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-   -   [REQ] Can someone adjust the auto targeting lock? (https://www.subsim.com/radioroom/showthread.php?t=135679)

clayp 04-25-08 07:06 PM

I have a confession to make I'll tell you all how bad I am..:oops: I haven't played for a couple of weeks,BUT when I was I hardly ever sank anything with torpedos..I have a basically stock 1.4 game with a hodgepodge of mods INCLUDING one I made myself with instruction from MR Mush Martin..I have a Gato in 1941 with 2- 5" deck guns and they fire fast,reload fast and the shells are a little stronger..SO if I cant surface and sink with the guns I dont get it most of the time.....:oops: Thats how bad Iam...

Rockin Robbins 04-25-08 07:34 PM

Quote:

Originally Posted by Shyzar
Quote:

Originally Posted by Mush Martin
it is better to shoot with lock off and move the crosshair
M

The aiming point of the torpedo follows the persiscope?

Whenever I'm shooting ships in a harbor I sink one and when I lock on the other target, but don't take another range, the torpedo goes off to try to sink the already sunk freighter :shifty:

In the American boat set on manual targeting the aiming point does not follow the periscope. In order to synchronize the aiming point to the periscope, you must point the scope in the direction you want to shoot and then press the send range/bearing button on the TDC. You don't have to have the periscope locked. Nor are you forced to use the stadimeter first. That green button to the left of send range/bearing activates the stadimeter so you can get a range.
http://i196.photobucket.com/albums/a...5732_538-1.jpg

And right there it is! You press the left button on the bottom row to select range and bearing input, then press the button shown. Now the torpedo will go where the periscope is pointing. The three bottom buttons from left to right are range/bearing, Angle on the Bow and speed.

Mush Martin 04-25-08 07:55 PM

I turn off the PK prior to firing.

Rockin Robbins 04-26-08 09:07 AM

Yeah, Mush, that's a pretty complicated but really powerful technique. When I make a video of that I'll run it by you for pointers. It's a big deal because then you don't have to guess how to use the stupid spread knob. I believe in individually aimed torpedoes too.:up:

OH! Warning: if you surface, that nice juicy tanker in my training mission will shoot at you! It has a novice crew. You are most likely not in too much danger. Maybe.:rotfl:

Webster 04-28-08 06:20 PM

Quote:

Originally Posted by Rockin Robbins
In the game, it looks to me that the most current data is sent to the torpedo when you hit the fire button. Then the data stops flowing. If it takes 10 seconds for the fish to fire, the target gets a free 10 seconds of movement and your new aiming point is 10 seconds behind the beam. You might hit a slow target but a fast one will get away clean.

well this was what i was refering to, the point at which the game "sets" the target point. if it is using a set point on the ship like the mast location or does it calculate the ships length to pick its target point.

i havent found that speeding up the door opening time would help much because you dont have much room for changing it to open faster. (im going by memory here so my numbers may be a little off) i found it hard coded not to go below 1 second for doors (stock is 1.5) and torpedo launch cant go below 1.25 seconds (stock is 1.75). using these lowest sttings will still take 2.5 seconds from time of hitting the fire button to have doors open and the torpedo launch.

i decided changing door opening time and launch time wasnt the solution so i gave up and stopped playing around with it but i dont remember it having any noticable effect on the torpedo hit location on merchant ships.

in all my trying i purposely dont compare warships because they evade and change speed constantly so they cant be accurate to compare to merchants steaming on a steady speed and coarse.


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