Quote:
Originally Posted by Castout
last night while playing
I had a large merchant ship on the scope. It was rather far but it wasn't showing small at all from the periscope.
The problem is I kept losing lock on it. I went shallower in the hope that the waves would not break my lock but alas even when the was no longer waves hindering the view and it was a perfect sighting on the ship I kept losing the lock which hindered me from getting solution as I was playing with manual torpedo solution.
Is there a way to fix this problem of keep losing periscope lock? The ship wasn't seen too small at all hence I wasn't being too far from it. . . .
It felt like I was fighting against the scope lock than the war..I was quite annoyed and upset last night
Playing with TMO 2.0 and RSRD.
The other issue I'm having is that the deck crew couldn't report visual sighting that otherwise player could identify until they were much nearer. This is no where as critical as the problem of keep losing scope lock though
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Simple, but complex. Mods change many variables. Remember you sub is working based on the skills and equipment of that time. The game doesn't render your skills or what you think you clearly see, it renders the sub skills, so often you will see things your crew doesn't. As the war progresses your mens skill and equipment improves and they'll spot targets at further ranges.
The same is with sonar. I'm sure you've seen the lag that happens when you get near a target, the more targets, the more lag. So you know something is near, but you get no contact messages from your crew. If you go to your sonar and scan you can hear the target fairly well. Same issue, your skills over the skills of the sub in game. There is a contact zone around your sub all through the war that basically reaches out to the limits of your best skills and equipment. As you get better sonar, your men will start calling out contacts to the furthest limit of the contact zone and the lag will be much less. This is how many find convoys, they get lag, they scan sonar and get a bearing.
Not sure of your distance, but most don't see this as an issue, because you wouldn't be shooting at something that far. Here is what you can do if you haven't figured it out already.
ID target as normal why locked.
Make sure you scope line is where you want it at the keel of target.
Lock on target, bring your stad down.
Stad will unlock, but now you can operate the range wheel.
Don't let go of the cursor holding the stad down.
Lock target again and take your stad measurements.
QUICKLY, before the target unlocks send the range..
This will give you the few extra seconds you need to send range before the target unlocks.
The bigger problem is correct stad measurments at that distance as you can't see that well. You could also load Maxoptics and SCAF, better magnification and better measuring points on the ship, such as the funnels. This helps resolve the problem.
There is another mod called Easy AOB that makes all the dials work and has full range. Using radar, sonar or just a measuring tool you can imput the info manually.
SCAF TMO2
http://www.subsim.com/radioroom/down...o=file&id=1960
Maxoptic TMO2
http://www.subsim.com/radioroom/down...o=file&id=1958
Easy AOB
http://www.subsim.com/radioroom/down...o=file&id=1962
Just load anywhere in your mod order after RSRD.