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Old 04-18-09, 02:09 PM   #1
DaveR
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Default manual range input

i have tried '700 Clickable range dial for US TDC' thru gsme and
'Manual Range & Mast Height Dial Fix for v1.4 & v1.5ickable range dial for US TDC' input' manually changing 'dial.cfg'.

how i understand is one can move outer st-meter ring by click-hold-drag and set mast hieght. then also click-hold-drag inner ring and set range manually. however, i still can't grab that inner ring, it always grabs outer ring.

what am i doing wrong?

edit: never mind, changes did take. manual changes is working.

Last edited by DaveR; 04-18-09 at 02:47 PM.
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Old 04-19-09, 06:57 AM   #2
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Where is that mod ?
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Old 04-20-09, 02:22 PM   #3
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Manual Range and Mast Height Dial Fix for v1.4 and v1.5 by Munchausen

is in the downloads menu/ gameplay mods.
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Old 04-22-09, 12:31 PM   #4
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does anyone know how to calibrate it? or is this meter-english thing. i set 6000 yards and tdc get 5550 (roughly), which is a meterstoyards conversion. i find it odd that the stadi-meter would be in meters!!!
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Old 04-22-09, 12:36 PM   #5
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does anyone know how to calibrate it? or is this meter-english thing. i set 6000 yards and tdc get 5550 (roughly), which is a meterstoyards conversion. i find it odd that the stadi-meter would be in meters!!!
Probably it would work by just turning the image the necessary degrees in the graphic file....will need to give a look at it somewhen, as I use imperial measurements myself
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Old 04-22-09, 02:36 PM   #6
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Got it working...
Just click on the inner wheel and rotate it.. It rotates through 360 degrees and resets the range on each lap.
All you do is rotate it until the marker is on the correct range. You can ignore the mast height section if you like, but it is still usable as well

This helps a great deal with long ranges. Even if your range is out by 10% or so, the fine tuning of the torp angle is enough to fire a spread to hit.

Metres.. Yards... Which mission settings are you using... Authentic/Metric.
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Old 04-22-09, 09:26 PM   #7
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when you use this with the SCAF which fixes some inaccurate demensions and rec manual data, your targetting is much more accurate
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Old 04-23-09, 04:46 AM   #8
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But more accurate shooting due to unreasonable means is not authentic at all! Real subs which lost their radar and were dependent only on their stadimeter would waste between half and two-thirds of their torpedoes just to get a hit. It took more than that to sink the target.

Here we are insisting on one torpedo, one sunk. Not reasonable within the framework of simulation. Why do our tonnage numbers dwarf that of a real sub? Then we're going to make it even easier? Why not play Ratchet and Clank instead? Reality was very messy and we just try to tidy it up so it all makes sense to us. Guess what? It didn't make sense to them.
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Old 04-23-09, 10:00 AM   #9
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Quote:
Originally Posted by Rockin Robbins View Post
But more accurate shooting due to unreasonable means is not authentic at all! Real subs which lost their radar and were dependent only on their stadimeter would waste between half and two-thirds of their torpedoes just to get a hit. It took more than that to sink the target.

Here we are insisting on one torpedo, one sunk. Not reasonable within the framework of simulation. Why do our tonnage numbers dwarf that of a real sub? Then we're going to make it even easier? Why not play Ratchet and Clank instead? Reality was very messy and we just try to tidy it up so it all makes sense to us. Guess what? It didn't make sense to them.

true but then you get into the grey area of making numbers inaccurate only for the purpose of creating the illusion of reality because you have a game that doesnt allow you to get true random results with semi accurate info. how can you model accuracy of torps to change with sea states, too bad we dont have a gyro error node we could set to have wobbly torpedo courses effected by sea state. i think that would be the best and most realistic results.

even if the info is accurately inaccurate it is a game and in games if you aim properly you are suposed to hit things and that was the desired result.

i think the poor real life results were mainly from the shorter US torpedos not staying true to course from wave effects and not poor solutions. even though the data wasnt spot on, they would quickly make their own changes to the manual numbers with their own corrections and pass those on to others just like they would do their own torpedo mods and share those tricks as well. i dont think we give them enough credit for adjusting to an inaccurate rec manual and getting accurate targeting based on their own tweaks to it even though results werent great.

Last edited by Webster; 04-23-09 at 10:23 AM.
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Old 04-23-09, 02:13 PM   #10
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i agree with webster. i did a radar tracked shot with 3 torp spread and only one hit (although, one just ran out of steam short of hitting the guy behind). my only problem is, when i spin in 6000yds, i would like it to say somewhere around 6000 and not around 5500 in the tdc.

i'm pretty sure i set authentic, not metric.

SCAF??
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Old 04-23-09, 04:05 PM   #11
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Quote:
Originally Posted by DaveR View Post
i agree with webster. i did a radar tracked shot with 3 torp spread and only one hit (although, one just ran out of steam short of hitting the guy behind). my only problem is, when i spin in 6000yds, i would like it to say somewhere around 6000 and not around 5500 in the tdc.

i'm pretty sure i set authentic, not metric.

SCAF??
ship centered accuracy fix by capnscurvy

http://www.subsim.com/radioroom/showthread.php?t=126016
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Old 04-23-09, 07:22 PM   #12
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Quote:
Originally Posted by WEBSTER View Post
i think the poor real life results were mainly from the shorter US torpedos not staying true to course from wave effects and not poor solutions. even though the data wasnt spot on, they would quickly make their own changes to the manual numbers with their own corrections and pass those on to others just like they would do their own torpedo mods and share those tricks as well. i dont think we give them enough credit for adjusting to an inaccurate rec manual and getting accurate targeting based on their own tweaks to it even though results werent great.
Here we go again..."I think this," "I think that," etc., etc.

The Mark 14 may have had its share of problems, but they were not due to the ocean being so choppy and rough that it would make torpedoes run off course. If there were problems with torpedoes running off course (as was the case most often with Mark 10s) it was because of a faulty part in that particular torpedo or, in the case of the Mark 10, because the torpedoes had been used repeatedly in target practice, thus wearing down the steering mechanism of the torpedo. All of this is documented in the patrol reports and the research conducted to weed out the faults of the Mark 14.
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Old 04-23-09, 09:08 PM   #13
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Quote:
Originally Posted by LukeFF View Post
Here we go again..."I think this," "I think that," etc., etc.

are the stock rec manual numbers exactly correct for those used by fleet subs in ww2?
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Old 04-24-09, 01:04 AM   #14
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RR, I would think that this depends on what % reality one plays at.

What I find at 100%+ that if I either enter the range with the stadimeter, or manually, there are errors in both. Which in a way is it's own reality - if not reality itself.

Ellimating these errors with the PK in the standard methods, helps with the final solution obtained.

There are a lot of times that I do not stick my scope out, due to that escort 50m away, and enter the stadimeter range manually on the last 'known range' of the target - without a target lock one's range is limited which is a bit cumbersome, so 'I asked the dockyard techies to change this'

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Old 04-24-09, 03:13 AM   #15
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Quote:
Originally Posted by WEBSTER View Post
are the stock rec manual numbers exactly correct for those used by fleet subs in ww2?
CapnScurvy would be the one to answer that.
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