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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Samurai Navy
![]() Join Date: Jul 2002
Location: Scotland, UK
Posts: 552
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hey guys, so i've got back to SH4. Got RSRD installed along with TM Overhaul for 1.4.
I got some questions though and would like to hear from you. I've been doing the torpedo training mission to reaquaint myself the finer points of manual firing after being in a U-boat for so long ![]() I'm getting my torpedos to hit, but they're all hitting the same spot, despite me firing at different aiming points down the length of a target in the periscope view. How can I get the torps to hit different parts of a target, as my periscope aiming doesn't seem to be working. Also, i've been putting on the Position Keeper AFTER I gather my target data and input it into the TDC, is this the right way to use the PK? As I can't remember ![]() Another thing, has anyone encountered any bugs with any of the mods? Its probably nothing to do with the mods but some of the torpedos in the training mission have seriously been acting up. In some cases, despite me making NO changes at ALL to torpedo depth, i've had some torpedos in a salvo run deeper than their comrades in the same salvo if you get my meaning. Ie, i fire 4 torpedoes. Torpedo 1 runs deep and under the target, the other 3 torps all run normal at the same depth and hit....and this is when i've made NO changes to torpedo depth. Another thing is, i've had a couple of torpedos get fired, and then just go round and round and round in circles and then detonate. Another time I fired I had one torpedo go right round and head back towards my sub before detonating prematurly. Any advice on the torp shooting query above, and anyone else encoutnered some of these bugs? Cheers guys ![]() Last edited by ddiplock; 03-15-08 at 10:47 PM. |
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#2 |
Eternal Patrol
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Real life: from 1941 until the final fix in 1943 torpedoes prematured, dudded and ran deeper than planned, causing huge amounts of frustration to captains. Some torpedoes were circle-runners--USS Tang was sunk by one of her own torpedoes.
What you are experiencing is not a bug; it was planned that way. Answer to you last question: everybody has encountered one or all of these behaviors, and they are not bugs.
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#3 | |
Samurai Navy
![]() Join Date: Jul 2002
Location: Scotland, UK
Posts: 552
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![]() grrrr. Is this going to be more frustrating with its torpedos than SH3 was?? ![]() |
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#4 |
Samurai Navy
![]() Join Date: Apr 2005
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One difference you'll have to get used to is this: bearing to target does NOT constantly update based on where the scope is currently pointing. If you have the position keeper off, it fires to hit a target based on the bearing of the scope at the last time you sent in the range data. If the PK is on, it's based on the current calculation of the position of the ship, and where the scope is pointing no longer matters. So, you basically have two options:
1) Using the PK - if you have the PK on, the only way to vary the impact point is by playing with the spread angle settings for individual torpedoes. Fire the first one with a 0.5-1° left angle, the second with zero, and the third with 0.5-1° right angle depending on range. This should get you one hit forward, one center, and one aft on the target. 2) Forget the PK - after figuring out course and speed, decide on a firing position. Turn the scope to that firing position, and input range/AOB/speed of the target for once it's at the firing position. Then just keep the scope unlocked and fire torpedoes as the ship passes the center of the scope. Each torpedo should hit the point on the scope at the time of firing if all your data is correct.
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#5 |
Fleet Admiral
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Really sucks that it is so different from SH3.
Is this historically accurate? Could the German's spread their torps by the periscope and the American's couldn't?
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abusus non tollit usum - A right should NOT be withheld from people on the basis that some tend to abuse that right. |
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#6 | |
Samurai Navy
![]() Join Date: Jul 2002
Location: Scotland, UK
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![]() Also, does anyone know what the red indicator line on the deep depth guage is for?? Is that meant to be you're crush depth or something? |
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#7 | |
Fleet Admiral
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Is it the max normal operating depth? meaning I can dive to this depth with no worries Is it the design max operating depth? Meaning that I can dive to this depth only with risks Is it the anticipated crush depth? Meaning that if you go below this you is a deader? I guess we can alway start a single mission and sacrifice the crew to find out "Executive officer, I want you to take the crew out and determine the maximum depth capabilities of this boat. I will be on shore...uh.. compiling the data. I will wait for you to report back to me (<muttering> or I will report to new construction). Good luck!" In any case it does seem that the American Subs can't dive anywhere near where the German ones could. But then the American Subs had ice cream makers so that compensated for the lack of diving depth. ![]()
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abusus non tollit usum - A right should NOT be withheld from people on the basis that some tend to abuse that right. |
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#8 | |
Gunner
![]() Join Date: Jul 2007
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Ducimus has all of the mathematical equations, and if you search Test Depth, you'll find his explaniation. |
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#9 |
Samurai Navy
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Location: Scotland, UK
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The depth guague, the deep one goes to 450 feet, I took a Narwal class boat down to that depth with no problems at all. But I couldnt go any deeper. Each time i brought the planes to dive ,the dive crew brought the boat back upto the red dial, to 250 feet.
I dont expect Jap DD's to be too hard to evade in SH4, if thery're anything like reality from what I know the Japs were not the best at sub hunting. Quite often they would set their DC's too shallow, and US subs would just dive deep and under to evade them. |
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#10 | |
Eternal Patrol
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#11 | |
Loader
![]() Join Date: Jan 2002
Location: Dallas, Tejas!!
Posts: 87
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This is why most players first torp runs deep and the rest do not. My best guess is the devs wanted an autocalc of draft available to the player. Or maybe it's a bug. Either way, it isn't consistent. As for duds, set to run slow and impact. For me, it's caused my torpedo dud rate to drop bigtime. Out of 24 total torps, I'll average about 4-6 duds on a patrol, shooting from between 800-1200 yards.
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#12 | |
Eternal Patrol
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Sorry. ![]()
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“Never do anything you can't take back.” —Rocky Russo |
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#13 |
Commodore
![]() Join Date: Jul 2002
Posts: 608
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Germans had problems with magnetic exploders but disabled the function early in the war. Americans had problems with similar exploders but the Navy Brass refused to believe the exploders were at fault ... instead placing blame for poor performance on the skippers.
American torps ran, on average, 11 feet deeper than their setting because trials were done with dummy warheads ... and the dummies were too light. Circular runs were blamed on an early function that was supposed to be disabled: the ability to set a torpedo so that it would circle back and hit a pursuing DD (pre-war tactics always had the sub firing while submerged ... the surface attack made circular run a dangerous gambit). P.S. The easiest method of picking your point of impact (on the target) is to use the O'Kane procedure. |
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#14 |
Swabbie
![]() Join Date: Mar 2002
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I have newest version without mods. I'm playing canpaing from the beginning with externals views only on (i have duds turned on) and experience no problems with torpedoes. Game is too easy. I have no duds od strangly moving torpedoes so far, with is rather annoying because game is too easy and unrealistic
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#15 | |
Commodore
![]() Join Date: Jul 2002
Posts: 608
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Quote:
http://www.subsim.com/radioroom/showthread.php?t=125529 ![]() |
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