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-   -   Manual targeting in 1.3 (https://www.subsim.com/radioroom/showthread.php?t=118554)

nomad_delta 07-15-07 05:52 PM

I've just started a new campaign on 100% realism (so including manual targetting) and I can say that the manual targetting has been working 100% better for me as of patch 1.3.

Since I play with Imperial measurements, manual TDC was almost impossible for me in 1.2 until CapnScurvy released his excellent "Imperial Range Fix" mod:

http://www.subsim.com/radioroom/show...imperial+range

Now with patch 1.3, all of the Imperial measurements seem to be working correctly without any mods at all, and I've had a near-perfect success record with all my manual TDC shots so far. Granted, I've only sunk a handful of ships so far: three Large Modern Composite Freighters, two Medium Old Split Freighters, and a Small Split Freighter.

But out of all of those ships I've only missed with one torpedo, and that was because I set my spread-angle a little too high.

---

Since I don't haven't gotten around to making an IS-WAS yet and I don't have a slide-rule, I've been using Centred75's excellent Imperial Navy Ship Recognition Manual which I highly recommend checking out. He's included complete quick-calculation tables AOB, Speed, and Range on all ships without having to do any calculations. (Thanks Centred75, if you happen to read this!) Here's a link to his thread w/ the manual: http://www.subsim.com/radioroom/show...ighlight=INSRM

nomad_delta

9th_cow 07-15-07 06:00 PM

having a hard time myself.
i hit a ship with one out of 4 at 4800 not long back. speed was a little off. i had it going faster than it was.
but ive had shots that made me stop and think, wtf...???

i dont even know how im missing these days. i think there was some subtle alteration in the patch i havent fingered just jet, of course i also havent played for a long time, maybe im just real rusty.
but i have missed some sitters that i never would have in the past. its hard to get used to when you dont know why :)

Tobus 07-16-07 01:05 AM

Quote:

Originally Posted by 9th_cow
having a hard time myself.
i hit a ship with one out of 4 at 4800 not long back. speed was a little off. i had it going faster than it was.
but ive had shots that made me stop and think, wtf...???

i dont even know how im missing these days. i think there was some subtle alteration in the patch i havent fingered just jet, of course i also havent played for a long time, maybe im just real rusty.
but i have missed some sitters that i never would have in the past. its hard to get used to when you dont know why :)

Exactly, that's what I'm thinking. Although targeting was porked in v1.0-v1-2, now that it's working I can't seem to hit even the simplest of targets. Strange, but enough great tips in this thread to get me going.

switch.dota 07-16-07 03:38 AM

Strange, setting speed to Zero and getting a good range estimate is all it takes to hit a ship in port/dead in the water. Just watch the PK settings and try to plot the approximate course of the torpedoes. If they seem WAY off, you're doing something wrong.

cunnutazzo 07-16-07 04:00 AM

is it possible to set the AoB easily? please can anyone help me to understand this argument? Thanks.

switch.dota 07-16-07 04:45 AM

Quote:

Originally Posted by cunnutazzo
is it possible to set the AoB easily? please can anyone help me to understand this argument? Thanks.

Not that I know of. It almost always involves the map.

Tobus 07-16-07 05:22 AM

Quote:

Originally Posted by cunnutazzo
is it possible to set the AoB easily? please can anyone help me to understand this argument? Thanks.

I think the amount of notches/marks that a target has in you scope (on horizontal scale) is the same you can use in setting AOB, offcourse minding Port or Starboard. That's why range and ID (for length of the target) is so important.

Inside686 07-16-07 05:58 AM

When AOB is 0/180 the size of the target we see is at its minimal.
When AOB is 90 the size of the target we see in the scope is at its maximal.
When AOB is 45 we see half the size of the ship.
The problem is that the size of the ship vary from one ship to another and is relative to range so it's not easy to use the marks of the scope.

cunnutazzo 07-16-07 07:18 AM

Quote:

Originally Posted by Inside686
The problem is that the size of the ship vary from one ship to another and is relative to range so it's not easy to use the marks of the scope.

Yes, and when you are in front of a juicy convoy with DDs hunting you, there is no time for calculations... The manual targeting requires a lot and experience practice.

Inside686 07-16-07 12:27 PM

I agree, everything seem easy in theory but when you have to do it in real conditions it's another thing to deal with.

w-subcommander 07-16-07 03:52 PM

Manual Targeting is made in almost the same way I proposed before using other screenname (due to some reasons including modding paticipation I needed to change my screenname and start over). We have our estimated speed dependent on our correct distance reading. ( the more close our reading using stadimeter to the real value the better result in speed esimation we will have) , But in my "plan" it was just one reading of stadimeter. DEVS made it much better!!!
Now I editing TM 1.3 Decimus mod(http://www.subsim.com/radioroom/showthread.php?t=115258, trying to make

1) Light UI mod mainly based on TM( I already did it, now I m testing) this version just leaves AI stuff in SH4 1.3 unchanged and adds some UI features and small staff like Torpedo +25% etc, career bug elimination etc


2) I m trying to Make RTMF Boat mod . :doh: actual gybrid of two most famous mods (thanks to Beery and Decimus again) but it still mainly in my head


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