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If the GWX guys would share this info, I could whip up some similar tables for use with this popular mod. |
Wow, fantastic video! All this time I've been avoiding doing manual targetting because I thought it would be too hard. That wasn't bad at all! I figured setting the angle on the bow was going to be a long drawn out geometric process - instead you just spin the sub around the target until it matches up what you see in the scope. Not bad at all.
I was really intimidated by all those knobs and things in the TDC view. That was a great video tutorial. Thanks! |
hi raduz
i am using GWX mod. and i have been reading ur tutorial. but u r saying that GWX mod doesnt have much call for hydrophone as sonar operator maps black lines on map showing target location and distance on map. im wondering which is the best way. to keep GWX method and ignore ur tutorial. but part of me finds ur tutorial very interesting and wants to learn more. is it possible to keep GWX and retain ur hydrophone methods with no sonar black lines on map? is this what u would recommend. i am really enjoying the challenge of this game and i am simply looking for the most immersive experience thanks |
I am not sure what exactly is your point, but if you simply want to remove the black lines just uncheck the "map updates on" (or check "map updates off", I dont remember) in realism settigns and the lines will disappear.
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You should have a look at Wazoo's guide about plotting and targeting: http://www.paulwasserman.net/SHIII/ If you don't like plotting on the map, you might get the Kriegsmarine Whiz Wheel by Hitman: http://www.subsim.com/radioroom/showthread.php?t=114351 the guide for using it (or actually the US Navy equivalent but it's practically the same) can be found here: http://www.hnsa.org/doc/attackfinder/index.htm Good luck with your manual targeting and don't be tempted to switch to "god's eye" or auto targeting, that takes away most of the fun and realism! Maraz |
It WAS possible to get speed from counting RPM...
See here: http://www.subsim.com/radioroom/show...unt+prop+pitch |
If you want realism than stop plotting on the map, keep the whole situation in your head, make simple notes from observations and use this if really needed. Most of the time while doing stuff in your head you will just know what to do. Experience is the key.
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I agree with looney & greyrider et al and fully subscribe to USN doctrine of the war years that "prop count" was used...
...however, how does this effect the major MODS? 1) in the original and 1.4 patch & NYGM mod, prop counts can be utilized. 2) Not so for GWX as they have changed the sounds and alas, the individual prop sounds are lost. 3) BUT...all is not lost if you use GWX, as you can install the original prop sounds over the one's in gwx...and you're back in business. |
For me in SH3 it doesn't matter if counting RPM in WW2 was realistic or not, since german U-Boot crews certainly didn't do it, so I also don't and use the same methods as them:yep: In SH4 it is another matter, though:hmm:
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http://www.subsim.com/radioroom/showthread.php?t=107303 |
Sorry I missed that, Raduz. Great job!:D
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Great thread! Thanks again! :up: Cheers |
I determine everything either by visual experience or plotting. I'd like to stress one thing though, which will save you lots of torpedos: always aim for the smoke stock. always. Because most likely than not your speed will be an aproximate value, so you have a better hitting chance if you aim for the smoke stock. Good hunting!
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Let's wait with patience what will come out from Hitman's research... then we will know how to !! ;)
Maraz |
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