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Old 10-05-07, 04:18 PM   #1
ddiplock
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Default Manual Shooting

The dreaded manual shooting game of Silent Hunter 4. lol

Anyway, my torpedos keep skimming behind enemy ships and just miss when i fire them, i'm assuming this must be due to my AOB calculations but....i'm inputting the same value that the protractor gives me on the nav map, which can't be wrong!!!

Also, when is the best time to put on the position keeper?? Because as soon as I've identified my ship, I turn it on. Is this the right thing to do? Or do you collect all the info first, and then turn it on?

Cheers for any suggestions guys
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Old 10-06-07, 02:15 PM   #2
ddiplock
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Whoa, that's weird. I just downloaded JSGME for a 3rd time in what i thought was a futile attemtpt to get it working. I was expecting to see the "files are corrupt, please download again or acquire newer version"......but , 3rd time lucky and it worked!!! I'll be able to use Trigger Maru and other mods now :P

Another question though, where can JSGME be installed? Default directory or into the game's main directory?

Cheers,
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Old 10-06-07, 06:37 PM   #3
Fincuan
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Game's main directory
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Old 10-06-07, 09:12 PM   #4
SteamWake
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LOL I pictured in my mind some one playing skeet shooting with the manual

PULL ! :rotfl:
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Old 10-07-07, 09:04 PM   #5
Powerthighs
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Make sure with Vista you always run JSGME by right-clicking the .exe file and selelcting "Run as Administrator...". This will avoid unexpected behavior due to new security features in Vista.

Note that you have to do this even if your account is a member of the Administrators group. Only the account actually called "Administrator" runs at this highest level, and that account is disabled by default.
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Old 10-08-07, 06:05 AM   #6
AVGWarhawk
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Quote:
Anyway, my torpedos keep skimming behind enemy ships and just miss when i fire them, i'm assuming this must be due to my AOB calculations but....i'm inputting the same value that the protractor gives me on the nav map, which can't be wrong!!!
Make sure your torpedo doors are open. You loose a second or two on the solution if the doors are closed. Guaranteed miss everytime.

Get your initial estimates and turn the PK on. You will take several more observations as you get into firing range. By then you should have AOB/speed/range very accurate. Open your torp doors! Fire when at 1500 yards for less.
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Old 10-05-07, 05:02 PM   #7
ddiplock
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Quote:
Originally Posted by JSF
It seems the best solution is achieved if you activate the PK as soon as possible. The more often you update the PK the better your chances of scoring a hit. If you are not already doing so it's a good idea to check your progress on the PK/Attack plot to verify the "X" is on track with your intended target.

From what you've stated so far it appears that you may have incorrectly set target speed too slow.
My weapons officer has been doing the speed estimates and i've sent them to the TDC. Should I be doing more than one speed check though to try and get it more accurate?
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Old 10-05-07, 05:10 PM   #8
JSF
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Quote:
Originally Posted by ddiplock
Quote:
Originally Posted by JSF
It seems the best solution is achieved if you activate the PK as soon as possible. The more often you update the PK the better your chances of scoring a hit. If you are not already doing so it's a good idea to check your progress on the PK/Attack plot to verify the "X" is on track with your intended target.

From what you've stated so far it appears that you may have incorrectly set target speed too slow.
My weapons officer has been doing the speed estimates and i've sent them to the TDC. Should I be doing more than one speed check though to try and get it more accurate?
Through trial and error this is what I have used but I suggest that you read the steps mentioned in the previous thread called "Steps to automatically determine speed using 1.3 Patch" Judging from everyone's response the method employed in this thread achieves good results. I will check it out later tonight. Good Luck!
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Old 10-05-07, 05:13 PM   #9
ddiplock
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I'm wondering if the aiming system in the game works at all, I just set a solution in teh training mission, did each check twice, and input all the data into the TDC, had my tube doors open and fired.....no sooner had they left the tubes and i could tell in external view they were all misses......TOTAL misses
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Old 10-05-07, 06:02 PM   #10
JSF
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Quote:
Originally Posted by ddiplock
I'm wondering if the aiming system in the game works at all, I just set a solution in teh training mission, did each check twice, and input all the data into the TDC, had my tube doors open and fired.....no sooner had they left the tubes and i could tell in external view they were all misses......TOTAL misses
Yes...I know...it's all very frustrating. Take note...at the beginning of this forum is a wide range of topics containing post from members who have all experienced the same difficulties which you have described here. I would read thru a few of the pages before going any further and then try to duplicate, in the game, what they suggest in the form. You will find a great many good tips...And, your frustartion level will lower along with your blood pressure.
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Old 10-05-07, 06:08 PM   #11
mrbeast
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Correctly calculating the speed of the target is crucial. If you get that right errors in ranging and AOB wont matter so much as long as they are roughly correct. Conversley you could have perfect range and AOB data and still get a miss if your speed estimate is wrong.

Don't bother trying to get the game to calculate speed for you it rarely gets it right. Better to do it yourself. There are a few systems for doing this. I find the easiest is with a 'nomograph'. Its very easy to use, infact its as easy as litteraly drawing a line! Theres one you can download here for use in your game, enable it using JSGME:

http://hosted.filefront.com/ATR42/

But all you need is a time/distance/speed nomograph either metric or imperial depending on what you're using so if you found one on the net and printed it off it would do just as well.

Once you get calculating speed solved accurately you should find your hit rate increases.
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Old 10-05-07, 06:56 PM   #12
ddiplock
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Quote:
Originally Posted by mrbeast
Correctly calculating the speed of the target is crucial. If you get that right errors in ranging and AOB wont matter so much as long as they are roughly correct. Conversley you could have perfect range and AOB data and still get a miss if your speed estimate is wrong.

Don't bother trying to get the game to calculate speed for you it rarely gets it right. Better to do it yourself. There are a few systems for doing this. I find the easiest is with a 'nomograph'. Its very easy to use, infact its as easy as litteraly drawing a line! Theres one you can download here for use in your game, enable it using JSGME:

http://hosted.filefront.com/ATR42/

But all you need is a time/distance/speed nomograph either metric or imperial depending on what you're using so if you found one on the net and printed it off it would do just as well.

Once you get calculating speed solved accurately you should find your hit rate increases.
Cheers, i'll give the nomograph a go. But i've found my hit rates sky rocket all of a sudden now because i'm putting the PK on AFTER i've collected all the data. Before, I put the PK on, collected the data, then fired, and they always just missed the ship, skimming the back propeller. Now, when i get the data and put the PK on when i've got it, i've never missed yet.

Although i'm wondering if the ship drafts are incorrect. in the training mission the Mogami cruiser has a draft of 22ft....yet I can have my torps set at 20ft, and they'll still run UNDER the ship. Now bear in mind the weather is dead calm in the training mission, so the crusier isn't bobbing in the water. I've had to reset the depth to about 18 feet, to have them just skim under the cruiser and detonate successfully. Anything below 20+ft, despite the 22f draft listing in the ID book, and the torps just sail right on under.
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