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Old 11-09-05, 06:02 PM   #1
Der Teddy Bar
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Default Auto TDC and the 'Magic Bullet'

I have always thought that no-one has ever got the auto tdc right. It is a difficult problem, in that it must be accurate enough to be real, but inaccurate enough to also be real. SHIII has not achieved this, as it is very accurate and very fast to be so.

I think that the SHIII notepad is an excellent compromise and gives an excellent representation of the Captains role in making a submerged attack. As he gives the information and the solution done from this. The only flaw is the speed calc method. Which can be worked around by clicking the 'full' manual TDC at the bottom of the F6 screen.

The only cavet to using the 'full' manual TDC is that you need to click twice on the notepad tick to get a full update of both the new entry and the relative bearing.

FYI, I have discovered that the auto TDC has a very high chance of achieving a 'magic bullet' effect over the manual TDC.

About the 'magic bullet' effect on auto TDC, I have discovered that the reason why the auto tdc was giving a skewed result to my manual tdc shots on a row of static ships. In these tests I had 8 ships in a row, using the auto tdc, even with the ‘boom’ effect removed, I would get a 95% boom effects. Using the manual TDC I would rarely get one. Looking further into this by way of how I was using the auto tdc and where I was aiming I was able to discover that there was a ‘sweet spot’ which I could replicate with the manual TDC. Now knowing where the sweet spot was, on a static ship with glassy water conditions I was still only able to get the boom effect about a 75% of the time.

I also got this confirmation from the Dev Team, that this was the original design, that when using the auto tdc and the recognition manual for "designated critical shots", you ALWAYS get the critical effect (amplified torpedo damage).

Where as when playing "FULL REAL", the chances are defined by a Critical Chance= variation.

I am presuming, as I have not had, nor have the time, to test th WO effect. I am presuming that the Critical Chance= will be in play.
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Old 11-09-05, 06:04 PM   #2
Marhkimov
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interesting... but i play on full manual, so I wouldn't know...
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Old 11-09-05, 06:10 PM   #3
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I play on automatic targeting and I didn't understand a word you said.
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Old 11-09-05, 06:25 PM   #4
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Quote:
Originally Posted by The Avon Lady
I play on automatic targeting and I didn't understand a word you said.
Ditto
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Old 11-09-05, 06:29 PM   #5
Marhkimov
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Basically, Teddy Bar said that ships blow up easier when playing on full auto.

On manual, ships die hard and very uneventful.
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Old 11-09-05, 07:36 PM   #6
Der Teddy Bar
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marhkimov,
Not quit but close

Ships on manual will go BOOM, even with my modifications. Also, with my modifications, the cargo space also now has a chance to go BOOM.


OK some background...

I have modified the coastal and small merchant in such a way to have the engine room and fuel bunker not go BOOM everytime that they are hit. As a side note, these zones are now not a guarentee of a sinking by hitting them.

Having made these changes, during testing with full manual tdc and auto tdc, I noticed some irregularities regarding the % of BOOM to non boom hits.

Basically, the auto tdc BOOM's were not refelcting the % chance that I had implemented and was shown when using the manual tdc.

I asked the Dev Team if my observations were correct, in that, when using the auto tdc I will always get a BOOM, subject to sea conditions having a factor in lifting the ship and having the torpedo hit off mark. The answer was yes, as per exact quote, "this was the original design, that when using the auto tdc and the recognition manual for "designated critical shots", you ALWAYS get the critical effect (amplified torpedo damage)."

In closing, auto tdc equals lots of BOOM's manual TDC equals % chance of BOOM.
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Old 11-09-05, 09:42 PM   #7
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:|\ Was ist das "BOOM".
I hatte su viel gerauchen and gedrinken gehaben.....
Phew

Dig the new avatar Avon Lady
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Old 11-09-05, 09:55 PM   #8
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Quote:
I play on automatic targeting and I didn't understand a word you said
:rotfl: :rotfl: :rotfl: :rotfl: :rotfl: :rotfl: :rotfl: :rotfl:


Neither did I
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Old 11-09-05, 10:20 PM   #9
Der Teddy Bar
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No disrespect, but it all is clear to me :rotfl:

So what part/s do you not understand?
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Old 11-09-05, 11:02 PM   #10
The Avon Lady
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Hmm......... :hmm:

I've been thinking........ :hmm:

New Uboat movie idea....... :hmm:






Das Boom.







But seriously, Teddy.............................
Quote:
"this was the original design, that when using the auto tdc and the recognition manual for "designated critical shots", you ALWAYS get the critical effect (amplified torpedo damage)."
What do the devs mean by "designated critical shots"?

Do they mean when the player gets to select a particular section or compartment within the target ship, when such details pop up in the Recognition Manual?

If so, then getting these details to appear seems to rarely work, even when your AOB and range are perfect. So who cares!

If they meant something else, then what?
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Old 11-09-05, 11:40 PM   #11
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took me awhile to understand hope you'll bare with my duffusness
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Old 11-09-05, 11:43 PM   #12
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Quote:

with the ‘boom’ effect removed, I would get a 95% boom effects
:hmm:

I think that it is time to get some shore-leave before I go 'boom-boom' in the head! :rotfl:
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Old 11-10-05, 01:16 AM   #13
Der Teddy Bar
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Quote:
Originally Posted by The Avon Lady
Do they mean when the player gets to select a particular section or compartment within the target ship, when such details pop up in the Recognition Manual?
Now your are on the money

Quote:
Originally Posted by The Avon Lady
If so, then getting these details to appear seems to rarely work, even when your AOB and range are perfect. So who cares!

If they meant something else, then what?
Well I care And I am not just saying that to be nice :rotfl:

I fear that you are missing the point of the post, which is.... are you ready is that the automatic tdc will ignore any specified variable and if it hits the spot it will go boom. Where as, on the manual tdc it will use the specified variable.

As I progress futher with the damage mod for the merchant ships I have come to understand that the C2, C3 and some other ships had an impervious keel. Some ships also have/had other such quirkes in other areas. Not an issue, just the way it is, and hopefully more to the point, was.

So the reason it might not appear to make a difference now is because of the way things currently are.

However you may dismiss the fact, it still is just that, fact.
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Old 11-10-05, 01:25 AM   #14
The Avon Lady
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Now I fully understand. Fact is however, that it so often doesn't "hit the spot" that this effect isn't notceable.

Interesting information, none the less.
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Old 11-10-05, 01:40 AM   #15
Der Teddy Bar
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Quote:
Originally Posted by The Avon Lady
Now I fully understand. Fact is however, that it so often doesn't "hit the spot" that this effect isn't notceable.

Interesting information, none the less.
I am assuming that the sea state and ship course variations will be the reason behind not always getting the 'magic bullet'. I would be happy for me... :rotfl:

Again, this also could be down the current ship setup. I have found that I have had to use some very imaginative figures to get the C2 & C3 to take damage when hit in the keel. These same figures make the Victory's keel bullet proof.

Yes the C2 can sink, honestly
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