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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#91 |
Silent Hunter
![]() Join Date: Sep 2010
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![]() From what I've read, most USN crews used an interval of 8 to 10 seconds. |
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#92 | |
Engineer
![]() Join Date: Dec 2007
Location: Perth, Australia
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#93 |
Navy Seal
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Actually in this regard our TDC works like the original and they had the same limitation. To fix it would be to make the game less realistic.
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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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#94 |
Canadian Wolf
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Hey RR, nice to see you here : )
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#95 | |
Engineer
![]() Join Date: Dec 2007
Location: Perth, Australia
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![]() Of course, you know that it's lazy bastards like me that drive all invention, because we define "necessity" as anything that will make our lives less rushed or stressful, which is why our COBs sometimes refer to us as "Mothers". (This is the origin of the famous saying.) We like to find ways of doing things that gets the job done, but without mess, yelling, confusion or grease (elbow, or otherwise). TH Gryff |
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#96 |
Silent Hunter
![]() Join Date: Sep 2010
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![]() I don't agree that fixing the limitation of the TDC would make it less realistic. The TDC itself may not have been able to preset torps, but I'm sure USN crews had a better system than, stess-filled, last minute fiddling, with a hard to turn, torpedo offset dial. |
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#97 | |
Engineer
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Location: Perth, Australia
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You've peaked my curiosity now - given some time I think it would be worth finding out the development time-line to establish when changes and enhancements were made. ![]() TH Gryff |
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#98 | |
Silent Hunter
![]() Join Date: Sep 2010
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Yeah, you got that right! It is one of those little things that annoyed me from early on. Honestly, I thought someone would have figured out a fix by now. |
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#99 | |
Engineer
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Location: Perth, Australia
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#100 |
Silent Hunter
![]() Join Date: Sep 2010
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![]() I was skimming through some documents about the TDC and found both pictures and written material related to dials and cranks for inputting target length into the TDC. I thought this was the case, but wanted to check my memory. Anyway, I don't know the details of the proceedure used, but I don't see any use for target length apart from computations related to the spread angle. |
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#101 |
Sea Lord
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Unfortunately, game (and mod) designers, since they can not simulate the stress of combat with a computer game, like to substitute a high workload. So the game-playing "skipper" playing at the highest "realism" setting has to do fiddling tasks R/L skippers did not do, make decisions that R/L skippers left to their crews, and basically do busy work to provide enough distraction. This is supposed to make the game "more realistic." YMMV.
To my knowledge, the Approach Officer never touched the TDC, although he might look at the solution. "Range mark. Bearing mark. AoB port 60." SH3's notepad more closely approximates the Approach Officer's tasks than hand-cranking data into the TDC. Of course, using a voice command system like SH4speech lets the skipper focus on looking through the scope, where the Approach Officer belongs. Last edited by BigWalleye; 07-13-13 at 07:15 AM. |
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#102 |
Navy Seal
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It gets worse. They could do many things we can't because we're all alone on these pretend submarines made of electrons and photons emitted by flat screen displays. You can't achieve realism by modeling a sub with a crew of one. You also can't achieve realism by changing the mechanics of the TDC. Heads we lose, tails nobody wins.
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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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#103 | |
Engineer
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Location: Perth, Australia
Posts: 213
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Gryff |
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#104 | |
Engineer
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Location: Perth, Australia
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For example, in MY set-up (I allow for the possibility of a buggy install) on the TDC, the 'w' key cycles the torp tubes, but for the FORWARD tubes only, so you can open the forward doors by alternate 'q', then 'w' keystrokes, but for the rear tubes, you have to alternate between mouse and 'q' keys. Then, it gets even worse. To set all fish to high speed, you can leave the mouse pointer on the speed selector, then just 'q' and left-click to cycle through and set all fish to 'fast' for the forward tubes, but, for the rear tubes, you have to run the mouse pointer from the tube selector on the far right bottom of screen across to the speed selector at the top left for each tube in turn. Pain in the butt, but is it just my install, or native to the game, or a mod-induced 'bug'? Does my head in. It got even better tonight. A new 'bug' (or a modder with a seriously twisted sense of humour) got me big time with the most anti-immersive 'tick' yet. I loaded the highly praised 'Longer Sinking Times for TMO v2'. I caught an FC with 4 trailing escorts, saved, then waited while he came to me at the perfect spot at 700 yds and put three into the wee beastie. The mod DID slow down the sinking (by a couple of minutes) BUT, the effect was ruined by the dozen life rafts that were trying to imitate Mexican jumping beans! They were jumping and spinning on the waves higher than the length of the carrier (going off the screen at the top of their trajectory). It went from the sublime to the ridiculous with a few of them still bouncing away about 2 miles away 10 minutes later. Now tell me that THAT isn't weird! Always interesting.. And another thing! I keep upgrading the deck-gun (I've now got the short barrel 25 cal on a new Balao - it seemed to be an improvement - on paper) AND I've now upgraded to an Ace Deck-gun crew (including a 'Tin can Crossover' gunnery specialist). BUT, nothing I have ever done on successive boats since day one has EVER improved the gunnery competence of my crew - if they ever get better than 1 in 4 shots on target at 4,000 yds, I've yet to see it (even in calm seas, with us stationary and the target at 4 knots!). (I get over 80% manually - and it would be even better if there was a practical way of getting range updates!) What's the point of spending all that Renown if it doesn't improve performance? Or is the game/mod misbehaving? I'm not obsessing about all this, but I do wonder.... ![]() Gryff Last edited by Gryffon300; 07-14-13 at 08:35 PM. |
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#105 |
XO
![]() Join Date: Jul 2009
Location: Preston, Lancs, UK
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I've seen the bouncing liferaft, it's amusing, but as you say, a little too surreal.
If you're using TMO then the "E" key cycles the rear tubes, I seem to recall swearing a bit before I found that out ![]()
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