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Manual Shooting
The dreaded manual shooting game of Silent Hunter 4. lol
Anyway, my torpedos keep skimming behind enemy ships and just miss when i fire them, i'm assuming this must be due to my AOB calculations but....i'm inputting the same value that the protractor gives me on the nav map, which can't be wrong!!! Also, when is the best time to put on the position keeper?? Because as soon as I've identified my ship, I turn it on. Is this the right thing to do? Or do you collect all the info first, and then turn it on? :o Cheers for any suggestions guys :) |
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I'm wondering if the aiming system in the game works at all, I just set a solution in teh training mission, did each check twice, and input all the data into the TDC, had my tube doors open and fired.....no sooner had they left the tubes and i could tell in external view they were all misses......TOTAL misses :(
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Correctly calculating the speed of the target is crucial. If you get that right errors in ranging and AOB wont matter so much as long as they are roughly correct. Conversley you could have perfect range and AOB data and still get a miss if your speed estimate is wrong.
Don't bother trying to get the game to calculate speed for you it rarely gets it right. Better to do it yourself. There are a few systems for doing this. I find the easiest is with a 'nomograph'. Its very easy to use, infact its as easy as litteraly drawing a line! Theres one you can download here for use in your game, enable it using JSGME: http://hosted.filefront.com/ATR42/ But all you need is a time/distance/speed nomograph either metric or imperial depending on what you're using so if you found one on the net and printed it off it would do just as well. Once you get calculating speed solved accurately you should find your hit rate increases. |
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Although i'm wondering if the ship drafts are incorrect. in the training mission the Mogami cruiser has a draft of 22ft....yet I can have my torps set at 20ft, and they'll still run UNDER the ship. Now bear in mind the weather is dead calm in the training mission, so the crusier isn't bobbing in the water. I've had to reset the depth to about 18 feet, to have them just skim under the cruiser and detonate successfully. Anything below 20+ft, despite the 22f draft listing in the ID book, and the torps just sail right on under. |
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Also, I've never had a magnetic torpedo work without impacting a solid ship in SH4... ever. Also that contact/influence switch on the TDC interface? It might as well be a switch that changes your gender... i.e. it doesn't do dilly. I think early war torpedos are always influence and late war contact.. or the other way around. The switch is disgustingly vestigle from SH3. |
Here I am again, singing the same old song... (Nazareth)
Ever hear that album (age showing mightily here)? Hey, the answers are available here at SUBSIM and the price is right. I personally don't believe in the crew derived speed and course. There is no substitute for plotting your solutions. That way any deviations in speed and course can be immediately detected. Your solution is only valid if neither change, and your detection method is missing the target, wasting a torpedo. Not acceptable.
You need to attend the WernerSobe School of Advanced Submarine Attack Tactics. http://www.subsim.com/radioroom/showthread.php?t=118923. Werner has three videos that will rock your world and send your torpedoes to their targets instead of using them as funky automatic solution verification devices. Toward the end of the thread I have a tutorial in what I call the Dick O'Kane attack method, so accurate you can visually pick the exact spot on the ship where the torpedoes will hit. Take Werner's course and you'll never again question Silent Hunter 4's targeting tools. They're spot on! And you will be too.:up: |
Hey guys, quick question: are the Trigger Maru mods enabled with JGSME?? or do you just copy the data files into the game folder? :S lol
cheers |
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I do want to thank all the early adopters who pay too much to beta test a product that isn't ready for release yet. HOLY COW! That sounds familiar! Have I heard some rumblings like that around SUBSIM at times? (NAW! SH4 was just as good as this when it was released :roll:) |
seems JGSME doesn't want to work with Vista, keeps telling me the files are corrupt and to obtain a new copy. i've downloaded 2 copies off Subsim, and neither have worked :(
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ddip-
Keep the default depth settings for your torpedoes. The game has a variability factor built-in regarding the actual running depth of your fish as, historically, they ran deeper than set. They rarely (if ever) run at their set depth. It's extremely difficult to get a good magnetic detonation on a target due to that reason. I go for contact shots only in SH4. I'd also suggest having show contacts on map turned on so you can use the 3 minute rule to measure the target's speed more easily. I used that if given enough time but if I need a quicker shot I use the method of measuring the time it takes the ship to travel it's own length and do the math with calculator in hand. :arrgh!: That being said, I get ususally get good estimates from the built-in system as long as I'm confident in my range (and the first AoB measurement) between the two points I'm timing. |
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