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Old 10-28-12, 10:44 PM   #1
Sailor Steve
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Capn, I sympathize. I haven't been able to use the FTP server myself, and I can't seem to get help either, and I'm supposed to be in charge of the Downloads. I do apologize. Have you thought of talking to Plissken about putting it on his server?
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Old 10-29-12, 05:45 AM   #2
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Quote:
Originally Posted by Sailor Steve View Post
Capn, I sympathize. I haven't been able to use the FTP server myself, and I can't seem to get help either, and I'm supposed to be in charge of the Downloads. I do apologize. Have you thought of talking to Plissken about putting it on his server?
I agree with Steve, there have been FTP issues for a fair while now but hopefully Neal or his techie will find the time to correct the issue.
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Old 10-29-12, 10:47 AM   #3
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Quote:
Originally Posted by Sailor Steve
Capn, I sympathize. I haven't been able to use the FTP server myself, and I can't seem to get help either, and I'm supposed to be in charge of the Downloads. I do apologize. Have you thought of talking to Plissken about putting it on his server?
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Originally Posted by jimbuna View Post
I agree with Steve, there have been FTP issues for a fair while now but hopefully Neal or his techie will find the time to correct the issue.
I was able to upload a couple of my largest mods onto the SubSim FTP site only after Neal reset my original password. As I recall, after I was successful in navigating to the FTP site (I use the FileZilla Client), I had to make a separate folder (named "capnscurvy") in my "Main" upload folder and put the compressed mods there. This might be what you'll have to do Steve to get an uploaded file onto the site.



As I've said, I was able to upload two of my larger mods there, but adding a third has not been possible. I don't know for certain why, but it seems the limit for the server is around 500Mb for my account. Once it's reached, the upload will disconnect and the file is corrupt due to not getting it all uploaded. I don't know for certain this is the problem, but I'm thinking since there is an upload limit for the regular SubSim "Downloads" server.....there would be one for the FTP site as well.

Whose Plissken? I'll do a search for him, but no, I've not thought of asking anyone else to hold the files outside of SubSim or GameFront.
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Old 10-29-12, 10:54 AM   #4
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Sorry, Plissken_04, AKA Maik, runs his own download site just for Silent Hunter mods. He truly does a great service here, and no praise is good enough.

Find him in post #4.
http://www.subsim.com/radioroom/showthread.php?t=171019
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Old 10-29-12, 12:14 PM   #5
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Ok, thanks Steve!
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The HMS Shannon vs. USS Chesapeake outside Boston Harbor June 1, 1813

USS Chesapeake Captain James Lawrence lay mortally wounded...
Quote:
.."tell the men to fire faster, fight 'till she sinks,..boys don't give up the ship!"
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Old 10-29-12, 12:24 PM   #6
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To msumpsi, you're quite right in thinking there are issues with manual targeting with the game. The developers had intended to make an American Campaign of Submarine warfare in the Pacific (much like its successful namesakes of the Silent Hunter series from Strategic Simulations) but, they based SH4 on a game engine designed for the U-Boat game. Silent Hunter 4's American Campaign is the bastard child of the developers, who had from the release date, designs to bring the U-Boats into the Pacific. The underlining files are riddled with Silent Hunter III leftovers.

To this end, the simplest tasks of measuring a yard for a yard were ignored, making manual targeting (which relies heavily on optical observation) to be only somewhat feasible. The Stadimeter is only as accurate as the measurement point it uses, and how well you place the mark with the mouse. The lens Telemeter divisions won't give accurate measurements as long as the world view is not sized correctly. The stock radar is only providing eye candy, there is no way of measuring a "blip" on the screen. The only accurate tool to manual targeting is the sonar, but you'll pay for it after a ping is made with an enemy warship near. Having the Map Contacts enabled is like cheating. You can get all the necessary information for manual targeting right off the map. Speed, Range, AoB, Relative Target Bearing all can be gotten from the map.

So, what's the solution. First make sure you simply enable the option for "No Map Contacts Update". No matter what the mod may do with the contacts, having them turned off will prevent you from getting a clear picture of what's on the horizon. You'll still be able to plot a targets position on the map, you'll just have to do it yourself. Figuring relative bearing, AoB, target tract, target speed are still possible from map plotting. The difference is YOU make the plot, not the computer. It's on your shoulders to make an estimate on what you see for a firing solution. To me, this brings the simulation to life when it's your skill that makes an accurate firing solution.

Second, get a mod like Optical Targeting Correction that provides accurate measurements when using the periscope or TBT/UZO. Since the game renders different world views through these optical devices depending on which resolution/aspect ratio you play the game with, you'll need to correct the view with the mod addition that's specific for it. You'll get a Range Dial for inputting estimated range to the TDC, plus an authentic tool called an Range Omnimeter for calculating distance from the telemeter divisions found on the scope lens. You'll also get a working Radar that will provide a reasonably accurate range estimate. Which can be used to input range to the TDC. The mod also has the "SCAF like" measurements for providing as accurate a stadimeter process as possible. The errors in an unsuccessful manual firing solution should be from your lack of skill, not the fault of the tools you use.
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The HMS Shannon vs. USS Chesapeake outside Boston Harbor June 1, 1813

USS Chesapeake Captain James Lawrence lay mortally wounded...
Quote:
.."tell the men to fire faster, fight 'till she sinks,..boys don't give up the ship!"
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