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Manual TDC just to difficult
Ive tried and tied again but can't seem to hit anything using manual TDC. Ive looked up guides to this but it looks like you have to be a ****ing math whiz to even comprehend all those damn triangles and caculations. IS there an easy way to do manual TDC or am I just better off using auto. (And dont saying all that **** about
"Oh manual is way better and auto is just a kiddie mode) |
First off if you want to use Imperial as opposed to Metric, know that manual TDC is bugged. A patch is available as a mod (check that section).
Manual TDC is indeed difficult to use. However you don't need to be a math wiz. You need to determine the vessel type (recognition manual, need to actually be close to get a good look), then the range (easy with visual contact or active sonar). Then figure out the AOB & speed -- this is the hardest part. You can either guess them, calculate them (but we're not math wizards so meh) or (easiest way) observe them. For this, I highly recommend Centred75 's Ship Recognition Guide V2. It is a very easy to use handbook that can lead to accurate firing solutions even for us manual TDC newbies. It also doubles as a 3D recognition manual. |
Ive got all the basics down and I use a stopwatch to get get pretty accurate speed estimations. I guees the AOB as best I can and get range also. I managed to sink the cruiser in the trainign mission but I can't hit anything else!
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Then try harder. Also do try to use either external or event cam for a while to SEE what you're doing wrong. For me I had neglected the running depth of torpedoes and aI had about 10 of them run under before I realised what was wrong.
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I feel for you mate but please percyvere...percavir...per...keep trying. Lets liswt the steps:
1. Identify the target. 2. Use stadimeter to get range, note the bearing and start the chrono. 3. Plot target pos relative to your pos on the map. 4. Wait a defined period of time (3 mins 15 secs if using metric) 5. Get range and bearing again and hence plot target's new position. 6. Measure distance travelled between the two plots, this gives you target speed. 7. Draw a line between the two plots, this gives target's course. 8. Now get your sub ahead and perpendicular of target (AOB 90 degrees) 9. Set Torp running depth and speed. 10. Fire when target approx 600 meters from you bearing 340 to 20 degrees. 11. Use external cam to track your Torpedo and learn from mistakes. Once you get these steps right you can start using more advanced methods....but trust me, you will soon be getting warm fuzzy feelings because you will start hitting the sods. :up: |
In case it's not obvious (wasn't for me :oops: ), there's tools to measure angles on the map.
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Somethign that I did wrong forever, is to MAKE SURE you ID your target and enter the ID into the TDC. That is the only way the stadameter works.
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Use the methods described above (or linked to), but while learning, play with the contact updates on. Your attack map will then show the enemy ship, AND where your aim point is (position keeper on) as a white cross and path.
This will allow you to check how your solution is and see what you are doing wrong. After a bit, you can turn it off if you want. It's a good learning tool, though. tater |
I have the same sort of problem with the TDC, particularly after I've fired the first shot or salvo. I can't seem to get the TDC to re-set and subsequent shots take off at really skewed angles. Its embarrasing to be staring down a juicy tanker at half a NM stright ahead and then watching your torpedos turn back on themselves and head in the opposite direction.
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make sure to turn the TDC off and then on again when changing targets. The little red button.
I turn mine off and on everytime I reset the angles. It's overkill but no more crazy angle shots. |
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e.g 0.3KM = 3 knots, 0.7KM = 7 knots See this excellent tutorial from Wazoo: http://www.paulwasserman.net/SHIII/ Admittedly its for sh3, I use imperial in sh4 myself but the principle is the same if you metric in sh4. Alternatively, get the nomograph mod then you can use plot intervals of whatever takes your fancy. |
For knots the time is 3 minutes, then multiply by 2. 1.0nm becomes 20 knots. Or you can use 6 minutes and 1.0nm in 6 would be 10 knots.
tater |
Do yourself a favor. Get close to the target. 1000 feet or closer. This will compensate for any small miscalculations.
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And in the final analysis, the game is supposed to be fun. If you find it frustrating, switch to "Auto Targeting" and have a blast.
This is what I did with SH3, and had a great time. JCC |
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