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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Watch
![]() Join Date: Mar 2005
Location: San Francisco
Posts: 16
Downloads: 2
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Thanks for this tutorial. Watched it at work and got excited to come home and practice it.
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#2 |
A-ganger
![]() Join Date: Apr 2005
Posts: 76
Downloads: 40
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Very nice WernerSobe. I like the accent too
![]() This will help many who wonder how it is done. ![]()
__________________
Dragon Uss_Nogard_SS56 "Thanks to Ubi Soft and the Silent Hunter Wolves of the Pacific Team, and all the modders from around the world." ![]() |
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#3 |
Loader
![]() Join Date: Apr 2005
Location: Texas
Posts: 86
Downloads: 23
Uploads: 0
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Thanks much needed.
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#4 |
Medic
![]() Join Date: Jul 2003
Location: Cambridge, UK
Posts: 167
Downloads: 2
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Great video...that might convince me to start using fully manual targetting
![]() Just one question...when you are nearing the end of the solution plotting, you send the range/bearing information to the TDC 5 or 6 times. Why? Does the TDC automatically average the range estimates or were you looking for a good result and repeating the process until you found it? |
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#5 |
Watch Officer
![]() Join Date: Apr 2007
Location: York, England
Posts: 346
Downloads: 47
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Hi there, just wanted to say thanks for the tutorial. Stuff like this should have been in the manual and i would never have figured it out for myself. Just one question, what was the formula for figuring out the speed, i can't seem to replicate what you did there
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#6 | |
Commodore
![]() Join Date: Jul 2006
Posts: 625
Downloads: 5
Uploads: 0
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![]() Quote:
1 knots = 1 nautical Miles per hour. or The distance a ship needs to travel through two locations in miles, devided by the time it needs to travel through those locations in minutes and multiplied by 60 equals its speed in knots. Speed (kt) = Distance (nM) / Time (min) * 60 Last edited by WernerSobe; 04-23-07 at 06:02 AM. |
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#7 | |
Commodore
![]() Join Date: Jul 2006
Posts: 625
Downloads: 5
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![]() Quote:
Ive just done it to hit an average. As i said there is a small sonar error. So when you ping a target and you get numbers varying between 2500 and 2000 you should ping it until you are at about 2250 then you have the everage and rather close to correct solution and you can stop. Basicly - the shorter the time between your last data update and your attack, the less critical will solution errors take effect. Example. You have a solution that is wrong in speed by 1 knot. Now lets say you dont update bearing for about 3 minutes. Your solution will be displaced from real target alot more then if you have updated bearing just before you release the fishes. So the most important thing about it is the correct bearing when you fire. When you update the bearing just before you shoot, they will more likely hit even if the solution is flawed by little. |
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#8 |
Ace of the Deep
![]() Join Date: Sep 2002
Location: Mesa AZ, Arizona, USA
Posts: 1,253
Downloads: 5
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AWESOME Tutorial!...your as cooooool as a cucumber...great job there sir I salute you. I want you on any team I play on dang fine setup there....
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#9 |
Swabbie
![]() Join Date: Aug 2006
Posts: 10
Downloads: 16
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Bloody good vid mate, thanks a lot. And your english and accent work very well indeed....
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#10 |
Nub
![]() Join Date: Jul 2007
Posts: 2
Downloads: 0
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Wind 17m/s outside, heavy fog, heavy rain, 0130 hours, zero visibility. I hear a lone merchant coming along and I position myself correctly, pause, alt-tab to review your video, and launch two torps, both hit perfectly, the first instantly destroying the... uh-oh, "Friendly Unit Destroyed".
At least the technique works fine, haha. I'm wondering if I should load my pre-firing save or take my lumps because it amuses me so much. |
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#11 |
Weps
![]() Join Date: Jul 2007
Location: Bentonville, AR
Posts: 367
Downloads: 22
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that tutorial was awesome. how do I get one of those wheels.
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TM2(SS) USS Asheville - Plankowner, Shellback, "Order of the Ditch" http://ths-i.com/ |
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#12 |
Nub
![]() Join Date: Jan 2008
Location: New Zealand
Posts: 2
Downloads: 0
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Thanks for taking the time to make a great tutorial
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#13 |
Navy Seal
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This is truly the most fun possible in Silent Hunter 4. The sense of accomplishment in putting two torpedoes into a target you've never seen is unimaginable. Then you find out you've just sunk the USS Enterprise....
![]() Use with care, gentlemen.:rotfl:
__________________
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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#14 | |
The Old Man
![]() Join Date: Jan 2007
Posts: 1,441
Downloads: 234
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__________________
Wilcke ![]() For the best in Fleet Boats go to: Submarine Sim Central. http://forum.kickinbak.com/index.php Check out: A Brief Introduction to the Pacific Submarine War by Ducimus http://www.subsim.com/radioroom/showthread.php?t=128185 Operation Monsun plus OMEGU, the #1 ATO Solution for SH4! Signature Art by Gunfighter |
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#15 |
Commodore
![]() Join Date: Jul 2006
Location: Orlando, Fl
Posts: 617
Downloads: 60
Uploads: 0
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I was just browsing around, and while I already knew this technique, while I was watching, I couldn't help but notice the chrono in this video is what appears to be the original that came with the game.
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![]() RVAH-9 RA-5C Vigilante at NAS Sanford, Fl 1966 The coolest plane few have heard of! |
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