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Old 07-24-07, 02:24 PM   #31
WernerSobe
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Quote:
Originally Posted by Mash
Thanks for the great work. In your second video, how do you know that the target is heading North? I did not see that you plot the course on the map so I guess I am a bit confused how you got the true heading on the target.

Also, a video on attacking a convey would be super for us newbies.

thanks again.
i took the first mark, then after a while the second. Two positions are enough for a plot to find course and speed. Fortunaly after patch 1.3 we dont have to plot it on the map anymore, we have an "assistant" who makes the plot. Just click on the clock symbol in speed finder device (when you have two marks) and a message will appear "The Plot shows speed ..., course ...."
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Old 07-24-07, 02:26 PM   #32
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regarding convoi attacks, well i think ill make one more on that topic.
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Old 07-24-07, 06:10 PM   #33
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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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Old 07-25-07, 02:09 AM   #34
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Quote:
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?
The bearing tool on the attack map is this mod:

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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Old 07-25-07, 06:19 AM   #35
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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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Old 07-25-07, 11:49 AM   #36
birdy
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Quote:
Originally Posted by DJSatane
Also when he calls battle stations he has those crew voice sounds, is that a mod?
yeah does some1 know how to get that sound? it's much better than the basic battlestations sound
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Old 07-29-07, 06:52 PM   #37
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Thank you! Downloading now.

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Old 07-30-07, 05:55 PM   #38
Rockin Robbins
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Default Somebody sticky this thread!

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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Old 07-30-07, 10:36 PM   #39
gg5056
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Default Range in TDC

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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Old 07-31-07, 12:39 AM   #40
LukeFF
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Quote:
Originally Posted by Rockin Robbins
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.
Yep, his knowledge of the TDC and PK has helped me tremendously with my targeting methods. It was a thing of beauty last night to manuever into position off a 10,000-ton tanker trying to evade my torpedoes and watch as a 4-torpedo broadside impacted perfectly with the target.

All hail Werner!
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Old 07-31-07, 02:30 AM   #41
Powerthighs
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Quote:
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?
In both cases, it depends. IDing the target incorrectly will give you the wrong mast height, which will result in incorrect range measurements with the stadimeter. So both questions are similar.

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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Old 07-31-07, 02:46 PM   #42
WernerSobe
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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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Old 08-12-07, 03:49 PM   #43
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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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Old 08-13-07, 10:54 AM   #44
Rockin Robbins
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Default practice

@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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Old 08-16-07, 03:51 PM   #45
Rockin Robbins
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Default bump!

Since this irreplacable, invaluable, never duplicated, ingenious and entertaining thread has not been stickied.....
Bump!
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