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Old 04-19-10, 09:40 PM   #1
xptical
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Quote:
Originally Posted by pickinthebanjo View Post
Personally I started with everything turned off except the external cam, it took me ages to learn but it's rewarding. For those that have toruble gathering the Range, Speed and AOB, a good GUI can do wonders.

I recently looked thoroughly for one that does not conflict to badly with the new interiors mod but went back to OLC GUI because I can come up with a good solution in less than one minute.

I think what I'd like to know is, if I enable one of those options, then what do I have to do to hit a target?

What dials in the TDC does the weapons officer fiddle with? Or does he fiddle with any of them?

What dials in the TDC does manual targeting deal with? Or does it deal with any of them?
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Old 04-19-10, 10:09 PM   #2
Snestorm
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For targeting I endorse maillemakers advice.

Map contacts:
If you've come this far, you certainly don't need them.
To me, they detract much from the immersion.

National identification:
Unfortunately, yes, you just might have to make another pass.

Zig zagging targets:
According to The Uboat Commanders Handbook, once you loose the element of surprise, you've lost your oppertunity.
Option 1 is to let them go permanently.
Option 2 is to let them get a few hours away, then pick up the chase on there original base course.
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Old 04-20-10, 06:02 PM   #3
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Quote:
Originally Posted by Snestorm View Post
Zig zagging targets:
According to The Uboat Commanders Handbook, once you loose the element of surprise, you've lost your oppertunity.
Option 1 is to let them go permanently.
Option 2 is to let them get a few hours away, then pick up the chase on there original base course.
This is great to know. It makes sense in hindsight, and I can't describe how frustrated I've been when the only thing the target keeps showing my his stern on route to the opposite side in rough seas. I've ran out of torps trying to pull off an up the a$$ shot.
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Old 04-23-10, 02:47 AM   #4
Snestorm
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Quote:
Originally Posted by Flopper View Post
This is great to know. It makes sense in hindsight, and I can't describe how frustrated I've been when the only thing the target keeps showing my his stern on route to the opposite side in rough seas. I've ran out of torps trying to pull off an up the a$$ shot.
I also translate "heavy fog" to mean "forget it".
The stuff used to eat all my torpedoes, without paying anything back for them.
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Old 04-19-10, 11:23 PM   #5
pickinthebanjo
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I'm not quite sure what your asking, but i'll try to give this a go.

Quote:
Originally Posted by xptical View Post
I think what I'd like to know is, if I enable one of those options, then what do I have to do to hit a target?
If you mean enable manual targeting:
You have to enter Range: with stock identify the ship then use the range tool (Stadimeter?) and set the horizontal line to the tallest point on the ship, and this will give you range.

For speed there are various ways in the stock game and I was never good at that, I would just use the speed button and let it go for about ten seconds then stop it and it would give an estimate.

For AOB use the tool in the map or just guess as it's usually fairly easy and it does not matter for keel shots as they do not impact directly.

Enter your calculations into the TDC set it to auto then fire (Dont forget to open your tubes first)

Now if your using a GUI mod you best just look up a tutorial as that would be another page to explain. Like I said before though, I use OLC GUI because it has the Range/Angle Disk

For anyone looking to try Manual targeting, this will greatly help you make your calculations:
http://www.subsim.com/radioroom/down...=1616&act=down - Direct Download OLC GUI 1.2.7

http://www.subsim.com/radioroom/down...=1112&act=down - Video Tutorials For OLC 1.2.7
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Old 04-20-10, 05:25 PM   #6
dfscott
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Hey all.

Following everyone's advice, I started another patrol and started hitting and sinking stuff like crazy! Once I learned not to worry about range and to work to get a 90 degree shot, things got much easier.

Oh, and I also made the mistake of trusting the range lines on Pato's 3m bearing mod -- for some reason it reads low. I thought I was shooting from 600m when I was actually shooting from 300 -- really made it hard to get more than one off and a lot of them weren't armed yet.

I'm just about ready to try GWX -- does it require a more processing power? I'm playing on a laptop with integrated graphics so I don't have much to spare. Regular SH3 runs ok, fwiw.
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Old 04-26-10, 08:32 PM   #7
KL-alfman
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Quote:
Originally Posted by dfscott View Post
I'm just about ready to try GWX -- does it require a more processing power? I'm playing on a laptop with integrated graphics so I don't have much to spare. Regular SH3 runs ok, fwiw.

it is said that GWX runs fine if stock SH3 does.
no extra CPU-power needed.

as for GUIs regarding manual targetting:
I tried now MaGUI 3.1 which I consider not so hard-core difficult like OLC Gold MkIId
Hitman's GUI has still to be installed and tried out, it looks very nice, plain and highly functional.
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Old 04-27-10, 12:26 AM   #8
toodrunk
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I just recently started playing SHIII in "hardcore mode." I had dabbled with it a couple years back, but never really got into it. Just recently had the itch to really play it. So I started out playing max realism, and built this:

http://www.subsim.com/radioroom/showthread.php?t=114351

Things freakin awesome. The backside's the meat of it, calculates law of sins, speed conversions (meters per second to knots) and all sorts of other things.

There's a "Handbook" .pdf with examples here:

http://www.subsim.com/radioroom/showthread.php?t=126824

Good gouge, and with practice you can get very quick with it. No better feeling then using it successfully.
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Old 04-23-10, 01:06 PM   #9
dfscott
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Quote:
Originally Posted by pickinthebanjo View Post
Now if your using a GUI mod you best just look up a tutorial as that would be another page to explain. Like I said before though, I use OLC GUI because it has the Range/Angle Disk

For anyone looking to try Manual targeting, this will greatly help you make your calculations:
http://www.subsim.com/radioroom/down...=1616&act=down - Direct Download OLC GUI 1.2.7

http://www.subsim.com/radioroom/down...=1112&act=down - Video Tutorials For OLC 1.2.7
So, does this work with GWX3? I've just installed that and I know it has a lot of different mods integrated already, so I didn't want to end up with any conflicts.
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Old 04-23-10, 02:02 PM   #10
xptical
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Quote:
Originally Posted by dfscott View Post
So, does this work with GWX3? I've just installed that and I know it has a lot of different mods integrated already, so I didn't want to end up with any conflicts.

Can anyone tell me what mods this guy had enabled? I have GWX running and my periscopes don't look like his...
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Old 04-23-10, 02:13 PM   #11
Flopper
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Quote:
Originally Posted by xptical View Post
Can anyone tell me what mods this guy had enabled? I have GWX running and my periscopes don't look like his...
olc gold is made to install over top of gwx. you can find it near the top of the downloads section for sh3 if you sort by number of downloads.
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Old 04-23-10, 03:18 PM   #12
pickinthebanjo
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I use OLC 1.2.7 and I use it with GWX3 and occasionally with the new interiors mod. But when I use those two together (NI + OLC) I lose the zoom on the periscope.

But yeah it works fine with GWX3, I would post pics but that would take forever to load, take pics, upload them ect.
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Old 04-23-10, 03:25 PM   #13
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BTW, is there a way to make OLC Gold "MkII" compatible with the Alternatives Flotillas from GWX3 or was it "implemented within OLC Gold?
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Old 04-23-10, 05:33 PM   #14
tomfon
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Quote:
Originally Posted by pickinthebanjo View Post
I use OLC 1.2.7 and I use it with GWX3 and occasionally with the new interiors mod. But when I use those two together (NI + OLC) I lose the zoom on the periscope.
I guess this happens because both mods use a modified version of cameras.dat file plus OLC's GUI is not compatible with the NI mod.
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