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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#31 | |
Commodore
![]() Join Date: Jul 2006
Posts: 625
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#32 |
Commodore
![]() Join Date: Jul 2006
Posts: 625
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regarding convoi attacks, well i think ill make one more on that topic.
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#33 |
Electrician's Mate
![]() Join Date: Apr 2005
Posts: 140
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Can someone please tell me what mods the player who made the videos is using? First, he sees all those bearings right there on his attack map, did I miss something is there a button to show that in the game? Also when he calls battle stations he has those crew voice sounds, is that a mod?
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DJSatane - https://twitter.com/DJSatane |
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#34 | |
Beach Leaf
![]() Join Date: Apr 2007
Location: Seattle, WA
Posts: 287
Downloads: 11
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http://www.subsim.com/radioroom/showthread.php?t=108555 I'm pretty sure the sounds are mods as well; not sure which ones. I think a part of the Trigger Maru mod. |
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#35 |
Electrician's Mate
![]() Join Date: Apr 2005
Posts: 140
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Thanks, I just wish when someone makes tutorial video they list what mods they have since normally one would assume tutorial would stick to unmodded game.
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DJSatane - https://twitter.com/DJSatane |
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#36 | |
Helmsman
![]() Join Date: Nov 2006
Posts: 101
Downloads: 19
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#37 |
Eternal Patrol
![]() Join Date: May 2004
Location: Aeoteroa
Posts: 7,382
Downloads: 223
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Thank you! Downloading now.
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#38 |
Navy Seal
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And somebody please appoint WernerSobe Subsim Director of Tactics and Training, giving him a high place in the stickies with exactly this type of videos and tactical advice. This is just as important as the best mods.
I have most of the best mods out there and I still credit Werner with taking my enjoyment of SH4 to the next level. The mods are useless without comparable excellence by the skipper.
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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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#39 |
Torpedoman
![]() Join Date: Apr 2007
Location: fl
Posts: 112
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1. You ID wrong target, but get range, bearing, speed.
Will torepode hit target? 2. ID correct target, but your range is off my 100 yards either way. Will torepode hit target? Any help would be great. |
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#40 | |
Silent Hunter
![]() Join Date: Apr 2005
Location: Riverside, California
Posts: 3,610
Downloads: 41
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All hail Werner! ![]() |
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#41 | |
Beach Leaf
![]() Join Date: Apr 2007
Location: Seattle, WA
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If the target is motionless, or moving directly towards or away from you, errors in range won't matter. The faster the target is moving (and the closer it is to 90 degress AOB), the more likely range errors will cause you to miss. Also, if the target is close to you, the effect of errors in measurement is less; for distant targets the effect is greater. In general, being off by 100 yards isn't much, so you will probably still hit in most cases. The measurements you make with the stadimeter are certainly not exactly accurate, they are just pretty close. For most close range shots (1000 yards or less), an error of 100 yards either way won't make a difference. |
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#42 |
Commodore
![]() Join Date: Jul 2006
Posts: 625
Downloads: 5
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sign.
there will always be some inaccuracy you cant avoid it. The critical error factors are the attack distance and the speed of the target. In other words, if the target is far away and moving fast, small inaccuracies will play a bigger role then if the target was slow and close. Always keep this in mind... So when youre going for fast targets from large distance - make sure to fire more torpedoes then usual at greater spread angle. Thats what actualy real captains did too when the solution was endangered by long ranges, fast speeds or possibly wrong identification. So to answer your quastions. Basicly it depends on range and speed. Wrong identification will provide you wrong range but propably not much if the mast high of the wrongly identified ship is about the same. Wrong range will provide you wrong speed and course, there will be many error sources in this chain. So correct identification has a greater impact then inaccuracies by using the stadimeter. |
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#43 |
Nub
![]() Join Date: Aug 2007
Posts: 4
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The third video is pretty daunting to say the least. I wish I could have the same situation the video is in so I can practice acquiring a firing solution using only sonar.
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#44 |
Navy Seal
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@tibu
First, if you play Trigger Maru you will have more situations where you will encounter unaccompanied merchants. Just save the game when you find yourself in firing position on such a target and use a name like "Sonar targeting practice." Now you have a situation you can reload multiple times to practice. The sonar technique may be intimidating at first. I assure you it is not that difficult and there is no greater satisfaction than imitating Werner and hearing three torpedo impacts on a target you have never seen. Somebody sticky this thread! ![]()
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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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#45 |
Navy Seal
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Since this irreplacable, invaluable, never duplicated, ingenious and entertaining thread has not been stickied.....
Bump!
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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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