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Old 07-07-09, 04:57 PM   #91
Munchausen
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Quote:
Originally Posted by I'm goin' down View Post
...it doesn't work as my speed dial and AoB don't change on the TBT when I spin the dials on the stadimeter (ddrgn refers to as the TGT).
I think you're still a bit confused by the term "TGT." It isn't a name ddrgn gave to the stadimeter. "TGT" is shorthand for "target" ... he was using it in reference to the top dial on the TDC (the target dial). The TDC has two dials: the target's (TGT) dial and the sub's dial. Most of the changes made to the "Input" dials (in the upper right corner of the screen) affect the target dial on the TDC.
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Old 07-07-09, 09:53 PM   #92
ddrgn
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Quote:
Originally Posted by I'm goin' down View Post
Meanwhile, back on the farm, I tried the TGT mod fix for TMO, which I play with RSRDC. If it is all three mods comobined, it doesn't work as my speed dial and AoB don't change on the TBT when I spin the dials on the stadimeter (ddrgn refers to as the TGT). So I am playing with the combined AoB and speed mod, which is fine. Am I doing something wrong with the TGT fix, as I was lead to believe that it combined all three mods.

I paused my game. I am waiting for a task force to approach. Four dds are on my case, and I am patiently waiting for them to stopp depth charging my boat. Then I will take on the task force with my combined speed and AoB mod.
Hello, I did test the mod with TMO running RSRDC, RSRDC does not do anything to the dials.cfg so there should be no problem there.

Just make sure (if you want all 3 mods working) you use this folder:

TGT DIALS TO PK FIX - TMO
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Old 07-09-09, 04:44 PM   #93
mainexpress
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Hi enabled the TGT DIALS TO PK FIX-RFB via JSGME and in game i cannot see the AOB dial in the P.K. move,did i miss something hereor do i enable the folder that says TGT DIALS TO PK FIX?so again i cannot see the AOB dial move in the pk,when i move the AOB dial on the right.I am currently running RFB 1.52
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Old 07-09-09, 11:20 PM   #94
ddrgn
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Quote:
Originally Posted by mainexpress View Post
Hi enabled the TGT DIALS TO PK FIX-RFB via JSGME and in game i cannot see the AOB dial in the P.K. move,did i miss something hereor do i enable the folder that says TGT DIALS TO PK FIX?so again i cannot see the AOB dial move in the pk,when i move the AOB dial on the right.I am currently running RFB 1.52
Check to see if you have the mods folder in the right place.

In the rar the file structure goes like so:

\TGT DIALS TO PK FIX\TGT DIALS TO PK FIX - RFB\TGT DIALS TO PK FIX - RFB

Make sure the folder in your MOD directory is TGT DIALS TO PK FIX - RFB/ and has the data folder as the next folder, f you want all three mods to work at the same time

Last edited by ddrgn; 07-09-09 at 11:36 PM.
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Old 07-10-09, 02:12 AM   #95
mainexpress
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Quote:
Originally Posted by ddrgn View Post
Check to see if you have the mods folder in the right place.

In the rar the file structure goes like so:

\TGT DIALS TO PK FIX\TGT DIALS TO PK FIX - RFB\TGT DIALS TO PK FIX - RFB

Make sure the folder in your MOD directory is TGT DIALS TO PK FIX - RFB/ and has the data folder as the next folder, f you want all three mods to work at the same time
Thanks ddrgn,I just tried installing the mod exactly as you said,and went into the game to try it in the submarine school,torpedo training,and still no luck getting the AOB dial to move in the P.K.,when i rotate the AOB on the right,JSGME isnt even asking me if i want to overwright any files when i activate the mod.
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Old 07-10-09, 02:21 AM   #96
mainexpress
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Quote:
Originally Posted by mainexpress View Post
Thanks ddrgn,I just tried installing the mod exactly as you said,and went into the game to try it in the submarine school,torpedo training,and still no luck getting the AOB dial to move in the P.K.,when i rotate the AOB on the right,JSGME isnt even asking me if i want to overwright any files when i activate the mod.
Nevermind i got it working now thanks ddrgn
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Old 07-10-09, 02:33 AM   #97
I'm goin' down
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Default not a great shot

I am not the most patient skipper so I miss a lot, or my boat is spotted ruing my attack, but today, on my eigth shot, I hit a midium slit tanker at over 5,000 yds with the easy AoB mod. I set the torpedoes on slow run speed and had to wait a long time to see if one hit.

Last edited by I'm goin' down; 07-10-09 at 02:59 AM.
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Old 07-16-09, 04:10 PM   #98
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Took out a DD leading a carrier and then the carrier....such a great tool,
Using M18's at 2500 yards. Both targets hit seconds apart.
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Old 07-16-09, 06:57 PM   #99
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Quote:
Originally Posted by Armistead View Post
Took out a DD leading a carrier and then the carrier....such a great tool,
Using M18's at 2500 yards. Both targets hit seconds apart.
its a beautiful thing
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Old 07-18-09, 02:15 PM   #100
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Made these hard shots with this mod. Coming from the rear, ships were zigging. I track the zig measurements then split the difference in half for
course and works well.




Last edited by Armistead; 07-18-09 at 02:28 PM.
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Old 07-18-09, 03:43 PM   #101
I'm goin' down
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Default she is goin down

As you can see from my avatar, the Barbarinna is patrolling in the Grass Sea. Up periscope after a tasty Navy lunch of beans, and lo and behold, I immediatley sighted two medium size California pocket gophers at 346 degree and 7 degrees' headings respectively, plus one Yamato size, long tailed vole at a a heading of seven degrees. Usig the mod, I plotted the headings of each, and calculated speed at 1/4 knot per day with my on board calculator. We set up to fire torpedoes at 7, 12 and 9 yards respectively. Approaching from the port with the sun at her back, the Barbarinna unleashed six slow speed torpedoes with 7 second run times, because we forgot to open forward tubes. Hits on all targets, as immediately I observed my three, six pound hunter killer toy poodles fighting over the damage. I approahed to inspect the carnage, and my crew simultaneously reported signs of trails in the grass sea heading for the fence line to neutral territory (my neighbors' yards). "The rest are buggin' out." (i.e. like in Top Gun).

What a mod!
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Old 07-19-09, 08:12 AM   #102
Magikhairbrush
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I'm really not following what this mod actually does. I understand it makes both dials rotate simultaneously but that doesn't seem to pose much advantage. In a convoy doesn't each ship typically follow the same course bearing? And thus why can I not keep the targeting computer on and simply switch target range and periscope bearing for the same results? Afterall that has worked for me everytime so far.
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Old 07-19-09, 10:19 AM   #103
Fish40
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From the first page of the thread:



WHAT THESE MODS DO:


These mods will add functionality to the position keepers (PK) AOB, RANGE and SPEED dial. You can now drag the AOB, RANGE or SPEED dial on the TGT DIAL and, the AOB, RANGE and TORP GYRO angle associated with the your targets will move accordingly.

This will give you greater accuracy on the data you input.
Using the AOB fix you determine the targets course and enter the AOB on the TGT DIAL while being able to see the PK move to the targets exact heading.

Using the SPEED fix you can see the gyro angle of your torpedo and the speed changing as you set the targets speed on the TGT DIAL.

Using the RANGE fix will make it so you can also see the numbers for range and the gyro angle move while you change the range on the TGT DIAL.
In order to enter this data your PK needs to be off and then started once the data is inputted.

Please keep in mind if you install these mods you DO NOT LOSE any functionality of the game. You can continue to use your own attack methods with the additions of these tools even if you decide to use them or not.

Look at it this way. You can determine your targets speed and course from 9 km away, enter it in the TGT DIAL, and as you get close refine your solution and take shots from distance with a higher probability of hits. No realism lost, just a gain on tools available.
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Old 07-19-09, 12:00 PM   #104
I'm goin' down
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Default AoB fix

If you are targeting a convoy where all ships are on the same course and have input that data, the usefulness of the easy AoB is minimized. However, the easy AoB makes it easier/faster to input the course information, including subsequent course changes, and verify that it is recorded correctly (by looking at the TGT dial, and by verifying the firing solution on the Attack Map).

Also, if target ships are on different courses, it is faster to set up for the different targets using the easy AoB to track their courses.

The AoB is effective at long range if you can get a good lock on the aspect ratio.

My watch is over and I have been relieved.
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Old 07-25-09, 12:55 AM   #105
ddrgn
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FYI - The TMO version of these mods is compatible with the new 1.8 Beta. I will certify the official 1.8 version of TMO works as well when released.
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