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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Machinist's Mate
![]() Join Date: Oct 2005
Posts: 128
Downloads: 44
Uploads: 3
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Made a new Manual dealing with the same subject but without contacts. Can be seen here.
http://www.subsim.com/radioroom/showthread.php?t=164917 If you want to use map contacts use the one below. Been trying to figure out this new TDC and finally found an easy method that works great for long and shot shots. My problem before was trying to gather the correct info quickly, and reliably. I am using all options engaged except for no map contacts. As you will see I do not have the perfect firing angle but my torps hit just where I tell them to. Here is my method. First I assume you can find a target to kill.... So once I set up I need to start getting info for the TDC to make my shot. Range. I expand the map window and use the ruler to get an accurate range. ![]() Well that is easy enough now plug that info into the TDC. Forgot to mention you need to ID the target but that is pretty damn easy with the recog manual so not going into that here. Secondly I get my AOB. This is something I struggled real hard to figure out. Eyeballing didnt ever really work out so well. So use the map tool to get your angle like below. ![]() Just draw a line out to the targets stern and take it forward. Take the angle data and enter it into the TDC. For speed I just highlight the ship and get its speed that way. Wish I could get a hotkey for my WO to estimate the speed, but havent figured out how to mod that in yet. In this SS I am lined up where I am about to shoot right after entering the speed info. ![]() And here is the shot of the hit. As you can see it is very close to where I aimed the torp. ![]() This is not the best way to get the info and line up a shot but i have to think it is probably the easiest. I have been able to get accurate hits as far as 4200y and as close as 700. Cant wait till we have a working TDC with gauges and dials though. Hope this info helps people figure out the new TDC. Any questions feel free to post here. Last edited by emtguf; 03-14-10 at 07:40 PM. |
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#2 |
Nub
![]() Join Date: Mar 2007
Posts: 4
Downloads: 50
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Hi great tutural thx verry much for that. the interface you have with the buttons on the left can i download that at some place ? thanks in advance
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#3 | |
Silent Hunter
![]() Join Date: Aug 2006
Posts: 3,528
Downloads: 118
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Edit: Well, actually he's using the Full UI verison with SH4 buttons and stuff: http://www.subsim.com/radioroom/showthread.php?t=163268 I prefer just the dials. ![]() |
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#4 |
Machinist's Mate
![]() Join Date: Oct 2005
Posts: 128
Downloads: 44
Uploads: 3
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The more i've been playing with it I think I also prefer just the dials more as well. I generally don't even hit the buttons.
Love how fast this game is coming together though. Last night (while doing to Tutorial) was the longest I had spent playing this game, and the most fun as well. Finally being able to hit Targets without connecting the dots was great! |
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#5 |
Mate
![]() Join Date: Mar 2010
Location: Near the port of Rotterdam
Posts: 59
Downloads: 77
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Thank you very much for this explanation!
I'm going to try it as soon as i get off work ![]() |
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#6 |
Nub
![]() Join Date: Mar 2007
Posts: 4
Downloads: 50
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Thank you all for the answers i am jusing it now. thank you
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#7 |
Bilge Rat
![]() Join Date: Mar 2010
Posts: 1
Downloads: 0
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Im playing at 94% Realism, If I lock on to the ship I don't get a marker on the map, so I think this is out of the question for me
![]() I just have one question, how do you set the target speed? Officer always tells me that there's not enough data! |
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#8 |
Planesman
![]() Join Date: Aug 2007
Location: Russia
Posts: 187
Downloads: 182
Uploads: 4
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Thank you very much for this tutorial!
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#9 | |
Machinist's Mate
![]() Join Date: Oct 2005
Posts: 128
Downloads: 44
Uploads: 3
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Yes you have to have map markers active for this to work. I am using them till the game is working more like sh4 and 3 |
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#10 |
Admirable Mike
Join Date: Mar 2004
Location: Canada
Posts: 1,338
Downloads: 421
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I saw no way to bring up a manual.
UBI hasn't given the North American market a good user manual, and it would be so good of them to give us the UK Manual as a pdf file. How do I get a target ID manual with the NA version?
__________________
Game Designer: Close The Atlantic - World War Three https://boardgamegeek.com/boardgame/...orld-war-three |
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#11 |
Machinist's Mate
![]() Join Date: Oct 2005
Posts: 128
Downloads: 44
Uploads: 3
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If you have the TDC on click on the generic ship name to bring up the manual.
If you want an easy way to do it with one click however do this.. Go to the main SH5 directory. Then go to the data folder then the Cfg folder. look for a file called commands.cfg and open it with notepad Search for the words [cmd343] you will see this [Cmd343] Name=WP_Identify_target Contexts=1 MnID=0x3F130002 StringID=1073 HasDelayedExecution=Yes add this at the bottom Key0=0x49,s,"Shift+I" now it will look like this... [Cmd343] Name=WP_Identify_target Contexts=1 MnID=0x3F130002 StringID=1073 HasDelayedExecution=Yes Key0=0x49,s,"Shift+I" save the file and launch the game. now when you want to identify a target just lock it, turn on the tdc then hit Shift+i The WO will identify the ship for you. recognition easy and on the fly. Basically the old command from SH3 for the WO to ident the target. The rest is super easy using the method above. |
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#12 | |
Engineer
![]() Join Date: Mar 2007
Location: Midlands, UK
Posts: 210
Downloads: 17
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What then happens is (I assume!), he takes the two range readings, together with the known change in bearing (automatically known to him as you have locked the target), and works out the distance travelled by the ship in the time between your range readings. Thereby estimating speed. Of course, with the current stadimeter, it's pretty impossible to get an accurate range reading, so don't expect his speed estimates to be very reliable! The only other way to accurately find the speed is to shadow the ship from a distance (on the surface) and take your own measurements over a long period of time (say 30 min or more) by running approximately parallel to the ship and keeping it at a 90° or 270° bearing. That removes the problem of requiring accurate range. Then use distance & time with basic maths to work out his speed before getting in position for your attack. Hope you have patience ![]() I liked the method in OLC's GUI for SH3, where you time how long it takes the ship to cross your periscope from bow to stern, then use that info together with the ship's length to find the speed. Alas, there's no info on ship length in the new recognition manual ![]() |
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#13 |
Sparky
![]() Join Date: Apr 2005
Posts: 152
Downloads: 8
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There is also a mod that introduces new keys (shift+key) that reactivate old functions...it gives you many useful functions including range to contact and identify target, among several others (like weather report and depth under keel). I got it from the mods workshop forum and highly recommend it.
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#14 |
Machinist's Mate
![]() Join Date: Oct 2005
Posts: 128
Downloads: 44
Uploads: 3
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I dont use that mod as it replaces the movement keys. What I did was write down the key functions I use and found them in the mods files and added them to the base game. That way I get everything I need, and nothing I dont use.
Plus I get to keep my wsad movement keys. |
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#15 |
Stowaway
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Thank you very much for this guide, I've been having lots of trouble with angle on bow and speed. Usually i just try to get close enough that its impossible to miss, but the speed estimations are wildly innacurate, and i usually just guess the speed based on the ship and what i think it should be cruising at.
Merchants 6-9 knots, Warships 10-15. Now i can be more accurate. |
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