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Old 11-09-08, 01:14 PM   #1
Nisgeis
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Default [REL] Hitman's In Game Torpedo Spread Angle Calculator

What a mouthful, so let's just called it a TSAC for short. This little mod will insert on the attack map a chart that graphically solves the equations to work out the angular length of a target at various ranges and Angles on the bow. It looks like this:



There's a PDF included so you can print out a higher resolution (and much easier to read) version. The PDF also has three examples of how to use it to get the length of a target. Using this chart, you can work out how much spread to use to get 100% coverage on a target and therefore work out any other combination of spread percentagtes. The great advantage to this chart is the reduction of errors made whilst trying to calculate the various factors and once you are used to it, it's very simple to get a quick spread coverage.

Firstly, get the Torpedo Track Angle from the TDC:



Use this on the chart by finding the target's length and then following round the length lines to the corresponding angle. This graphically solves the change in apparent target length from actual target length due to the foreshortening effect of not being dead on 90 degrees.

Then find out the torped run time, at the end of the torpedo projected path line:



Then look up the torpedo run length from that time for the speed of your torpedo. Normally the TDC would give you the torpedo run length, but that's not something we have the luxury of in SH4 yet, so we'll have to settle for looking it up in the table for now. This gives you the torpedo run length, so you can now move along from the apparent target length you have until you hit the run length line that corresponds to your torpedo's run length. Moving upwards from this line to the top will give you the apparent target length in degrees for your target at that AoB and range. You can then use this to place your spreads.

For example, if your target will have an angular length of 5 degrees at the time of torpedo impact, then you can fire one torpedo 2.5 degrees left, one at 0 to hit the MOT (Middle of Target) and one 2.5 degeres right. I would recommend shooting aft, MOT then bow to get the best divergent spread.

Install with JSGME, but if you have a mod that has already modified the meu_1024_768.ini file, then there are instructions in the readme file that tell you how to add it manually - just remove the menu_1024_768.ini file from the mod folder and follow the instructions.

Thanks to Hitman for doing all the work for getting it into the game - something that i would not have thought thought of and also for the instructions for manually adding it in.

Also thanks to the USS Torsk Volunteer Association, without whom this chart would probably have been forgotten.

Oh yes, almost forgot! The download link is here:

http://files.filefront.com/Hitmans+I.../fileinfo.html
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Last edited by Nisgeis; 11-09-08 at 01:23 PM.
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Old 11-09-08, 01:16 PM   #2
DeepIron
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That is friggin' cool... Gotta try it! Thx dudes!
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Old 11-09-08, 02:00 PM   #3
Ivan Putski
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Nice mod, will give it a go. thanks. Puts
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Old 11-09-08, 02:42 PM   #4
IronPerch
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Looks nice and handy! Hitman has many techniques and "paper gizmos" that should be converted to ingame mod's.... Also placing this kind of tools to attack map is very good idea. Finaly something use for it

Any change to have the tga-file with metric values? I tried to play the game with imperial units, but i found that the metric system was "hardcoded" on me...
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Old 11-09-08, 02:59 PM   #5
Nisgeis
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Quote:
Originally Posted by IronPerch
Any change to have the tga-file with metric values? I tried to play the game with imperial units, but i found that the metric system was "hardcoded" on me...
That's strange, imperial measurements work for me. What doesn't work for you? The yard ranges on the chart are only derived for torpedo run time, so it makes no difference if the game is in imperial or metric, the time will always work out the correct value for the torpedo run length.
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Old 11-09-08, 03:20 PM   #6
IronPerch
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Quote:
Originally Posted by Nisgeis
Quote:
Originally Posted by IronPerch
Any change to have the tga-file with metric values? I tried to play the game with imperial units, but i found that the metric system was "hardcoded" on me...
That's strange, imperial measurements work for me. What doesn't work for you? The yard ranges on the chart are only derived for torpedo run time, so it makes no difference if the game is in imperial or metric, the time will always work out the correct value for the torpedo run length.
We'll the game works fine... I tried to say (many times i try to say something, but native english speakers seem to understand it a bit differently ) that the metric system is hardcoded in my head and i find myself converting the units while playing so i decided to stay with the metric units even with the fleet boats... I requested the metric version because all the other tools in my game are also using metric units
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Old 11-25-23, 09:27 AM   #7
fitzcarraldo
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Hi all:

The original link is out

Is there some other link to download this mod?

Many thanks and regards.

Fitzcarraldo
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Old 11-25-23, 10:45 AM   #8
ElCid97
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Fitz,

Check your PM's and your e-mail as well.

Regards,

ElCid97

PS: Here's the link in the library: https://www.subsim.com/radioroom/dow...?do=file&id=85
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Old 11-25-23, 04:19 PM   #9
fitzcarraldo
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Quote:
Originally Posted by ElCid97 View Post
Fitz,

Check your PM's and your e-mail as well.

Regards,

ElCid97

PS: Here's the link in the library: https://www.subsim.com/radioroom/dow...?do=file&id=85
Many thanks! Downloaded, I´ll finish to test the recognition manual mod.

Best regards.

Fitzcarraldo
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