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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Samurai Navy
![]() Join Date: Jul 2002
Location: Scotland, UK
Posts: 552
Downloads: 31
Uploads: 0
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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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#2 |
Samurai Navy
![]() Join Date: Jul 2002
Location: Scotland, UK
Posts: 552
Downloads: 31
Uploads: 0
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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!!!
![]() Another question though, where can JSGME be installed? Default directory or into the game's main directory? Cheers, ![]() |
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#3 |
Admiral
![]() Join Date: Aug 2007
Location: Suomi, sauna, puukko, perkele
Posts: 2,346
Downloads: 39
Uploads: 0
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Game's main directory
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#4 |
Rear Admiral
![]() Join Date: Mar 2005
Posts: 13,224
Downloads: 5
Uploads: 0
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LOL I pictured in my mind some one playing skeet shooting with the manual
PULL ! :rotfl: |
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#5 |
Beach Leaf
![]() Join Date: Apr 2007
Location: Seattle, WA
Posts: 287
Downloads: 11
Uploads: 0
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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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#6 | |
Lucky Jack
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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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“You're painfully alive in a drugged and dying culture.” ― Richard Yates, Revolutionary Road |
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#7 | |
Samurai Navy
![]() Join Date: Jul 2002
Location: Scotland, UK
Posts: 552
Downloads: 31
Uploads: 0
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#8 | ||
Engineer
![]() Join Date: Jul 2002
Posts: 208
Downloads: 3
Uploads: 0
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#9 |
Samurai Navy
![]() Join Date: Jul 2002
Location: Scotland, UK
Posts: 552
Downloads: 31
Uploads: 0
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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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#10 | |
Engineer
![]() Join Date: Jul 2002
Posts: 208
Downloads: 3
Uploads: 0
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#11 |
Ace of the Deep
![]() Join Date: Aug 2007
Location: Bolton, UK
Posts: 1,236
Downloads: 0
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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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#12 | |
Samurai Navy
![]() Join Date: Jul 2002
Location: Scotland, UK
Posts: 552
Downloads: 31
Uploads: 0
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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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