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she is goin down
As you can see from my avatar, the Barbarinna is patrolling in the Grass Sea. Up periscope after a tasty Navy lunch of beans, and lo and behold, I immediatley sighted two medium size California pocket gophers at 346 degree and 7 degrees' headings respectively, plus one Yamato size, long tailed vole at a a heading of seven degrees. Usig the mod, I plotted the headings of each, and calculated speed at 1/4 knot per day with my on board calculator. We set up to fire torpedoes at 7, 12 and 9 yards respectively. Approaching from the port with the sun at her back, the Barbarinna unleashed six slow speed torpedoes with 7 second run times, because we forgot to open forward tubes. Hits on all targets, as immediately I observed my three, six pound hunter killer toy poodles fighting over the damage. I approahed to inspect the carnage, and my crew simultaneously reported signs of trails in the grass sea heading for the fence line to neutral territory (my neighbors' yards). "The rest are buggin' out." (i.e. like in Top Gun).
What a mod! |
I'm really not following what this mod actually does. I understand it makes both dials rotate simultaneously but that doesn't seem to pose much advantage. In a convoy doesn't each ship typically follow the same course bearing? And thus why can I not keep the targeting computer on and simply switch target range and periscope bearing for the same results? Afterall that has worked for me everytime so far.
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From the first page of the thread:
WHAT THESE MODS DO: These mods will add functionality to the position keepers (PK) AOB, RANGE and SPEED dial. You can now drag the AOB, RANGE or SPEED dial on the TGT DIAL and, the AOB, RANGE and TORP GYRO angle associated with the your targets will move accordingly. This will give you greater accuracy on the data you input. Using the AOB fix you determine the targets course and enter the AOB on the TGT DIAL while being able to see the PK move to the targets exact heading. Using the SPEED fix you can see the gyro angle of your torpedo and the speed changing as you set the targets speed on the TGT DIAL. Using the RANGE fix will make it so you can also see the numbers for range and the gyro angle move while you change the range on the TGT DIAL. In order to enter this data your PK needs to be off and then started once the data is inputted. Please keep in mind if you install these mods you DO NOT LOSE any functionality of the game. You can continue to use your own attack methods with the additions of these tools even if you decide to use them or not. Look at it this way. You can determine your targets speed and course from 9 km away, enter it in the TGT DIAL, and as you get close refine your solution and take shots from distance with a higher probability of hits. No realism lost, just a gain on tools available. |
AoB fix
If you are targeting a convoy where all ships are on the same course and have input that data, the usefulness of the easy AoB is minimized. However, the easy AoB makes it easier/faster to input the course information, including subsequent course changes, and verify that it is recorded correctly (by looking at the TGT dial, and by verifying the firing solution on the Attack Map).
Also, if target ships are on different courses, it is faster to set up for the different targets using the easy AoB to track their courses. The AoB is effective at long range if you can get a good lock on the aspect ratio. My watch is over and I have been relieved. :zzz::zzz::zzz::zzz: |
FYI - The TMO version of these mods is compatible with the new 1.8 Beta. I will certify the official 1.8 version of TMO works as well when released.
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Ive been practicing with this Mod in the torpedo training against the mogami cruiser,and doing exactly the steps that nicolas shows on his video,when i calculate the speed i get usually 5 to 6 knots,and with that speed reading,ive been missing all my shots every time,but i notice that nicolas gets 10 knots on the cruiser when he clicks on the stopwatch and inputs it thereafter into the TDC,i therefore tried the training mission again and put in 10 knots manually,and fired all my torps this time they all hit.So why is it im getting bogus speed estimations on my target when i click on the stopwatch with this mod:06:
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I almost don't care, but....
mainexpress, that is an INTERESTING question.:up: It should not be happening as I just whacked a freigther which damn near ran my boat down (carelessly, I had my periscope pointedt the wrong direction), and it was doing 7 knots. (I sank itt it with a torpedo at 600-700 ydst, so now I can sleep peacefully). However, its speed was not 6 kts. Easy AoB is a great tool and in theory it should work at speed of less than 7 kts. or less. Is your range/aspect ratio correct (dial on the upper right)?
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Oh, Mr. Nicolas?
Nicolas is in Guatemala. How his boat ended up there is beyond me. I suggest you send him a private message.
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I can only assume its the short amount of time you get to track the target in the training mission. Longer periods to get bearing/range seem to provide a more accurate plot. Makes sense of course. This little tool/mod had really made the game a lot more fun. |
I tried getting this mod, I have 1.4. The Target AOB indicator in the position keeper window (right panel) doesn't change when I rotate the AOB dial (left dial). It stays pointed straight down. Everything else works fine, though. I don't know what to do.
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you are asking us?
Hmm. A profhet asking a question? Seems strange. We should be asking you to profhesize!
Make sure you have the correct mod for your game. Do you have SH4 1.5? you should be able to load several versions of the mod and one should function properly. Keep the PK off. |
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okay, here it is
Nicolas came up with the Easy AoB mod for AoB only. Here is the original JGSME version. http://www.megaupload.com/?d=SBN3NQ0D. Then ddgrn modified the original by including speed and range adaptations. His download is for SH4 1.5 (U-Boat missions), TMO, RFB, and GFO. It also works in FOTRS. The links to ddgrn's downloads are in the Easy AoB sticky in the mods forum.
If you are playing version 1.4, I recommend you download the U-Boat missions, so you can use ddgrn's adaptations. It costs about $10. I do not know if the original Easy AoB mod and ddgrn's adaptations will work in SH4 1.4, as that version is out of date somewhat. If you have problems send a private message to ddgrn and Nicolas. They collaborated to create a teriffic mod. I see you are a fairly new skipper. Welcome aboard if that is the case. |
All I really want is the AoB mod, I don't really need the speed/range thing. How do I make that work?
EDIT: I can use the speed/range part of the mod, somehow. Now how do I get the AoB part working? |
not sure of your question.
I assume you have activated the original mod by Nicolas, although your question is unclear. Here is the short version. Assuming the mod is activated and you have set the Target's speed accurately, I think your question is "How do I use it?"
There are two ships' AoB dials used on the TDC on the Targeting screen. They work in tandem. Let's assume the target on a true course of 320 degrees. 1. Dial on the upper right: click on the AoB, and manually rotate the Target until it matches its true course (i.e. 320 degrees). (You can determine the Target's course by plotting it. First, open the compass tool. Second, open the rule tool and mark its course with the ruler tool. Both of these tools are located on the Map screen. Read the bottom of the compass to determine course, which in our example is 320 degrees.) 2. Ships' Dial on the upper left: When you rotate the ship on the AoB dial on the upper rigjht, you will notice that Target ship on the on the top of the dial on the upper left rotates correspondingly, as it operates in tandem with the Target in AoB dial on the upper right. Rotate the ship in the AoB dial on the upper right until dial on the Target ship on the upper left matches the Target's course (i.e. 320 degrees). You have now set the AoB to the Target's true course. 3. Before firing torpedoes, check the dial on the upper left to ensure its settings match the Target's true course. If it does, turn on the PK, set the range/aspect ratio. If it does not, adjust it. You are almost ready to fire torpedoes. 4. To verify your settings, click the Attack map and click a torpedo tube. The torpedo angle and course line of the Target will appear and should intersect or be very close to intercepting if the target speed has been set correctly. 5. Fire. If this does not help you out, then I will leave it to another captain to resolve your issue. |
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you need help
no more suggestions here other than to reinstall the game. Ask ddgrn. Be careful editing the files and then using a mod installed via JGSME.
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