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Mate
![]() Join Date: Aug 2007
Location: Seattle
Posts: 51
Downloads: 27
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Hey, long time no post. I'm trying SH4 with the GFO (game fixes only) mod. I wanted to try playing without map contact updates, but it was hard because it even removed the sonar bearing lines. I tried finding some tutorials for playing without map contact updates, but I couldn't find any good ones. They all seem to be overly simplified. Either the target is plainly visible from the start or else radar or active sonar is used to get an absolute position or they ask the omniscient WO. But what about the case when you're too far away to see or ping it, and you don't have radar?
I played with it for the past 8 hours or so and found a couple of workable approaches. My first approach was to use the information from passive sonar to do a TMA (target motion analysis). I wrote a program to automate the TMA and spit out an intercept vector that would put me in a firing position 1000 yards off the target's side, and on the whole it works fairly well. The main benefit of this approach is that it gives you the target's absolute position, course, speed, AoB, etc. just from passive sonar readings, but it's a bit of a pain to write down the bearings on paper and alt-tab out of the game for a couple minutes to input the data. I also had trouble with my incompetent crew failing to report and track sound contacts despite them being clearly audible, and when that happened the approach degraded because it's hard to be a good sonarman and get accurate readings in addition to plotting on the map and everything else I have to do. Precision is important with this approach. So my second approach was based on just using the rate of bearing change to find a lead pursuit course with the target. If you're on a lead pursuit vector (i.e. a straight-line course and speed on which you will intercept the target), then the target should remain at a constant bearing. (This is in contrast to a lag pursuit course where you simply keep your bow pointed at the target. Subs are too slow for that to be viable most of the time.) So what I did was:
The upside of this approach is that it's simpler than using TMA and doesn't require alt-tabbing out of the game. And you don't have to be very precise to get good results. The downside is that it doesn't give you the target's position, course, speed, or AoB, so you still have to figure that stuff out using other sensors and you can't directly sail to a firing position. But it's good to know how to do that anyway. Being on a lead pursuit course takes most of the guesswork out of interception, and when the target gets within 4-8 km or so you can begin roughly estimating its position and plotting its track using the following technique:
I use this overall approach with success in SH3 + GWX. (I went back to it because SH4 crashed and corrupted my saved games on 2 out of 3 patrols. :-|) Last edited by AdamMil; 04-29-14 at 10:49 AM. |
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