SUBSIM Radio Room Forums



SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997

Go Back   SUBSIM Radio Room Forums > Silent Hunter 3 - 4 - 5 > Silent Hunter 5
Forget password? Reset here

Reply
 
Thread Tools Display Modes
Old 04-16-12, 05:29 PM   #1
finchOU
Samurai Navy
 
Join Date: Jan 2004
Posts: 571
Downloads: 77
Uploads: 0
Default Stadimeter and Lock functionality

Couldnt find the anwser to this. Is there a MOD I can download to use the Stadimeter without having to lock a ship, click range...etc? I think the whole concept of having to "Lock" a ship in the first place is ludicrous...let alone having it tied to fuctionality of other things...(aka the Stadimeter). Is there a fix for this? Or did I miss something?

Another thing.......with respect to accurate TDC range for employing torepdos......Gyro angle change is almost nill with change in distance...meaning you'll use the same gyro angle for a target at say 700 meters verses 2500 meters...so accurate distance really does not matter. I'll cavate this by saying I almost always shoot torpedos to impact when the target is 90 AOB and never use magnetic pistols at different AOBs. Any thoughts on this?


Edit: Removed false theory or posting before verifying!
__________________
Intel i7-2700K-3.50GHz, 16 GB RAM, 2 xGTX 560,2GB,SLI,2 TB HD
The Wolves of Steel 1.06
The Wolves of Steel 1.06 Update 05c

Last edited by finchOU; 04-16-12 at 06:41 PM.
finchOU is offline   Reply With Quote
Old 04-17-12, 02:47 AM   #2
Trevally.
Navy Seal
 
Join Date: Apr 2007
Location: AN1536 (Orkney)
Posts: 5,451
Downloads: 166
Uploads: 28


Default

Quote:
Originally Posted by finchOU View Post
Or did I miss something?
To work out the adjacent of a triangle you need to know the angle A and the opposite.

So when you lock onto a ship (after ID) pressing the space bar sends the mast height (opposite) to the TDC where angle A can be measured to give range.

So yes you must lock onto the ship

Quote:
Another thing.......with respect to accurate TDC range for employing torepdos......Gyro angle change is almost nill with change in distance...meaning you'll use the same gyro angle for a target at say 700 meters verses 2500 meters...so accurate distance really does not matter. I'll cavate this by saying I almost always shoot torpedos to impact when the target is 90 AOB and never use magnetic pistols at different AOBs. Any thoughts on this?
Yes this is correct
__________________
Trevally Mods for SH5
Trevally. is offline   Reply With Quote
Old 04-17-12, 10:02 AM   #3
finchOU
Samurai Navy
 
Join Date: Jan 2004
Posts: 571
Downloads: 77
Uploads: 0
Default

Quote:
Originally Posted by Trevally. View Post
To work out the adjacent of a triangle you need to know the angle A and the opposite.

So when you lock onto a ship (after ID) pressing the space bar sends the mast height (opposite) to the TDC where angle A can be measured to give range.

No man...I know the trig involved...Tan (mast height angle)=mast height (oppisite) / distance (adjacent)....what I'm saying is...the real TDC did solve the the range componet. Think they used Trig tables of know angles then calculated what the distance on their own....then put that into the TDC as the Range to target....so mast height to the TDC makes no sense to me.

My bigger problem is...I HAVE to lock a ship to USE the stadimeter or the recce manual. This is a huge turn off to me....plus i think its more time consuming and SA sucking. Obviously i'm not using any MODS until i get my new computer....so that was my question....whether there is a MOD that separtes "Locking" a ship....with the fuctionality of the Recce Man and Stadimeter.

I would perfer a Stadimeter that just gives out an angle (or at least shows the angle)...to which a note pad would do the trig if you were allowed to manually enter mast height...vice....."selecting a ship" with the recce man. I personally dont like the way it is (what else is new). I guess I would perfer options.....vice one way to use the range finder.
__________________
Intel i7-2700K-3.50GHz, 16 GB RAM, 2 xGTX 560,2GB,SLI,2 TB HD
The Wolves of Steel 1.06
The Wolves of Steel 1.06 Update 05c
finchOU is offline   Reply With Quote
Old 04-17-12, 11:41 AM   #4
Trevally.
Navy Seal
 
Join Date: Apr 2007
Location: AN1536 (Orkney)
Posts: 5,451
Downloads: 166
Uploads: 28


Default

Quote:
Originally Posted by finchOU View Post
No man...I know the trig involved...Tan (mast height angle)=mast height (oppisite) / distance (adjacent)....what I'm saying is...the real TDC did solve the the range componet. Think they used Trig tables of know angles then calculated what the distance on their own....then put that into the TDC as the Range to target....so mast height to the TDC makes no sense to me.
ah - ok

Quote:
My bigger problem is...I HAVE to lock a ship to USE the stadimeter or the recce manual. This is a huge turn off to me....plus i think its more time consuming and SA sucking. Obviously i'm not using any MODS until i get my new computer....so that was my question....whether there is a MOD that separtes "Locking" a ship....with the fuctionality of the Recce Man and Stadimeter.
The mod I use to fix the stock stadi uses the space bar to mark the target and send mast height to TDC - no lock on required.

It also has an option to follow the target

Quote:
I would perfer a Stadimeter that just gives out an angle (or at least shows the angle)...to which a note pad would do the trig if you were allowed to manually enter mast height...vice....."selecting a ship" with the recce man. I personally dont like the way it is (what else is new). I guess I would perfer options.....vice one way to use the range finder.
I'm sure this could be done - are you up for making it
__________________
Trevally Mods for SH5
Trevally. is offline   Reply With Quote
Old 04-17-12, 04:14 PM   #5
finchOU
Samurai Navy
 
Join Date: Jan 2004
Posts: 571
Downloads: 77
Uploads: 0
Default

Quote:
Originally Posted by Trevally. View Post
I'm sure this could be done - are you up for making it

Yeah I'll put on my modding hat....its right next to my engineering hat and carpentry skillz hat. Oh wait...i dont own a hat! I wish I was code savy and mod able...but I dont work that way. I think is turely unbelievalbe that we have these kind of games at all...and the modders.... just awesome that someone cares enought...with the know how and free personal time to make it better.
__________________
Intel i7-2700K-3.50GHz, 16 GB RAM, 2 xGTX 560,2GB,SLI,2 TB HD
The Wolves of Steel 1.06
The Wolves of Steel 1.06 Update 05c
finchOU is offline   Reply With Quote
Reply


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT -5. The time now is 05:50 PM.


Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright © 1995- 2025 Subsim®
"Subsim" is a registered trademark, all rights reserved.