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-   -   Range on TDC (imperial). Is it yards? How to convert? (https://www.subsim.com/radioroom/showthread.php?t=112747)

Donner 04-21-07 11:42 PM

Quote:

Originally Posted by LukeFF
I'm going to have to look into this fix and install it, until (hopefully) the devs fix the problem. Speaking of which, they are aware of this problem, correct?

From my experience, metric system is corrected with Krupp's mod, but it hosed for those wishing to use imperial system since the cfg file is in metric. No conversions taking place.

No, I don't think the devs are aware of this problem. :shifty:

maerean_m 04-22-07 12:16 AM

The game's simulation runs internally using metric system, only the interface does the conversion to (and from) either imperial or metric units. You can see this when asking for depth under keel, if it's more than 1000 meters it says more than 3281 feet.

greekfire 04-22-07 01:03 AM

ugh. what a conundrum. I have everything in Imperial including all my settings, mods, calculation tables, etc. what a nightmare. If the game's internals and everything are based off metric system then Im going to switch to "the dark side" and go metric, only converting when I have to. Thanks for this info.

maerean_m 04-22-07 01:11 AM

I did the following test, loading Torpedo Attack from Submarine school:

automatic targeting, metric system:
Mogami heavy cruiser, 34 meters mast (inside range dial), range 1510 meters (in both Position Keeper and Range dial on the top-right corner of the screen). I activated the position keeper and attack map displays the x right on the target.

automatic targeting, imperial system:
Mogami heavy cruiser, 110 feet mast (inside range dial), range 1678 yards (in both Position Keeper interface and Range dial on the top-right corner of the screen). I activated the position keeper and attack map displays the x right on the target.

The conclusion so far is that automatic targeting is working correctly, no matter the measurement units. The interface also seems to be working corectly.

Next:

manual targeting, metric system:
Mogami heavy cruiser, 34 meters mast (inside range dial), range 1489 meters from stadimeter (in both Position Keeper and Range dial on the top-right corner of the screen). I activated the position keeper and attack map displays the x right on the target.

manual targeting, imperial system:
Mogami heavy cruiser, 111.5 feet mast (inside range dial), range 1480 yards from stadimeter (in both Position Keeper interface and Range dial on the top-right corner of the screen). I activated the position keeper and attack map displays the x NOT right on the target, but closer to the sub.

So, since the simulation runs in meters and the interface always converts units to metric or imperial, the stadimeter (as a part of simulation) does not always compute range (internally) only in meters so the range gets doubled (cascaded) conversion. :damn:

The Ubisoft's QA has no clue of how to play this game. This should not have escaped them.

The workaround would be, when using stadimeter, when lowering the "level" don't stop when the bottom of the "ghost" reaches the top of the ship, instead go down more, to 90% of the height the ship, so you introduce the ratio 1y/1m in the stadimeter formula and kill the double cascaded conversion.

This must be fixed in 1.3!

sayaret 04-22-07 02:56 AM

Quote:

Originally Posted by Krupp
Quote:

Originally Posted by mr darcy

I've measured a range of 1350 to the cruiser, a sonar ping says 1370.

It is meters indeed. When you pinged cruiser, was your boat in periscope depth, and did you just previously measure the range with the stadimeter? Then the sonar gives you very close that range you have in the TDC. If you put the stadimeter on anything else exept the masthead then check the range for TDC and ask your sonar to ping for range, you'll see that he gives you almost exactly that range you intentionally measured wrong.

At least that's what I found when tested the ranges.

Also I noticed same thing as you mention, that when you use stadimeter and send the range to the TDC, then sonar always give you same range. Thats some bug.

Krupp 04-22-07 03:49 AM

@ maerean_m

So the automatic targeting is giving you correct convertion to yards :huh:, now, that's a good news for those skippers who use automatic. I have never used automatic targeting in sh4 (or sh3), only manual.


@sayaret

Did you find out how to get the right distance from your sonar operator? Diving deeper and pointing the target yourself in the hydrophone station? It is rubbish, that you cannot double check your range to target from the periscope depth just before you attack. Or then I am just using something wrong.

joea 04-22-07 06:14 AM

Quote:

Originally Posted by Donner
Quote:

Originally Posted by LukeFF
I'm going to have to look into this fix and install it, until (hopefully) the devs fix the problem. Speaking of which, they are aware of this problem, correct?

From my experience, metric system is corrected with Krupp's mod, but it hosed for those wishing to use imperial system since the cfg file is in metric. No conversions taking place.

No, I don't think the devs are aware of this problem. :shifty:

PM or put on the bug list!!!!

NefariousKoel 04-23-07 01:03 AM

Quote:

Originally Posted by joea
Quote:

Originally Posted by Donner
Quote:

Originally Posted by LukeFF
I'm going to have to look into this fix and install it, until (hopefully) the devs fix the problem. Speaking of which, they are aware of this problem, correct?

From my experience, metric system is corrected with Krupp's mod, but it hosed for those wishing to use imperial system since the cfg file is in metric. No conversions taking place.

No, I don't think the devs are aware of this problem. :shifty:

PM or put on the bug list!!!!

Agreed, my Imperial manual TDC is ill. :cry:

Tobus 04-23-07 01:25 AM

Have you guys ever noticed that, when asking for depth under keel, when depth is more than 1000 meters, the officer o/t deck tells you its more than 3182 ft? Why not just more than 3000 ft?

It almost seems as if everything about ranges is taken from SH3 (metric) and converted internally to imperial, instead of just using imperial measurements in the first place.

elanaiba 04-23-07 02:08 AM

Changing the way a system works from metric to imperial or the other way would create lots of problems. You have a foundation, it needs to be set in a system.

Considering that Sh4 uses a highly developed version of the sh3 engine and it will probably be further developed for other products, you can't switch measuring systems all the time.

Uber Gruber 04-23-07 07:59 AM

Quote:

Ubisoft's QA has no clue of how to play this game. This should not have escaped them.
Unfortunately, I think WE are the QA for Ubisoft.....shame on them :nope:

don1reed 04-23-07 08:28 AM

Quote:

Originally Posted by Siinji30
I play Imperial measurements.

I ID a target and measure range with the stadimeter. Whatīs the number I get in the TDC? Is it in yards? Feet?

If I want to plot the target on the map (using NO auto map updates), how do I convert this Feet/yard number to NM?

Solve this example for me:
I ID a cruiser. I measure range to 2234 in the TDC. How many NMīs is this? Whatīs the multiplier?

I remember something about the ruler-tool being faulty in SH3. Something about, at the point on the map where number on the ruler changed from, letīs say, 1.0 NM to 1.1 NM it was actually 1.05 NM, and NOT 1.1 NM. Is this bug still in the game?

To answer some your questions:

If you play using Imperial measure, the range indicator in the upper right corner of the the periscope/TBT screen is in yards.

What a lot of folks don't know about mariners that use the Imperial system in R/L, is this:

1] They round off a nm from 2026 yards to 2000 yards.
So... this means that every 10th of a nm = 200 yards, i.e.,

.1 nm = 200 yds.
.2 nm = 400 yds.
.3 nm = 600 yds.
.
.5 nm = 1000 yds.
.
.
.
.
1 nm = 2000 yds. pretty simple so far.


If you plot a target, (using the rule of 3 min. between two sights with Imperial), and you measure .6 nm with the ruler tool...the distance travelled = 1200 yds. Dividing by 100 gives you the speed of 12 knots.

With the Metric measure use the rule of 3 min. 15 sec.

1.1 nm = 2200 yds.

1.05 nm = 2100 yds.

...if memory serves me, isn't the ruler tool in SH3 in km...not nm?

...one more thing to take into consideration: Difference in 1940 technology compared to 2007. It just seems we're quibling about inches. It could be the Devs, giving them the respect they deserve, threw in a small taste of reality, or the unknown factor, to heighten the reality aspect? Not every WWII skipper returned home with 100K tons under his belt. Some actually missed, I'm told.

I, personally, am not looking for laser-like accuracy...just being able to hit the broad side of a barn is good enough for me.

Cheers,

Bilge_Rat 04-23-07 12:30 PM

Quote:

Originally Posted by LukeFF
Quote:

Originally Posted by Donner
Unfortunately, Krupp has proven that the stadimeter and resulting range are worthless in Imperial scale. The data within the Japanese ships cfg and sim files are in metric which throws a wrench into the system when using imperial units. Apparently the game is not converting the measurements correctly.

Ah, so is this the reason why my torpedo attacks nearly always fail? I have set up numerous attacks on freighters sailing at 6 knots, had a good firing angle, good AoB, etc., yet WAY more often than not the torpedoes mysteriously miss time and time again (with the Mark 10 torpedoes). I've never really had a problem with manual firing solutions in SH3, so suffice it to say it's been quite frustrating seeing so many of my shots go astray in SH4.

I'm going to have to look into this fix and install it, until (hopefully) the devs fix the problem. Speaking of which, they are aware of this problem, correct?

I would not assume that is the only cause. In my newest 1.2 campaign, (totally vanilla unmodded game, very hard, 100% realism, asiatic fleet, dec. '41), after carefully calculating range, AOB and estimating speed using the Position Keeper and "Seat-of-the-Pants" feel based on SH3 experience, I fired 10 MK14 torpedoes at two freighters at ranges from 2,200 down to 1,200 yds/meters, 6 hit, so the manual TDC does work despite all the problems posters are pointing out, although I think the dud rate is probably too low during the early war period.


I also echo Don1reed's observations, I dont mind the inaccuracies that make life in SH4 a bit more difficult, such as imperial/meters conversion, recognition manual discrepancy, lack of sonar at PD, no push button way to calculate target speed, can't open all torpedo bay doors at once, etc. since WW2 skippers in RL often had no recognition manual to speak off and had to make up all this data on the fly. It serves as an immersion factor and it makes every kill that much sweeter when you have to sweat to achieve it, but then I am also abit of a curmodgeony old man in RL.:damn:

Krupp 04-23-07 01:20 PM

Quote:

Originally Posted by Bilge_Rat
I would not assume that is the only cause. In my newest 1.2 campaign, (totally vanilla unmodded game, very hard, 100% realism, asiatic fleet, dec. '41), after carefully calculating range, AOB and estimating speed using the Position Keeper and "Seat-of-the-Pants" feel based on SH3 experience, I fired 10 MK14 torpedoes at two freighters at ranges from 2,200 down to 1,200 yds/meters, 6 hit, so the manual TDC does work despite all the problems posters are pointing out

Yes, you obviously have missed some of the posts. And no, the TDC doesen't work, it doesen't give you ranges from metric to imperial. Not ALL ships had their dimensions porked, some were accurate and some weren't and anything between. So it is possible to get good hits in vanilla 1.2 with some ships. Point is that now the big and small errors have been corrected. And they were errors, not features. Besides, shooting 10 torpedoes with 60% hit rate to some random ship does not qualify your information to say that there's nothing wrong with the game.

What comes to inaccuraties, I rather take a game that's working and has the essential data even somewhat accurate. I can easily find the immersion factors somewhere else than a crappy finishing of the game.

Bilge_Rat 04-23-07 01:47 PM

Quote:

Originally Posted by Krupp
Yes, you obviously have missed some of the posts. And no, the TDC doesen't work, it doesen't give you ranges from metric to imperial. Not ALL ships had their dimensions porked, some were accurate and some weren't and anything between. So it is possible to get good hits in vanilla 1.2 with some ships. Point is that now the big and small errors have been corrected. And they were errors, not features. Besides, shooting 6 torpedoes to some random ship does not qualify your information to say that there's nothing wrong with the game.

Krupp, you obviously have missed the point of my post. I am not impugning your work on the recognition manual or the presence of bugs in the game, but the manual TDC in SH4, even in its imperfect state, still works better than in SH3 (for me anyway) and still gives you more info than a WW2 skipper in RL would have had.

If people want to use a 100% accurate recognition manual (which never existed in RL by the way) or calculate 100% accurate range, that is their choice, but it is not anymore realistic than the current state of SH4.


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