![]() |
Quote:
now, that answer is pedantic... or if CapnScurvy had explained how the TBT worked, quoting the USN manual... :wink: - you ask a question around here, you will usually get more than one reply. :arrgh!: Quote:
|
Quote:
This is especially useful in storms using radar with visual range at danger close. I plot their course, get their speed and fire a spread. I sank the Yamato North West of Truk doing that once. |
Quote:
|
Hi, situation: Heavy fog, i have about 100m that i can see, i have an Merchant 1000m infront of me, i have calculated his speed via Hydrophone (3.15minutes), i have his AoB from using the geo, but how do i set my Angle to him? I mean the lower of the two discs on the left side, above the Torpedosettingsswitch? The Torpedo Positionkeeper thinks the Ship is at 180° behind me, but hes 71° to starboard.
Normaly this sets automaticly when you measure the range via the Stadimeter, but i have no sight due heavy fog. How do i set this Manually? Thanks. |
Quote:
|
Quote:
|
Quote:
1) Locate enemy engine sound and ping him. Start timer. Note absolute bearing and sonar range. 2) Goto map screen with Tool Help turned on and use the line tool to measure range and absolute bearing and put an "x" using the pencil. Then delete the line. 3) Wait 3 minutes and repeat 1) and 2). 4) Wait 3 minutes and repeat 1) and 2). 5) Draw a line between the various "x" marks. This will give you a course. Goto torpedo targeting screen and adjust the angle on the bow circle until the course circle on the left reads the calculated course. Cannot adjust the course directly. Sad. 6) Goto map screen and using the compass tool, measure distance between each point to the next. Average these values. Divide this value by 100. This is the enemy ship speed. 7) Adjust your course to intercept enemy ship at a ninety degree angle. 8) Set up constant bearing attack. 9) Close to less than 1000 yards. 10) Fire torpedoes and sink Rakuyō Maru. Hope this helps. |
Quote:
Work good with all Mod, just change 1 dial http://www.subsim.com/radioroom/down...o=file&id=1962 :salute: |
Not "certified" as an official FotRSU plugin (we'll have to wait for the un-beta release), but I did "build" Easy AOB for FotRSU with Nicolas' permission to use it, for those who don't want to bother with building it themselves. That's a temporary download link for now. I still can't hit anything...
|
Any word on that update you mentioned a few days ago? And will we need to start a new career with that release?
|
Yes, new careers will be required, as will deleting the Save folder and a "fresh" install. One change has been made to the mod by team request, so unless something else is found, it shouldn't be long... maybe.
|
Quote:
I get the deleting the SH4 folder from My Documents (Win7) but have never been sure about having to do the uninstall-reinstall of SH4 itself. I have done it both ways with previous FOTRSU releases, and have not noticed anything detrimental. For this last one I did the full Monty, which is really quite tedious and time consuming. Thanks for any clarification you can offer. :salute: |
Good deal. It will give me more time to get familiar with the mod.
|
Quote:
https://i.imgur.com/0JULZ98.jpg Above is the install folder from SH4 v1.5. You'll notice that I've placed the JSGME, MultiSh4, Large Address Aware utilities in the folder also. I use this as as a template to create multiple copies of FOTRSU using the MultiSh4. This saves you the time of having to uninstall and reinstall SH4 every time a new Beta version of FOTRSU comes out. I use the following proceedure. 1. Create a separate folder, labeling it so you know what it is. Do a copy and paste of the SH4 game files (template) into this folder. 2. Once the copy and paste of the SH4 games files is down activate the JSGME to get your mod folder installed. 3. Put the version of FOTRSU you are going to use in the mod folder and activate it. 4. Once the FOTRSU is installed, activate the LAA and MultiSh4. 5. Make any other adjustments as you like. Then go sink ships. :D :up: I use this method all the time, it saves alot of time and usually only takes a few minutes to accomplish. It can be used for any of the mega mods or any mods for SH4 that have been made. Hope this helps you guys out. :salute: |
Quote:
The reason behind the "fresh" install is that we don't trust ourselves or our modding to leave a "clean" game install after JSGME de-activates the mod (witness what happens with TMO - not forgetting that all sorts of mayhem can happen with a computer). Although, in theory anyway, if you use the JSGME "Generate snapshot of game files", you can check the result when you de-activate the old mod version... but the "fresh" install is just as fast, and more "sure"... The most important part is emptying the Save folder. :salute: |
All times are GMT -5. The time now is 11:18 PM. |
Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright © 1995- 2025 Subsim®
"Subsim" is a registered trademark, all rights reserved.