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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Mate
![]() Join Date: May 2006
Location: Canada
Posts: 52
Downloads: 9
Uploads: 0
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Alrighty... where to start. I have been sub simming for some time with SH3 and been using manual targetting for some time now but in SH4 I can't hit a barn at 50 meters :P For some reason when I activate the position keeper my target goes from being at bearing 330 (for example) to some bearing way out to lunch. I can spot it through the scope, lock onto it, refeed the data into the TDC but the position keeper throws it all out to lunch!! granted I am not always at a perfect 90 degree angle to the ship I am pursuing or locked onto but I do try to make it as close to 90 as possible but for some reason this darn thing keeps screwing up my solutions. Does anyone have any ideas as to what may be going wrong... I have watched WernerSobe's videos so many times to see if I could spot what I am doing wrong that I can prbably recite them word for word, but as of yet I can't get a solution that will hit a ship to save my life.
![]() Anyways, if anyone has any thoughts on what I may be doing wrong please oh please let me know... here's my general walkthrough 1. sonar track's bearing to target 2. raise scope and ID the target, take a reading with the stad meter 3. drop the scope and set torps/open doors 4. raise scope and do second stad meter reading to get speed estimate 5. set AOB to match units course 6. activate position keeper 7. lock scope on target 8. update the range to target 9. check attack map to ensure solution looks good (this is when I notice the ship went from a bearing of about 340 to some wacked out bearing way off to the side of my ship) I am confused very much... what I am doing should work no??? Sorry to ramble guys, this is buggin me sooo much as I know it should work, but my 12 misses with 12 torp's says I am missing something ![]() Last edited by cwelt; 02-11-08 at 12:36 AM. |
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#2 |
Beach Leaf
![]() Join Date: Apr 2007
Location: Seattle, WA
Posts: 287
Downloads: 11
Uploads: 0
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When you do step seven, do you lock the scope on the ship before you send the range estimate? Every time you send range the bearing that the scope is pointing at gets sent as well.
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#3 |
Mate
![]() Join Date: May 2006
Location: Canada
Posts: 52
Downloads: 9
Uploads: 0
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yeah, sorry I forgot to mention that I do a scope lock... let me edit that one
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#4 |
Watch
![]() Join Date: Jul 2007
Location: Nottingham, England
Posts: 20
Downloads: 99
Uploads: 0
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When you get the crew to estimate speed, are you pressing the send to TDC button on the speed section of those dials?
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#5 | |
Navy Seal
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Quote:
1. Use radar fixes to calculate speed. Measure the number of yards between 2 fixes three minutes apart. Divide by 100 (drop two zeroes or slide the decimal two places left) to get kph: 700 yards equals seven knots. Enter that into the TDC. Since this parameter doesn't change continuously, you can do this before your turn on the PK. 2. Turn on the PK. All other parameters will continuously update as your own boat and the target move. 3. Set AoB to match unit's course. Now if you change course and speed the target will remain in your crosshairs and course craziness will not occur unless the target changes its course. 4. Lock the periscope to the target. Use the stadimeter and press the send range/bearing button to get the data to the TDC. Your PK is now locked onto the target and if his course and speed remain unchanged AND if your inputs are correct you can shoot any time the target is in range. 5. Switch to the attack map and watch your impact point. It should be superimposed on the target and follow it long enough for a torpedo to travel from its tube to impact point. It is quite easy to see when a change in AoB or target speed is necessary. Just tweak those parameters, repeat step 4, and check again. 6. Don't shoot until your attack map shows the impact point stays on the target long enough for the torpedo to get there. Did you open the torpedo door? If not, open it now, giving plenty of time for the door to fully open. 7. The last thing to do is update the range and bearing just before you shoot. At any time during the procedure, you can lower and raise the periscope as necessary or desired. Tube opening is not critical so long as the tube is fully opened at time of firing.
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Sub Skipper's Bag of Tricks, Slightly Subnuclear Mk 14 & Cutie, Slightly Subnuclear Deck Gun, EZPlot 2.0, TMOPlot, TMOKeys, SH4CMS |
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#6 | |
Mate
![]() Join Date: May 2006
Location: Canada
Posts: 52
Downloads: 9
Uploads: 0
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#7 | |
Navy Seal
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![]() Quote:
It also gets rid of two items that cause lots of trouble for conventional targeters: the stadimeter (booooooo! booooooo!) and the position keeper (hisssssss! boooooo!).
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Sub Skipper's Bag of Tricks, Slightly Subnuclear Mk 14 & Cutie, Slightly Subnuclear Deck Gun, EZPlot 2.0, TMOPlot, TMOKeys, SH4CMS |
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#8 |
Watch Officer
![]() Join Date: Mar 2005
Location: In the North Carolina Sticks
Posts: 335
Downloads: 0
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I know that by using the attack map, you can tell if you've got a super swell solution by looking at the PK tracker.
But what if you don't have map updates on and you can't see the solution in the attack map, presuming of course that that does that... Or in real times...how did they know they were spot on? Check, double check, etc. I presume... **************************************** And yes, the Dick O'kane method is the schnitzel! ![]() |
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#9 | |
Commodore
![]() Join Date: Jul 2002
Posts: 608
Downloads: 25
Uploads: 1
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Quote:
Unfortunately, in the game, your choice is either: a) to be unrealistically accurate by having an auto-updated attack map; or b) to be unrealistically hampered by not being able to mark your target's "estimated' (via TDC) position on the attack map. :hmm: If only somebody could figure out how to transpose the compass, ruler, erasure, and pencil from the nav map to the attack map ... now that would be much more realisitic! |
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