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-   -   i really hate the Manual TDC in Sh4 (https://www.subsim.com/radioroom/showthread.php?t=111300)

sergbuto 04-10-07 05:30 AM

Quote:

Originally Posted by elanaiba
The pullouts in the 3D screen are not meant to be a nod to the so called arcade players (can you call sh4 arcade? was sh1 arcade?). Rather, they would mimic the player/captain interacting with his crew while keeping his eye on the scope.

Yes, I agree with reasoning for having it like this in SH4. Nevertheless, it just reminds me about pullouts or "all-in-one" screens the arcade games have. I would rather prefer to emphasize the commandor-crew communication in some other way, like having the numbers/readings entered in tabulated (named/titled) fields, as e.g. an equivalent of command "Mark", and then showing in a cornered inset a zoomed-in dial while it is getting set by the crew. All this can also be done in the periscope view and does not require more coding. But that's just me. :)

However, in addition to simulating the commandor-crew communication while setting up a torpedo run, the option of the player access to the 3D TDC interface is also needed. I fully understand that there were time constrains for SH4 development but after all TDC is a core of sub simulator and therefore important to be simulated in all the aspects, including 3D, especially when there was some coding done/ready for that in SH3.

And, no, SH4 can't be called arcade by any means. The Devs did a good job considering the time frame/constrains they had.

Torpex752 04-10-07 05:51 AM

The TDC in SH1 worked as a TDC should from WWII. IMHO that should/could have been copied exactly and the TDC issues would never exist.

Frank
:cool:

ParaB 04-10-07 08:17 AM

I would already be a happy skipper if the game wouldn't reset my torpedo settings from "fast", "contact detonator" to "slow", "magnetic" half a second before I press the launch button...

:nope:

don1reed 04-10-07 08:35 AM

I've been playing the S-18 class of boat since receiving my copy, and, have been using, Frank's, no-TDC-method from SH1...and have been sinking ships regularly. In fact, a lot more regularly than did the original WWII "S" boat skippers.

I've yet to use the TDC, but look forward to it when my transfer comes in. We adapt, adjust, and improvise.

Cheers,

AVGWarhawk 04-10-07 08:36 AM

Quote:

Originally Posted by Dilbert
So how did they do it in reality when attacking a convoy? Fire a torpedo and then enter all the data again for the next target? That is quite inefficient in my opinion. Or was it possible to enter all the data for every tube? Does someone know of any descriptions on how the TDC really worked?
I don`t want features that were nonexistent in a real submarine, but I can't believe, that the TDC was that ineffective.

In all reality, the Skippers concentrated on 2-3 ships to sink in a convoy situation. It is not like you are attempting to sink them all in 5 minutes time. You knock out 1 or 2, evade and run ahead of the convoy to do it again. So, letting the torps fly on 1 target and then getting solution on the next target you selected is not all that hard or hurried.

Skubber 04-10-07 08:59 AM

Agree 100% with ParaB's comment. Having the torpedo settings flip back to the default setting on you while you are in the midst of an attack run is rather annoying.

Other than that I do not have much to complain about.

Worth noting that I absolutely love the "mirror image" stadimeter.

davejb 04-10-07 11:09 AM

I agree with AVG here, and it's quite funny in a way... the unrealistic tonnages sunk are something that many (most? some?) find a bit of an atmosphere dampener, yet here's a 'work quite hard to get a firing solution' method that ensures it's hard to get more than a couple of ships in one attack, and the complaint is that it's too hard to rapidly target multiple contacts.
(Please excuse any misunderstanding there, that's what it sounds like to me).

I've finally got myself to the point that I can actually hit about 50% of the time with manual targetting provided I put myself in a good position against unalerted targets. That seems quite reasonable to me, provided I understand that's rather better than I'd have got in a real boat in a real war (probably).

What I'd like to see here though is the settings on all the tubes to remain as set, and to be able to set each one differently - I don't know if this is realistic - but it annoys me that I can set a spread angle on one tube, and the same spread is applied to all tubes unless I change it. Individual tube settings would allow me to set up a spread during my 'getting ready to fire' period, rather than clicking like a deranged chimp once the first fish is away. The program deselecting speed and fusing is really silly and should be fixed too....in real life I'd be down the torpedo room with a gun at the chief's head 'explaining' that messing up my orders was a bad idea for the future.

USS_shipmaster 04-10-07 05:25 PM

I have no problem with manual TDC with 1 condition : stadimeter -speed bug have to be fixed ASAP.:know:
Is there any news about 1.2 patch from devs?

USS_shipmaster 04-10-07 05:26 PM

I have no problem with manual TDC with 1 condition : stadimeter -speed bug have to be fixed ASAP.:know:
Is there any news about 1.2 patch from devs?

denny927 01-12-12 02:18 PM

Quote:

Originally Posted by ParaB (Post 490718)
I would already be a happy skipper if the game wouldn't reset my torpedo settings from "fast", "contact detonator" to "slow", "magnetic" half a second before I press the launch button...

:nope:

lol, as a good and happy skipper you have to prepare by yourself all of yours torpedos before attacking a ship/convoy....is very simple...q to open tube configure your settings and w to next tube....

but nevermind, is a 4 years post:-?

Bubblehead1980 01-13-12 05:43 PM

Mods fix the stock bugs with the stadimeter, I can enter ranges manually with ease.US TDC is easier and in RL was superior.Enter the data hit the PK and if youre data was correct and target doesnt take off in another direction, its easy to hit the target or targets.I'll never get the complaints, think its more SH 3 guys not wanting to learn the new way which I can understand somehwat.

PacificWolf 01-13-12 06:07 PM

Quote:

Originally Posted by gutted (Post 490049)
too wonky if you ask me, even without the bugs with the position keeper.

for instance.. why can't i manually enter ranges past 1150yds on the dial?

nooooo.. i have to look at a ship and pull out the stadimeter to manually set a certain range. booo!

sure.. i can hit my targets in SH4, but i prefer the TDC of SH3, where the gyro and AOB is updated with the scope. much more efficient when attacking convoys.

.ie
calculate the AOB at 0 degrees using the map tools. set scope to 0 degrees and enter the AOB. manually enter the convoys speed.. then point at a target.. range it and fire. point at another target.. range it and fire. or just simply swivel the scope to get a 0 gyro and fire as each ship passes the scope (range doesn't matter with a 0 gyro).

If You prefer Sh3 TDC then play U-Boat mission.

Joe S 01-14-12 11:12 AM

I only briefly scanned the comments here but I want to make a few points:
range is the least important element of the firing solution
You can , with a few exceptions, use an average mast height for each type of ship so you do not have to cycle through all the various tankers, destroyers, etc to find the exact one you are shooting at. I use 98ft for large tanker and medium tanker, 65 ' for small tanker, 98 ft for large freighter, 78' for medium freighter, 119 for heavy cruiser, 116 for light cruisers, 69 for destroyers., 164' for battleships. Hope this helps. Joe S

USS Drum 01-14-12 01:45 PM

You all know this thread is 5 years old, right?

Armistead 01-14-12 02:08 PM

Quote:

Originally Posted by USS Drum (Post 1821217)
You all know this thread is 5 years old, right?


Hehe, I wondered why all the complaints about issues longed fixed with mods, another old thread lives again.


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