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-   -   FOTRS vs TMO? (https://www.subsim.com/radioroom/showthread.php?t=232272)

Rockin Robbins 09-17-17 03:19 PM

Also, from Admiral Lockwood's Current Doctrine Submarines/USF 25(A), Prepared By COMMANDER SUBMARINE FORCE, PACIFIC FLEET
FEBRUARY, 1944, chapter 1 page 1:
Quote:

1102.The submarine is a weapon available to the naval command in the conduct of a campaign, designed and operated to attack or observe enemy surface or sub-surface craft without prior detection and without requiring support from other types. The essence of successful submarine attack lies in its unseen and unheard execution, resulting in surprise. The primary assets of the submarine are its ability to carry torpedo attacks to close range, objectively to point where enemy target can not successfully maneuver to avoid; to lay mines in waters controlled or under observation by the enemy where surface mine layers can not operate without hazard or detection; and to obtain positive or negative information regarding enemy locations or movements under conditions which take advantage of their inherent qualities. Any use of the weapon which does not take full advantage of these qualities when such are needed in the theatre of operations, is a sacrifice of available potentialities.
Bolded type is mine but Admiral Lockwood's words. In other words, for Lockwood not to stand you in a corner with a dunce cap on, he's going to grill you about the excessive range from which you took the shots and the burden of proof is squarely on your shoulders to demonstrate that you took your shots from such a short range that the target could not "successfully maneuver to avoid" your attack.

Far from being the attack for stupid people because they could not miss, this close range attack is demanded of every single torpedo firing and you better be ready to defend any shots to the contrary. It will not be fun to do so.:D:D

Lockwood did not suffer fools lightly.

Arsenius 04-13-21 09:53 AM

Can i use autotargeting in FOTRS?

It's not marked on options, but i still minssing torpedoes from targets:hmmm:

propbeanie 04-13-21 10:34 AM

It is marked in the Options, but it is named the opposite, as "Manual-Targeting" yes / no. Click that box, and you'll have manual-targeting. Empty it, and you are on auto-targeting. That's Stock, FOTRS, TMO, FotRSU, or just about any mod. Do be aware that FOTRS is the original AOTD_MadMax mod, while FotRSU is the updated version, based upon MadMax's FOTRS. In any case, with most of the mods, be certain you open your torpedo doors prior to attempting to shoot at a target. Some of the mods will "automatically" open them for you, but the shot is then roughly 2 seconds off, which will have you missing behind most of the time. Some of the mods do require you to use a kay combo, such as <Ctrl><Enter> to shoot, or pressing the fire button with the mouse. :salute:

Mad Mardigan 04-13-21 05:28 PM

Re: Recog manuals.. & ships in the wild...
 
Sitting here thinking on this...

Yes, skippers in the sub fleet, regardless of which side they were on, had recog manuals.

Which they could draw on for a pretty good read on what ship they were seeing.. that much, is agreed on.

How hard would it be to include ships, that can be ID'ed as what ship they are, within reason... but.. have varying in nature as to what their draft is, compared to what the gross unloaded tonnage would be.. simulating the different factors, such as fuel status, cargo they have on board, at any given time frame.. how many hot bodies they had on board at the time... things of that nature...
Would think if that can be done, it would increase the difficulty factor of knowing just what depth to put a torp for an under the keel mag det shot...

To simulate that unknown factor... just a thought. If it can be done, that is... :hmmm:

M. M.

:Kaleun_Salute:

3catcircus 04-13-21 08:24 PM

Quote:

Originally Posted by Mad Mardigan (Post 2742140)
Sitting here thinking on this...

Yes, skippers in the sub fleet, regardless of which side they were on, had recog manuals.

Which they could draw on for a pretty good read on what ship they were seeing.. that much, is agreed on.

How hard would it be to include ships, that can be ID'ed as what ship they are, within reason... but.. have varying in nature as to what their draft is, compared to what the gross unloaded tonnage would be.. simulating the different factors, such as fuel status, cargo they have on board, at any given time frame.. how many hot bodies they had on board at the time... things of that nature...
Would think if that can be done, it would increase the difficulty factor of knowing just what depth to put a torp for an under the keel mag det shot...

To simulate that unknown factor... just a thought. If it can be done, that is... :hmmm:

M. M.

:Kaleun_Salute:

I like that idea a lot, but the biggest single annoyance for me is the difficulty in shuffling through all of the silhouettes until I get to the right one. It can literally take 30 seconds or more, with the scope exposed, trying to match ship to rec manual pictures.

Id like to see a rec manual that has tabs to quickly get to tankers, freighters, pax ships, etc. and then having the ability to pick from the applicable groupings of ship types more quickly. Additionally, I generally have to cheat by doing an external view because the flags are *so* small as to be nearly illegible until they are close enough to identify - at which point you're too close to be able to change the ship type from the correct nation's section of the rec manual, redo your calculations, and have a decent solution.

propbeanie 04-13-21 08:56 PM

Do you mean something like was in the Aeon/SSI Silent Hunter (the original)??? From 1996??? :roll:

Mad Mardigan 04-14-21 11:53 AM

Re: Recog manual & different ships..
 
Quote:

Originally Posted by 3catcircus (Post 2742154)
I like that idea a lot, but the biggest single annoyance for me is the difficulty in shuffling through all of the silhouettes until I get to the right one. It can literally take 30 seconds or more, with the scope exposed, trying to match ship to rec manual pictures.

Id like to see a rec manual that has tabs to quickly get to tankers, freighters, pax ships, etc. and then having the ability to pick from the applicable groupings of ship types more quickly. Additionally, I generally have to cheat by doing an external view because the flags are *so* small as to be nearly illegible until they are close enough to identify - at which point you're too close to be able to change the ship type from the correct nation's section of the rec manual, redo your calculations, and have a decent solution.

I too, seem to recall a ship recog manual with just that set up.. tabs you could click on, go to a preset group (like say BB's...) & could then fairly quickly locate the 1 it appeared to be or was... & could then use that basic info to set up the fish. Would be nice to have that back. :yep:

The basis for My idea of differing drafts comes from, knowing that ships can be done up with differing names, is from s7rikeback's Nippon Maru mod.

In that is several ships cloned to have them renamed to Maru's...

On that basis.. it would stand to reason, that another set of ships could be done that vary on draft depths to simulate & account for varying factors, as I outlined.

Should be doable.. I would figure... :hmmm:

M. M.

:Kaleun_Salute:

Mad Mardigan 04-14-21 12:01 PM

Quote:

Originally Posted by propbeanie (Post 2742159)
Do you mean something like was in the Aeon/SSI Silent Hunter (the original)??? From 1996??? :roll:

Not 100% sure.. know that I did have that able to be played in a DosBox.. but.. haven't messed with it for some time now..

I believe it was also available as well, in Silent Hunter: Commander's Edition, too.

A tabbed recog manual.. iirc :yep: :hmmm:

M. M.

:Kaleun_Salute:

Berserker 04-16-21 07:49 PM

Quote:

Originally Posted by Bubblehead1980 (Post 2497805)
TMO is a mod that is basically complete and has been for sometime. so feel its not fair to compare FOTRS is still being developed. However, FOTRS is on track to become THE mod for SH 4. The team is working hard and am seeing a lot of progress.

I have tried forts 1.46 until i can feel safe diving below 250 ft and a warning line is placed on the depth gauge, showing that going below that line will cause hull damage, it's not for me...Another thing to figure out is where did my time compression go?? It now tops out at 4096 when it used to go well above that and thats after i removed the mod...:hmmm:

KaleunMarco 04-16-21 07:53 PM

Quote:

Originally Posted by Berserker (Post 2742706)
I have tried forts 1.46 until i can feel safe diving below 250 ft and a warning line is placed on the depth gauge, showing that going below that line will cause hull damage, it's not for me...Another thing to figure out is where did my time compression go?? It now tops out at 4096 when it used to go well above that and thats after i removed the mod...:hmmm:

you do not want to set TC higher than 4096.
i have my max set to 1024.
too many issues when TC > 1024.
but, hey, it's free country. do what you want.
:Kaleun_Cheers:
:Kaleun_Salute:

Mad Mardigan 04-17-21 01:45 AM

Quote:

Originally Posted by KaleunMarco (Post 2742709)
you do not want to set TC higher than 4096.
i have my max set to 1024.
too many issues when TC > 1024.
but, hey, it's free country. do what you want.
:Kaleun_Cheers:
:Kaleun_Salute:

Even I went into the main.cfg & docked the max TC, down to 512... but, that's just My own personal preference... :yep: :shucks:

M. M.

:Kaleun_Salute:

Berserker 04-17-21 09:31 PM

How do i set it back to normal??:hmmm:

Mad Mardigan 04-17-21 10:06 PM

Quote:

Originally Posted by Berserker (Post 2742901)
How do i set it back to normal??:hmmm:

Best to dink about with the file in question, either before starting a career or, when you are in post & have NOT gone out on patrol, YET.

Can be found here:

SH4/FotRS/data/cfg

file you want to adjust with regards to time compression would be main.cfg

Adjust accordingly.

My settings:

[TIME COMPRESSION]
TimeStop=0
RealTime=1
LandProximity=128
CriticalDamage=1
CrewEfficiency=128;1
AirEnemyDetected=1
SoundEffects=128
CharacterAnim=64
EnemyDetected=1
RadioReport=1
Particles=64
PrayState=256
HunterState=256
3DRender=1024
Maximum=1024

M. M.

:Kaleun_Salute:


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