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Old 06-04-07, 12:08 AM   #766
perisher
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Quote:
Originally Posted by panthercules
I suspect this is somehow related to the resolution .
No I think you will find that Beery's radar operator is just taller than yours. You need to get your guy a box to stand on
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Old 06-04-07, 12:25 AM   #767
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Originally Posted by perisher
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Originally Posted by techie714
Well, I'm on a new fesh patrol with a fresh install of the game. I've noticed that my depth meter is a little different now. At periscope depth It usually says I'm at 50ft or so...hmm maybe it's because in settings I set it to "Imerial" for measurment. Here's my problem EVERY torpedo I shoot at a destroyer goes directly under it. It does not matter if I set the Torpedo depth to almost zero they still go right under the destoryer ships.....whats up? Thanks for the help....
There's nothing wrong with your imperial periscope depth.

As for the deep running torpedoes; it was a common fault in both Mk10 and Mk14 torpedoes and the effect will be most noticeable when attacking shallow draught craft like destroyers. Early in the Pacific War, given a good firing angle, a good solution, a good range and a target that stays on course and speed, I would still expect to miss a destroyer about 70% of the time.

WOW, that sucks so everyone is missing destroyers about 70% of the time? I have yet to hit one & I have shot at about 4 with at least 7-10 torpedos, all with EXCELLENT firing solutions on easy. Everyone just glides about 3 feet below the keel (bottom) of the boat.. =(
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Old 06-04-07, 01:58 AM   #768
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Quote:
Originally Posted by techie714
WOW, that sucks so everyone is missing destroyers about 70% of the time? I have yet to hit one & I have shot at about 4 with at least 7-10 torpedos, all with EXCELLENT firing solutions on easy. Everyone just glides about 3 feet below the keel (bottom) of the boat.. =(
In real life destroyers were seldom attacked. Even if you have torpedoes that keep their depth, destroyers are difficult targets and their retribution for a missed shot can be terrible indeed. Also, at the end of the day, they were a relatively low value target, better to kill the escorted than the escort.
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Old 06-04-07, 03:29 AM   #769
oiler
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Quote:
Originally Posted by panthercules
@Beery - everything's looking good so far on my first RFB 1.28 patrol - BUT, I noticed when I went to check out my radar that it opens up like this:



so I have to move it down every time so I can use it. Is there a way to tweak what you did with the cameras.dat file so the station would open up like this (so I can use all the buttons without having to move the view):



I suspect this is somehow related to the resolution (I'm playing on 1024x768 'cause I like that better, but I assume that you're probably basing RFB on some higher resolution. I managed to fix the similar problem I had with the sonar station opening up so I was too close to it (just a simple tweak to increase the angular angle back to the stock 75 in that case), but I couldn't recognize anything in the tweak file for the radar room that looked like it would probably shift it down like shown above. Assuming that it's possible, can you give me a hand and say which parameters need to be tweaked to move the camera down in the radar room so I can give that a shot?

Thanks for all this great work.
i have same problem on res 1680x1050 and now is view on radar, sonar too close for me
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Old 06-04-07, 05:30 AM   #770
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Quote:
Originally Posted by oiler
Quote:
Originally Posted by panthercules
@Beery - everything's looking good so far on my first RFB 1.28 patrol - BUT, I noticed when I went to check out my radar that it opens up like this:
so I have to move it down every time so I can use it. Is there a way to tweak what you did with the cameras.dat file so the station would open up like this (so I can use all the buttons without having to move the view):

I suspect this is somehow related to the resolution (I'm playing on 1024x768 'cause I like that better, but I assume that you're probably basing RFB on some higher resolution. I managed to fix the similar problem I had with the sonar station opening up so I was too close to it (just a simple tweak to increase the angular angle back to the stock 75 in that case), but I couldn't recognize anything in the tweak file for the radar room that looked like it would probably shift it down like shown above. Assuming that it's possible, can you give me a hand and say which parameters need to be tweaked to move the camera down in the radar room so I can give that a shot?

Thanks for all this great work.
i have same problem on res 1680x1050 and now is view on radar, sonar too close for me
I first noticed the problem of being too close to the sonar when I installed Mav's camera mod. Since this comes with RFB 1.28 I expect this is the cause of the problem.
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Old 06-04-07, 06:14 AM   #771
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Quote:
Originally Posted by perisher
Quote:
Originally Posted by techie714
WOW, that sucks so everyone is missing destroyers about 70% of the time? I have yet to hit one & I have shot at about 4 with at least 7-10 torpedos, all with EXCELLENT firing solutions on easy. Everyone just glides about 3 feet below the keel (bottom) of the boat.. =(
In real life destroyers were seldom attacked. Even if you have torpedoes that keep their depth, destroyers are difficult targets and their retribution for a missed shot can be terrible indeed. Also, at the end of the day, they were a relatively low value target, better to kill the escorted than the escort.
Not entirely true. USS HARDER in command of Samuel Dealey sunk 5 destroyers in one patrol. They deducted 2 of this result after war, counting them as heawily damaged.
Japans destroyers were quite big to become quite resonable target but of cource not as vaulable as tankers.
It would be great idea to make destroyers a bit harder to kill by one torpedo - accordinh to historic records.
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Old 06-04-07, 07:40 AM   #772
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Quote:
Originally Posted by czACha
Quote:
Originally Posted by perisher
Quote:
Originally Posted by techie714
WOW, that sucks so everyone is missing destroyers about 70% of the time? I have yet to hit one & I have shot at about 4 with at least 7-10 torpedos, all with EXCELLENT firing solutions on easy. Everyone just glides about 3 feet below the keel (bottom) of the boat.. =(
In real life destroyers were seldom attacked. Even if you have torpedoes that keep their depth, destroyers are difficult targets and their retribution for a missed shot can be terrible indeed. Also, at the end of the day, they were a relatively low value target, better to kill the escorted than the escort.
Not entirely true. USS HARDER in command of Samuel Dealey sunk 5 destroyers in one patrol. They deducted 2 of this result after war, counting them as heawily damaged.
Japans destroyers were quite big to become quite resonable target but of cource not as vaulable as tankers.
It would be great idea to make destroyers a bit harder to kill by one torpedo - accordinh to historic records.
I don't have the reseach handy ATM, but I remember being surprised at how many destroyers were sunk by US subs - apparently they took a somewhat different approach in the PTO than the Germans did. I suspect that it may have been more a case of shooting whatever targets presented themselves - I don't know if many skippers would consciously shoot at a destroyer if a suitable merchant or larger warship were also available as a target, but I suspect that solo destroyers or destroyer-only task forces were probably more commonly encountered in the Pacific (where the Japanese often used destroyers to ferry supplies and troops to island outposts) than they were in the Atlantic. Will be interesting to check the research and see how many destroyers were hit/sunk before the torpedo problems were worked out with the Mk. 14s compared to afterwards.
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Old 06-04-07, 07:42 AM   #773
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Quote:
Originally Posted by panthercules
@Beery - everything's looking good so far on my first RFB 1.28 patrol - BUT, I noticed when I went to check out my radar that it opens up [at a horizontal angle] so I have to move it down every time so I can use it. Is there a way to tweak what you did with the cameras.dat file so the station would open up [at a better angle]...

I suspect this is somehow related to the resolution (I'm playing on 1024x768 'cause I like that better, but I assume that you're probably basing RFB on some higher resolution.
There might be a way to tweak it. I'll take a look. Did it change from what it was before? If so it might be the camera mod that's doing it - all the interior view 'angularangles' were changed to give a more realistic cramped look to the sub. It may be related to the resolution too - I play at the next resolution up, but if I recall correctly I seem to always have needed to move the radar and hydrophone stations around to get at all the buttons.
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Old 06-04-07, 07:43 AM   #774
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Quote:
Originally Posted by Prof
Quote:
Originally Posted by oiler
Quote:
Originally Posted by panthercules
@Beery - everything's looking good so far on my first RFB 1.28 patrol - BUT, I noticed when I went to check out my radar that it opens up like this:
so I have to move it down every time so I can use it. Is there a way to tweak what you did with the cameras.dat file so the station would open up like this (so I can use all the buttons without having to move the view):

I suspect this is somehow related to the resolution (I'm playing on 1024x768 'cause I like that better, but I assume that you're probably basing RFB on some higher resolution. I managed to fix the similar problem I had with the sonar station opening up so I was too close to it (just a simple tweak to increase the angular angle back to the stock 75 in that case), but I couldn't recognize anything in the tweak file for the radar room that looked like it would probably shift it down like shown above. Assuming that it's possible, can you give me a hand and say which parameters need to be tweaked to move the camera down in the radar room so I can give that a shot?

Thanks for all this great work.
i have same problem on res 1680x1050 and now is view on radar, sonar too close for me
I first noticed the problem of being too close to the sonar when I installed Mav's camera mod. Since this comes with RFB 1.28 I expect this is the cause of the problem.
Could be - fortunately, the sonar problem was easy to fix, just by tweaking the angularangle setting back to stock "75". However, I tried that with the radar room setting and it didn't fix the problem, so I still haven't figured out what parameter you need to tweak to fix the radar view. Any suggestions by the camera gurus?
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Old 06-04-07, 07:44 AM   #775
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Quote:
Originally Posted by Prof
I first noticed the problem of being too close to the sonar when I installed Mav's camera mod. Since this comes with RFB 1.28 I expect this is the cause of the problem.
Yeah, that's probably it. I'll change the Radar A scope angularangle back to its original value of 75. That will probably do the trick.
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Last edited by Beery; 06-04-07 at 07:59 AM.
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Old 06-04-07, 08:33 AM   #776
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Actually, on the issue of the 'too close to the radar' issue, I've been looking at it and changing the angularangle isn't the best solution to the problem. I looked around with the angular angle at its stock value of 75 and then with it at 57 and I must admit 57 is much better. Having been in a Balao class sub's radio room just a couple of weeks ago the 57 value gives a great cramped feeling that the real sub had.

I wonder if there's any way to just pull back the viewpoint and tilt it down a bit so that we can get everything we need in view? I think we need to get the camera gurus in here. I've sent a message to Mav87th. Maybe he can come up with something.
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Old 06-04-07, 09:10 AM   #777
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First patrol startet with 1.28, also got one large freighter, 12 torpedos fired, 2 dud, 2 deep runners, 3 shot with wrong calculated speed, 5 hits. Well I need less for cruisers but that's another bug in the game I guess.
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Old 06-04-07, 01:29 PM   #778
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Quote:
Originally Posted by perisher
Quote:
Originally Posted by techie714
WOW, that sucks so everyone is missing destroyers about 70% of the time? I have yet to hit one & I have shot at about 4 with at least 7-10 torpedos, all with EXCELLENT firing solutions on easy. Everyone just glides about 3 feet below the keel (bottom) of the boat.. =(
In real life destroyers were seldom attacked. Even if you have torpedoes that keep their depth, destroyers are difficult targets and their retribution for a missed shot can be terrible indeed. Also, at the end of the day, they were a relatively low value target, better to kill the escorted than the escort.
Destroyers were frequently attacked, especially after a directive was issued to prioritize destroyers as targets after it was realized that escort availability was a big weakness in the Japanese system.
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Old 06-04-07, 02:14 PM   #779
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Quote:
Originally Posted by akdavis
Destroyers were frequently attacked, especially after a directive was issued to prioritize destroyers as targets after it was realized that escort availability was a big weakness in the Japanese system.
It was much easier for USN skippers to take on destroyers in the PTO than it was for their European counterparts. Thanks to the American TDC being much faster than its KM or RN equivalents and the ability for American torpedoes to have their gyro angle set at the last moment before firing, the destroyer lost some of its advantage of agility.

Do you know when the anti-destroyer order was given?
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Old 06-04-07, 03:37 PM   #780
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1.28 GREAT WORK!!!!!!!!!........
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