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#1 |
Loader
![]() Join Date: Apr 2006
Posts: 83
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It would be nice if it did work like a german TDC when you turn off the PK. But as far as I remember it doesn't (one of the reasons I went back to playing SH3) and that makes it a pain to use against convoys imo. I think the reason is that it doesn't make AOB updates with a manual input of a new bearing (like when you switch to another target in a convoy, or if your speed was wrong and therefore bearing after a while). Even if you start out with a perfect AOB and range you still have to redo it all if you miss out on the speed. Which makes the PK a rather useless gadget in my view. I hope it was better in RL and I personally much prefer the TDC on the u-boats in SH3 where you just need to find out the speed and course (AOB) of a convoy and then point and shoot at multiple targets in a short time. Range is all you need to worry about when switching targets, and you can forget about that too if your course is +-90 from the targets course and you keep the gyro angle low (as this will make range have no effect on the solution).
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#2 |
XO
![]() Join Date: Mar 2007
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I guess I'm from the "O'Kane School" then.
I have never targeted using the PK. ![]()
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----------------- Snuffy! Last edited by Snuffy; 01-06-08 at 11:00 PM. |
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#3 |
Navy Seal
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Huh, Oh, that's my cue...
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Sub Skipper's Bag of Tricks, Slightly Subnuclear Mk 14 & Cutie, Slightly Subnuclear Deck Gun, EZPlot 2.0, TMOPlot, TMOKeys, SH4CMS |
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#4 |
Seaman
![]() Join Date: Mar 2005
Posts: 34
Downloads: 56
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I'm too a devotee of the O'Kane method. Thanks RR
![]() There is a couple of things that turn me off using the PK - the need to identify the ship before range data can be sent to the TDC and the fact that the maximum range that can be manually inputted is limited to approx 1,200 yards. From what I've read and seen, in RL (whoops, here I go with the real life thing ![]() In fact, after the engagement, the skipper and other key crew that saw the target would pore over recognition manuals in an effort to identify the target. The limitation on manually entering range data is a PITA, particularly when SJ radar provides fairly accurate ranges which, as in RL, was used as the range figure for the TDC. Anyway, for me it's O'Kane all the way and it works a treat. So far in my current 3 patrol career (TM 1.7.2, RSRD, NSM & ROW) I've sunk two Takao class CA's, one Hiryu class CV (woo hoo!!) and half a dozen merchie's.
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"You can't be a real country unless you have a beer and an airline. It helps if you have some kind of a football team, or some nuclear weapons, but at the very least you need a beer." - Frank Zappa |
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#5 |
Watch
![]() Join Date: Aug 2006
Posts: 25
Downloads: 122
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Ridgeback,
Check out this thread: A wee bit of editing and you'll have manual input up to 11000 yards. http://www.subsim.com/radioroom/show...ht=range+input Being somewhat obsessive about plotting and tracking my quarry, I've found the manual imput thing to be of use, although the small size of the dial makes it tough to be exact. Good luck |
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#6 |
Seaman
![]() Join Date: Mar 2005
Posts: 34
Downloads: 56
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Epower,
Thanks mate - exactly what I was after. I wonder if the same zoom that works on the speed/rudder/depth dials would work on the range/stadimeter dial? That might make entering the range a bit easier...:hmm: Thanks again!
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"You can't be a real country unless you have a beer and an airline. It helps if you have some kind of a football team, or some nuclear weapons, but at the very least you need a beer." - Frank Zappa |
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#7 |
Watch
![]() Join Date: Aug 2006
Posts: 25
Downloads: 122
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If you figure out how to zoom that dial, please let me know. I'm just starting to muck about with modding stuff and have no idea where to look for that sort of function.
Hope you can make it work. |
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