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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
![]() Join Date: Sep 2002
Location: Oregon
Posts: 1,012
Downloads: 102
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What a difference.
![]() Manual Targeting is somehow much easier. I'm at 100% hits so far...and not bow and stern darn near misses but right down the middle, broadside, shots. There is nowhere near as many contacts...it took me unitl January 12, 1942 in the Asiatic theater to get a contact I even had a remote chance of intercepting....maybe I saw 2 or 3 others in all that time. I ain't even seen hide nor hair of a Japanese plane so far...I'm up to Febuary '42. I am encountering many Japanese/American sea battles (in which I'm not a player) now...in fact I never ever saw a single one with 1.4. ![]() I can't wait to see what else has changed!..but there is a thunderstorm brewing here and I'm going to log off for today. don't wanta fry my rig. Am I glad I waited for 1.5 gold...darn tooting...and BTW...it installed without a hitch ans runs like a song . I was sweating all those 1.5 horror posts I had read. They for me didn't materalize.
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#3 |
Ace of the Deep
![]() Join Date: Sep 2002
Location: Oregon
Posts: 1,012
Downloads: 102
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I don't know exactly what you mean by "firing while locked and no forward stroke of the crosshairs
I am doing the full manual protocol: stadimeter measurement twice, then speed and course set , and finally setting AoB... then firing when the target is at optimal range. Strange but they are going exactly where they are supposed to now..and even exploding ..even with duds enabled. ![]() I really have to go now I hear thunder rumbling. I'll check this thread in AM .
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![]() Last edited by Seminole; 08-18-08 at 08:14 AM. |
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#4 |
Eternal Patrol
![]() Join Date: Dec 2006
Posts: 4,398
Downloads: 4
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Hmm good luck
![]() oh and the cat too. what I meant was after youve done your solution and have reached the firing point and are ready to press the button are you leaving the crosshairs locked the whole time when you fire or are you unlocking the cross hairs and sliding them to the forward mast and then firing? Hope it doesnt last to long M |
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#5 |
Gunner
![]() Join Date: Jul 2008
Posts: 97
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where that expan will release?
do we need to have sh4 1.5? pozine |
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#6 |
Captain
![]() Join Date: May 2005
Location: Memphis, Tn. U.S.A.
Posts: 548
Downloads: 21
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pozine, It`s the DVD release of SHIV Gold, plus U-Boat missions that brings the sim up to 1.5. I got mine the other day from Amazon.com for $19.95 us plus shipping. Puts
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" Is He?..........Yeah..........Nothing Moving, But His Watch." |
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#7 | |
Ace of the Deep
![]() Join Date: Sep 2002
Location: Oregon
Posts: 1,012
Downloads: 102
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![]() Quote:
Oh that.....ok then ...the crosshairs would be locked but most of the time,for some reason, when I attack I'm almost always in 12-15 ft seas and the lock never lasts long. Taking a stadimeter range is always a snap proposition. When I hit the fire button it is a mix of locked and unlocked targets. Then too on the rare occassion I find my self in a calm sea I keep the scope down after the final solution is set ...so of course , the target is in those cases always unlocked. Doesn't seem to make much difference one way or the other. But realize too that I'm talking about 1.4 and 1.5 here because as I related I have only had 1.5 for a day....the point is that with 1.5 the solutions so far have been spot on. Remember too that I'm still toting only Mk 10s. I have not been back off patrol to get any MK 14s. :hmm: ...with the ability to hit a ship now with 1 or 2 fish...my torpedos for a change might even last as long as my fuel. Now that would be a change....and I haven't even unlimbered my deck gun yet. ![]() Yep...I'm gonna enjoy this version I think.
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![]() Last edited by Seminole; 08-18-08 at 08:15 AM. |
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#8 | |
Navy Seal
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Maybe that doesn't seem reasonable to you. Let's think about why. The PK plots the position of the impact point, updating it continuously as it moves. Your goal is for the PK impact point to agree with the real target's position because you hate wasting torpedoes. ![]() Let's do it wrong. Turn on the PK and do your range/bearing input. The PK plots the impact point precisely on top of the target. But the course and speed are the course and speed of the last target you shot at! The PK impact point zips away from the target on that old invalid course and speed. Oops... By the time you set the speed (now it's heading away from the real target at the right speed but on the wrong course!) and then figure out the AoB and input it, you impact point could be at some distance from the target by the time it finally gets moving at the same speed and course. Understand? Now you can fix it by simply following the correct method of inputting range/bearing last. In this case, just take another range/bearing and press the send button. Because you have already told the PK what course and speed to move the impact point, when you press the send range/bearing button the impact point will be plotted on top of the target and immediately begin moving with it. As long as your course and speed are correct it will remain there, superimposed on top of your target, moving precisely with it unless the target itself makes a change. If you shoot, you will hit your mark.
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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 Last edited by Rockin Robbins; 08-18-08 at 02:51 PM. |
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#9 |
Grey Wolf
![]() Join Date: Aug 2005
Posts: 930
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RR;
if bearing is the first identifyable data (i.e. you're looking through the periscope to see the target in the first place ergo the bearing is obviously displayed by your scope) why would that be the last piece of info to input? If I understand your point correctly it's because of the PK 'memory' issue but isn't that only a problem if you don't 'reset' the PK? If the PK isn't 'reset' then yes, the last firing solution is still valid and your torps go off in a relatively bizarre direction (guess how I found that out?LOL ![]() I thought I had this firing stuff figured out (I still miss as much as I hit, LOL) but now I'm confused again (not hard to do at the best of times). ![]() |
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#10 | |
Navy Seal
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Let's do the same though experiment as before. It's the first time you've used the TDC/PK or you've "reset" it (actually there is no such thing. You can just leave it on all the time if you're going to use it). So the TDC says that the target course is 0º and the speed is zero. Take the bearing/range first. The PK is on. The TDC paints the impact point on top of the target, but because the impact point is moving at zero speed and zero bearing, it sits there and the target takes off and leaves it sitting there while you collect the other information. By the time you develop and input the information you have an impact point moving the same direction and speed as the target but it's a long way off. So whether the PK is "cleared" or not is irrelevent. There is no way you can input the info in the wrong order and have a good solution. You might still hit if you're close enough and/or the target is moving slowly enough. If you can develop and input the parameters inside of 30 seconds you might have decent luck. If you find yourself missing astern though, I can just about guarantee you that entering in the wrong order is the culprit. Yes, I know I'm the only one who has ever mentioned this vital detail. Sorry! I am working on a new video that will explain this in full and illustrate the right and wrong way to enter parameters into the TDC using the PK. Once you see it in action you'll wonder why it wasn't perfectly clear before I opened my big mouth.:p
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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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