppies get its first kill is what we live for. Unlike a mother dog, we don't have the luxury of injuring a victim and then handing it over for the coupe de gras. You have to earn the first kill the hard way.:arrgh!:

So congratulations. This kill is 100% you and you deserve the whole credit. The ocean is a harsh mistress and she punishes mistakes without mercy.

I never played any sub games until Silent Service II, which didn't hook me like SH4 has. Are there defects? Sure, but they can be ignored in the incredible quality of the virtual submarine experience Silent Hunter 4 renders.

@Dr Beast, that missing dds file is exactly what I'll be fishing for. Too bad it's not TMO that's messing up because all contacts share the same dds: a dot on the chart! Now I'll have to match up an appropriate similar ship and copy its dds file. I'll also release a patch for whichever mod is at fault.

DrBeast 09-11-15 03:09 PM

Quote:

Originally Posted by Rockin Robbins (Post 2344001)
Too bad it's not TMO that's messing up because all contacts share the same dds: a dot on the chart!

Don't tell anyone, but I actually replaced that dot with proper contacts in my mod soup :D

Quote:

Originally Posted by ColonelSandersLite (Post 2343945)
I still have the c64 version of that in a box somewhere :O:. As well as the PC version of silent service 2.

Though I was a kid when I played them.

Silent Service for the Atari 130XE on cassette is the game that made me fall in love with MicroProse. And yes, I was just a kid, as well, but it only made the game that much more impressive in my mind.

Barkerov 09-14-15 01:00 AM

I remember playing silent service II with my dad. Great fun.

My adventure came to an abrupt end :dead:
I was attacked by a plane and got some flooding 2 days prior to the end though. I had thought everything was repaired but after going underwater during the day on high time compression I found out that the repair job was insufficient.

This is probably the wrong place to ask but is that a feature or a bug? Should I have returned to base even after repairing at sea or was the high time compression what did me in? I hope it's a feature, it makes sense that after damage where flooding is involved might not be as strong as before. But the time compression gave me no chance to react to save the boat.

Also any advice on starting a new career would be great. Would a new commander most likely put in an older boat for his first command or a newer boat?

TorpX 09-14-15 01:27 AM

I believe that is intended.

Interior spaces and equipment can be repaired (at least to a fair extent), but severe damage, and especially hull damage, cannot be repaired at sea.

Were you using very high TC?

Sometimes people are suddenly attacked/bombed/hit mines at high TC, and don't really know what happened.


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