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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#31 |
Samurai Navy
![]() Join Date: Aug 2006
Location: Beneath the waves
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I remember reading Clear the Bridge and sometimes they just had to make an educated guess on what type of ship they sunk. They didn't just see a ship and instantly ID it.
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#32 |
Navy Seal
![]() Join Date: Mar 2007
Location: New Mexico, USA
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CapnScurvy, you have bent my path a bit. I still want exactly what I said before, that the heights are just as inaccurate as the ONI stuff our skippers had. What I realize now is that we need to make damn sure the SH4 models are accurate in height, or we need to scale any inaccuracies in ONI to the SH4 model.
Ie: Pretend SH4 model of Ise might be 103' high, but the RL Ise was 130 (made up number), and ONI said 123 (it does). So if we use straight ONI, we're 7' short of RL, but 20' taller than the SH4 model, lol. Those were made up numbers, but you get the idea. If the SH4 model was 103' in this case, the SH4 manual should use 97.5' (same % off). <S> tater |
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#33 | |
Admiral
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I understand what your saying tater, and that makes sense to me. You use the ONI as a guide to mimic the percentage of inaccuracies in it's measurements with how the game sees its measurements and in-turn create the same percentage's for the ultimate outcome for correct (or incorrect) range. That's a good way of looking at the problem of just throwing real life numbers in and thinking they will be close in game.
I used the Bogue CV for the example earlier because for one, the height measurement for the deck had to come from some sort of document (I don't know what LukeFF used but for the American side to not know the correct height of the deck of their own carrier is surprising). And two, if that really is the correct height for the carrier deck why doesn't the game produce an accurate manually found range to it, at a reasonable distance? 1700 meters is not too far from the point the last prep for firing would take place. At this point in the attack the last thing you want is to be off as much as 200 meters let alone 800. Unless inaccuracy is what you hope to achieve. My point has been that to deliberately throw off numbers for the sake of creating a more real life simulation is (in my opinion) wrong. Do it through other means like creating the atmosphere of doing extra tasks. Doing manual plotting of ship positions in prep for attacks could be one. But to permanently have the numbers skewed so you would never correctly hit a target at a reasonable range is again (in my opinion) wrong.
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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:
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#34 |
Sea Lord
![]() Join Date: Jun 2006
Location: Somewhere else now
Posts: 1,740
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Yeah I was plastered...
![]() sorry about the name calling.. frustration... ![]() and it's still the same thing... If the scope is not scaled correctly the firing solutions will not be accurate in manual targeting.. ![]() |
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#35 | |
Lucky Jack
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Yeah, the new patch does wonders. A couple of torps well placed does the trick. As far as the contact fuses.......that is a strange % you have. I sent out four the other night. 2 duds and 2 good hits. 50%. At the beginning of the war, the mark 14 contact was not dependable either but more dependable obviously later on. I have sunk the super tankers with two torps. Have you installed the new patch?
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“You're painfully alive in a drugged and dying culture.” ― Richard Yates, Revolutionary Road |
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#36 | |
Lucky Jack
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“You're painfully alive in a drugged and dying culture.” ― Richard Yates, Revolutionary Road Last edited by AVGWarhawk; 01-09-09 at 09:39 AM. |
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#37 |
Lucky Jack
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On a personal note, giving me a dead nuts accurate ONI manual and dead on perfect solutions all the time will ruin just about any sense of accomplishment in sinking a vessel. It becomes mechanical and boring quickly just like auto target. Use the methods peddled by Rockin Robin, use the stadimeter. Us your imagination.
Leave me manual alone ![]()
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“You're painfully alive in a drugged and dying culture.” ― Richard Yates, Revolutionary Road |
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#38 |
Navy Seal
![]() Join Date: Mar 2007
Location: New Mexico, USA
Posts: 9,023
Downloads: 8
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No comments on my merchant steaming unloaded in the image above?
![]() What I will do deliberately is to alter the masts, mwahahaha. ![]() |
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#39 | ||
Admiral
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![]() I too feel there's something amiss in the camera file in regard to scale for the periscopes. I've had a hunch for quite some time but since I know very little about the AngularAngle parameter and how it relates to actual display I've left it alone. I know RFB's AngularAngle figure is different from stock. In a good way or not I don't know. I can tell you the cameras.dat Periscope Optical, Min & MaxZoom=parameters don't effert range finding one bit. It has no effect to calculating accurate range using the stadimeter. What it does do is bring in the view to a better, closer image and the marking of the stadimeter waterline is much easier. I realize that if you wanted to use the scope hash marks for making range (as the SH4 manual says) the scope image and the camera.dat parameters need to be in sync. I guess that's what your mod does?
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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:
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#40 | |||
Admiral
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Looks like the boys are out of the water a bit. So your making my point that if I have an accurate height measurement that will give me dead on range finding, say for a loaded ship. The unloaded ship will be differently displayed (being higher out of the water) and create an inaccurate range finding from the original. That's because the game only offers one height measurement, no matter what the ship displacement may be. So, isn't that another variable that gets thrown into the mix pointing out there's no certainty involved with dead on measurement figures? Along with: 1. The Stadimeter pixel difference discussed a couple of posts back. 2. The fact that the ships are heaving and thrashing about making a good stadimeter range finding difficult. 3. The Speed and AoB figuring. 4. The lack of a Navigation Map that shows targets course and positions(you realism purists do play with the "No Map Contacts Updates" option set on don't you?). 5. The dud torpedoes, and an escort that's breathing down your neck. 6. At night, when you can hardly make out the ship 1000 yards ahead; or fog. 7. You asked earlier Quote:
8. That brings up another variable that's thrown in. When a merchant ship is coming at you at say a 20 or 30 AoB which mast do you use. The front or the back? Each one will give you a different range reading. Probably a few more variables that don't make accurate measurements a done deal. Either the fish broke the hook, our I'm landed. Your move tater head :p
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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:
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#41 |
Navy Seal
![]() Join Date: Mar 2007
Location: New Mexico, USA
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I was just thinking that if you use the rec manual, instead of dragging your own mast height for unloaded version, you'd have a grossly wrong range.
As for map contacts... that's tough. From a realism standpoint my crew should be doing the plotting based upon MY measurements (even if they are wrong). OTOH, the map contacts are 100% accurate. The only choice is unfortunately to plot yourself, even though this is too much of a workload, frankly. It's unrealistic either way. I'm thinking of a mod that might well add laden and unladen ships in addition to mast and other variations I'm already working on (based on variants noted in ONI, plus some real examples). Unfortunately, their is almost zero control over the rec manual—and the rec manual is terribly thought out, IMO, it's not at all the way it should be arranged, I should never have to see a Liberty Ship, etc in the jap ship rec manual. |
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#42 | |
Silent Hunter
![]() Join Date: Apr 2005
Location: Riverside, California
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#43 |
Navy Seal
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Location: New Mexico, USA
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Looking at the in-game pictures, the game version sits VERY much deeper in the water.
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#44 | |
Samurai Navy
![]() Join Date: Feb 2008
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#45 | |
Silent Hunter
![]() Join Date: Apr 2005
Location: Riverside, California
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