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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Ace of the Deep
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I find that I have to bring the top image's waterline part of the way down the masts to get a correct range. It was like this in 1.1 also.
Anyone else?
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#2 | |
Chief
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Running subs aground since SH1 and Silent Service Running SH5 @ 100% difficulty + TWoS 2.2.19(RealNav + BDU + port smoke + food) + Carotio_IntercontinentalRadioPack tweaked + The Little Ships of SH5 - Coaster Pack |
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#3 |
Ace of the Deep
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No, doesn't make too much of a difference up close, but I've had instances where I've fired all the way up to around 3000yds and it definitely makes a difference that far away.
It always places the mark closer than the vessel actually is.. by a good amount.
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"When Gary told me he had found Jesus, I thought, Yahoo! We're rich! But it turned out to be something different." - Jack Handey |
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#4 |
Lucky Jack
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I think the range finder is not bad at all. What I do, use the stadi and get the range. I then click on the sonar man to get his distance. Usually I'm with in 15 yards of what I see and what the sonar man sees.
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“You're painfully alive in a drugged and dying culture.” ― Richard Yates, Revolutionary Road |
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#5 |
Ensign
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Yeah this bugs me too.
If it wasn't for this I would go ahead and turn off map updates. As it stands now my routine is Use standimeter, look at attack map rinse and repeat about 50 times. Lining it up never comes close, it's usually a good ways down the mast. AVG: I wish I knew what you were doing because I am never that close. |
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#6 | |
Lucky Jack
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I'm a in your face(1500 yards or better) and at 90 degrees from your port/starboard Skipper. If I can not have these two things as part of my solution....I make plans to have it my way....even if I have to run ahead several times to get it ![]() I do play at the standard resolution. I do not know if this has an affect or not.
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“You're painfully alive in a drugged and dying culture.” ― Richard Yates, Revolutionary Road |
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#7 | |
Samurai Navy
![]() Join Date: Jun 2003
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...do you suppose, the reason the game originally had the 3d 'locked' at 1024x768, was that there was issues with scaling at different resolutions buggering up the stadimeter? After all, 1024x768 is a 'standard' 4:3 aspect ratio. Most LCDs run at 1280x1024, which is 5:4, and with all the 1280x720s and 1680x1050s for widescreens... ...I dunno. Worth investigating, I suppose. Can anyone who has a good save to really test this problem try some different resolutions and see what effect these have? |
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#8 |
Frogman
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#9 |
Weps
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Sure, the masts are jaggy and it's hard to see the exact top time to time ( which is a good thing ), but you'll get at least guesstimate of the range which is enough and this brings some natural uncertainty to the range estimates. Not any artificial nonsense about measuring this or that mast from different heights or cross trees etc.
Main thing is, that that is the mark (mast top) were the stadimeter should be pointed every time (not some odd part of the mast or ship). And it gets easier as the target comes closer. You should be able to rely the fact, that the aiming point is alway the same (to get correct range), which is not the case in the SH4 (without modding the ship data).
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"Gentlemen, we have no choice. Total engagement. Die with dignity." |
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#10 | |
Frogman
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Actually, no. I never have a very good estimate. It's always way short or way over. It never works for me unless I'm within 800 yards or so. |
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#11 | |
Weps
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"Gentlemen, we have no choice. Total engagement. Die with dignity." Last edited by Krupp; 04-20-07 at 03:45 AM. |
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#12 |
Mate
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If you are using the WO to get ID then the Stadimeter will not be accurate as the Mast Height will not be entered on the dial.
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#13 |
Silent Hunter
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So what is the consensus, is it caused by using a widescreen and non-standard resolutions or not?
I had no problems in 1.1, but rarely shoot at ranges greater than 1,000 yds. In 1.2, I use 1280x960, which is a 4:3 resolution, although the only torpedo I fired so far was at the Mogami in torpedo school. |
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#14 |
Ace of the Deep
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I'm gonna give Krupp's mod another go and see how much of a difference it makes.
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"When Gary told me he had found Jesus, I thought, Yahoo! We're rich! But it turned out to be something different." - Jack Handey |
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#15 |
Admiral
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I'm using 1600 by 1200 (4:3) and I hadn't tried using the sonar man to ping distance before so I went to test it. I set up an attack on a stationary 'Old Composite Merchant' and closed in from a long way out. I was getting quite a big discrepancey between the sonar ranging and stadimeter when i measured from the top of the mast. Closer in, I lowered the stad a bit more, checked my distance with the sonar and the two finally started getting close to one another.
So for me, yes, there does appear to be something wrong here. I think Krupp is probably on the right track with mod but i remember someone saying that using the Observation scope gave far more accurate results than either the attack scope or the TBT. |
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