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-   -   Manual Targeting problem (https://www.subsim.com/radioroom/showthread.php?t=147025)

Soundman 01-19-09 06:19 PM

As I'm sure you have figured out by now, larger gyro angles from close range will not work well, as the fish does not have the time to turn quickly enough. You will find it helpfull to always keep the gyro angle as small as possible to increase accuracy. Welcome to the world of manual targeting! Hang in there, with more experience will know what's possible and what's not. Also, Make sure you click the TDC inputs twice. Don't ask me why, you just need to. That may also be a factor in your inaccuracy. Just try a manual TDC input and click once while observing the Position Keeper. Then, click again...you'll see it update once again. Just one of those goofy things!:yep: :doh:

As for the fish running underneath, the Subchasers are the only boat I've come accross that runs too shallow to hit. I don't even attempt it any longer.

Munchausen 01-20-09 08:58 PM

Quote:

Originally Posted by Soundman
Just try a manual TDC input and click once while observing the Position Keeper. Then, click again...you'll see it update once again.

;) One click updates the torpedo gyro ange. The other click updates the torpedo impact point.

Shado 01-20-09 11:27 PM

Torpedo Depth
 
Hi there,
I am not sure about the depth, I try to set it as shallow and does ok, I know that they model the run time before the torp will activate and detonate. I think it is 3 or 400 yards. If it hits something that is too close it will just bounce off like a dud. I am not sure of the excate run time or yardage. If it is longer than 600 yards that might be what is happening. Hope you can understand my rambling, if not ask again and I will try to explain it better

good hunting
:lol:

I'm goin' down 01-21-09 12:15 AM

Hitman's tutorial
 
If you want a good course on manual targeting, read Hitman's tutorial. After you use it, you can shortcut the time by using the SCAF mod. Hitman's tutorial, once practiced, will teach you a lot.

jason210 01-21-09 06:58 PM

Quote:

Originally Posted by Shado
Hi there,
I am not sure about the depth, I try to set it as shallow and does ok, I know that they model the run time before the torp will activate and detonate. I think it is 3 or 400 yards. If it hits something that is too close it will just bounce off like a dud. I am not sure of the excate run time or yardage. If it is longer than 600 yards that might be what is happening. Hope you can understand my rambling, if not ask again and I will try to explain it better

good hunting
:lol:

Thanks. It's not the distance - it was about 900 yards I was using. They also bounce of if the angle it hits the ship is wrong, and also...if they are duds. I thought I'd turned off duds but may be RFB uses them anyway.

jason210 01-21-09 06:59 PM

Quote:

Originally Posted by I'm goin' down
If you want a good course on manual targeting, read Hitman's tutorial. After you use it, you can shortcut the time by using the SCAF mod. Hitman's tutorial, once practiced, will teach you a lot.

Ok, thanks where do I get it?

I'm goin' down 01-21-09 11:45 PM

Hitman tutorial
 
Here is the title to his tutorial. My tutorial for 100% realism manual targeting. Also, search under Hitman.

XLjedi 01-22-09 09:00 AM

Quote:

Originally Posted by Munchausen
Quote:

Originally Posted by Soundman
Just try a manual TDC input and click once while observing the Position Keeper. Then, click again...you'll see it update once again.

;) One click updates the torpedo gyro ange. The other click updates the torpedo impact point.

Agreed, you gotta click send data twice... I've been hitting moving targets using the technique mentioned in this thread: How did I miss?

However, the game device used to send data to the TDC has been a little disappointing; particularly when switching to stern torpedos. :nope:

We really need an Attack Map TDC input mod.

Rockin Robbins 01-22-09 09:04 AM

Quote:

Originally Posted by aaronblood
Quote:

Originally Posted by Munchausen
Quote:

Originally Posted by Soundman
Just try a manual TDC input and click once while observing the Position Keeper. Then, click again...you'll see it update once again.

;) One click updates the torpedo gyro ange. The other click updates the torpedo impact point.

Agreed, you gotta click send data twice... I've been hitting moving targets using the technique mentioned in this thread: How did I miss?

However, the game device used to send data to the TDC has been a little disappointing; particularly when switching to stern torpedos. :nope:

We really need an Attack Map TDC input mod.

Naw, it's just different, not better or worse. I think we need to resist turning SH4 into SH3. U-Boats and Fleet Boats should be different.

XLjedi 01-22-09 09:14 AM

Quote:

Originally Posted by Rockin Robbins
Naw, it's just different, not better or worse. I think we need to resist turning SH4 into SH3. U-Boats and Fleet Boats should be different.

No, I can definitely say it's worse.

I'm not recommending installing a uboat TDC on the fleetboat. I just want the fleetboat TDC input gadget available on the fleetboat attack map! That has nothing to do with uboat vs. fleetboat, it's just overcoming a gross shortcoming in the game user interface. The TDC/PK on a fleetboat would still be a fleetboat TDC/PK.

Also, the thing should update all data points in the solution track when you click the send data button ONCE. Unless someone can point out why it would be useful for PK input strategy to have it work the way it currently does?

And... Right now, if you have a solution for a forward tube and then you switch to a stern tube and then double-click send data with the correct AoB, the solution track doesn't update for the stern tube. You have to change to distance and click that also before it starts registering as a shot from the rear. Now that just seems stupid. :88)

The fact that so many people like the DoK method of targetting (dismiss the PK and TDC altogether) says a lot about how good the interface is. "I'd rather shoot torpedos straight out the bow than use that thing."

Munchausen 01-22-09 12:03 PM

Quote:

Originally Posted by aaronblood
Right now, if you have a solution for a forward tube and then you switch to a stern tube and then double-click send data with the correct AoB, the solution track doesn't update for the stern tube. You have to change to distance and click that also before it starts registering as a shot from the rear.

I'm not getting that. At extremely close ranges, the TDC goes nuts, yeah. But I've tested a "switchover" at ranges from 1,100 yards to 600 yards without problem. I've even done it without changing from forward to aft tubes ... the trick being to always rotate the scope or TBT to an appropriate bearing for your setup.

XLjedi 01-22-09 12:58 PM

Quote:

Originally Posted by Munchausen
Quote:

Originally Posted by aaronblood
Right now, if you have a solution for a forward tube and then you switch to a stern tube and then double-click send data with the correct AoB, the solution track doesn't update for the stern tube. You have to change to distance and click that also before it starts registering as a shot from the rear.

I'm not getting that. At extremely close ranges, the TDC goes nuts, yeah. But I've tested a "switchover" at ranges from 1,100 yards to 600 yards without problem. I've even done it without changing from forward to aft tubes ... the trick being to always rotate the scope or TBT to an appropriate bearing for your setup.

It is possible I may not have rotated the scope, so perhaps the solution would be impossible and therefore it doesn't register. I'll check that, and thanks for the reminder. :up: But still the TDC at least should register a rear launch (I would think) regardless of where I'm pointing the scope. I think I have changed the scope though... I'll have to check it tonight and post back with a play-by-play so we're on the same page.

When you say the TDC goes nuts at close ranges... In my case, I've usually disabled a vessel to speed zero and now I just want to cruise past it and launch a final fish from a stern tube to finish her off. In which case, it wouldn't be unusual to be in the 500m range. Are you sayin it goes nuts on a stationary target inside of 500?

Munchausen 01-23-09 04:20 PM

Quote:

Originally Posted by aaronblood
When you say the TDC goes nuts at close ranges... In my case, I've usually disabled a vessel to speed zero and now I just want to cruise past it and launch a final fish from a stern tube to finish her off. In which case, it wouldn't be unusual to be in the 500m range. Are you sayin it goes nuts on a stationary target inside of 500?

It can. Usually, I'll set up the TDC as I maneuver into position ... either that or use the stadimeter once I'm set. If it's a canned setup, I'll fool the TDC by plugging in a range long enough to get a good reading. If it's a stadimeter setup, I'll move away from the target until the TDC reads good.

If I know the target is dead in the water and time is limited (e.g. a DD is headed my way), I'll turn on PK, take a stadimeter reading ASAP, and position myself for the quick kill. As soon as the setup looks good, I shoot. The key phrase being "looks good" ... ergo, waiting until the TDC is no longer within any cone of confusion.


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