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Old 03-26-07, 05:09 PM   #48
donut
The Old Man
 
Join Date: Apr 2004
Location: The Shifting, Whispering Sands, NM
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Agreed

Quote:
Originally Posted by Trout
Do the Devs even consider radar operation to be a potentially fun part of the sim?
They seemed to have dumbed down Sh4 for the casual gamer - most of the bugs or poorly working features relate to higher difficulty level operations.

Boy, this manual has got to be the WORST I've ever seen.

Trout
I could have missed it,but nothing on torp.Speed,range,size of warhead,& steam,or electric.What they left out,would fill another book,SHCE gave this 10 years ago in game,as well as SHIII. It isn't like they didn't have the model under them,when someone was copulating off makeing hard cash. :hmm: SJ radar,& PPI scope put the lid IJN's coffin.

Lifted from http://www.cs.cmu.edu/~tlm/silent.html#torps

Torpedoes, Radar, and TDC
  • Dud torpedoes can be a real problem before the end of 1943. You can lower the number of duds by having the torpedoes strike obliquely rather than at right angles. I try to have torpedoes strike at an angle of 30-50 degrees. After 1943, duds no longer seem to be a problem.
  • I leave at least 5 seconds between firings because of prematures: The second torpedo will sometimes detonate in the wake of the first if they are launched with not much time between them. Setting torpedoes too shallow (less than 3 feet) seems to increase the number of premature detonations, too.
  • The estimate of the distance to a ship is an overestimate by quite a bit until the ship gets within a couple of thousand yards. Use the radar to get accurate distances.
  • The radar can also help you estimate a ship's speed. 100 yards a minute equals 3 knots. Be sure to account for your own movement...I'm working on a scenario to help show how to use the radar for TDC inputs.
  • The SD radar tells you how far away a plane is but not what direction. If a plane is low enough, it will appear on the SJ. Watch for small blips away from the convoy.
  • Use the offset dial on the TDC for ships that are turning at the time you fire. The TDC assumes the target will be moving straight ahead on the course given at the time of firing. If the target is turning, it won't make as much progress in that direction and using a non-zero offset can account for that.
  • A rule of thumb is that each degree of offset on the TDC gives you a spread of 17 yards for each 1000 yards to the target, assuming they will impact at 90 degrees. For example, if I launch two torpedos, one with a 0 degree offset and one with a 2 degree offset at a target 1000 yards away, the spread between them will be 34 yards. At 2000 yards, the spread will be 68 yards. There's a table at Jim Atkins's site with the exact values, but this rule of thumb will get you to within 10 yards of the table values for offsets of 5 degrees or less at a distance of 3000 yards.
    (Note to the geometrically minded: This rule of thumb works because the limit of sin(x)/x [x in radians] goes to 1 for small x. The difference between the angle in radians and the sine of the angle is less than half a percent at 10 degrees, and less than half of a thousandth of a percent at 1 degree. Most of the error in my rule of thumb comes from approximating 1 degree as 0.017 radians. But 17 yards per 1000 yards per degree is easier to figure in my head than 17.5 yards and is good enough for all but long range shots. )

Last edited by donut; 03-26-07 at 06:04 PM.
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