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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 | ||||
Swabbie
![]() Join Date: Dec 2010
Posts: 14
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Spanks.
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![]() ![]() I only had a couple of dud's off the bow of a stationery tanker once... never (thankfully) during an actual attack on like a destroyer or anything. As I said I've been using only contact influence from very short ranges (1000 to 1500 yards) and they've all worked marvelously. I used the external camera initially to gauge the depth that they went to and figured out that if you set the depth to about 5 - 6 feet above the identification manual's declared draft for any particular vessel that it would impact pretty much smack bang underneath the boat, maximising damage by blasting upwards through the hull. I was made aware of the historical depth problem by a friend of mine (one of my global moderators) on my own forum, Shilka, who knows a bit more about the game than I do and brought me up to speed quite fast on a few topics like that, and pointed me here. Thanks very much for your kind help, I really appreciate you taking the time... it's easily the best simulator that I've ever played... I'm loving it from day 1. ![]()
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#2 | |
Ocean Warrior
![]() Join Date: Mar 2007
Location: Houston, TX
Posts: 2,731
Downloads: 393
Uploads: 12
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Firing Point- the point at which you fire. By doing all sorts of hocus-pocus with angles and speeds and target courses, you determine what point on the map you want to fire your torpedoes from. You then get the fun task of making sure your boat arrives at this point when the target is where it is supposed to be. The wire- the vertical line running through the periscope view. If you set up the Dick O'Kane Attack (A method developed for manual targeting that lets you ignore range), you wait until the part of the ship you want to hit is crossing the central wire in the periscope. If you have it set up, the torpedo will hit that part, allowing you to aim for engines, fuel, magazines, etc.
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"Never ask a World War II history buff for a 'final solution' to your problem!" |
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#3 | |
Ocean Warrior
![]() Join Date: Sep 2008
Location: Notify command we have entered the Grass Sea
Posts: 2,822
Downloads: 813
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Here is a post that I authored. It is in the Skipper's Bag of Tricks thread. It gives you an idea of how the TDC computes the lead angle even though it is not activated. Note, Rockin Robbins uses a 10 degree lead angle for target's moving at speeds of 15 kts. or slower. He uses a lead angle of 20 degree for target's traveling at speeds of greater than 15 kts. If you follow his rules, you are attacking with the Dick O'Kane attack technique. He has posted a link to a video tutorial on the subject. You will understand this a lot better if you read the Dick O'Kane thread in the sticky. Dick O'Kane, by the way, was a famous WW2 Navy Sub Captain, possibly the most famous. http://www.subsim.com/radioroom/show...&postcount=167 Oh yea. There is a lot to learn here--an unbelievable amount. I knew nothing (i.e. "zero") when I started, and Robbins presented me with an award when I finally sunk a ship with auto targeting. After a few weeks of thinking I was the best shot on the forum, I read, studied and practiced Hitman's tutorial on Manual Targeting at 100 Percent Realism, and discovered I new "NOTHING." Wait until you wander into the MoBo forum and tackle aaronblood's MoBo program. The man is a genius. Or, Nisgeis's 3D TDC radar mod. And then there is the Easy Aob mod perfected by nicolas and ddrgn, a simple manual targeting fix that revolutionized the game a few years ago, followed shortly after by gutted's Solution Solver program. And finally, if you have the bent, you can navigate using the stars if you can master Celestial Navigation--something I have not been able to do despite trying. These are just a few of the many, many mods that provide "fixes" to the game. There are many skipper's who have been around quite awhile, and will answer your questions. Don't forget to use key words to search the forums, as many questions you have, such as the ones posted here, have been addressed in other posts or threads. You might want to go to the Mod forum and download period music and radio station programs from the War, so you have something to listen to as you meander around the Pacific. For kicks, I follow the SH5 realistic photo thread, as Gunfighter (see my signature below) and Otto post some incredible screen shots, some of which are photo quality, and one new skipper has recently made a short movie for You Tube where he interjected his 10 year old son as the captain of a sub on an attack run. Last edited by I'm goin' down; 01-25-11 at 05:36 AM. |
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#4 |
Rear Admiral
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Wish I could find the stats of the values that cause torp failures. I know their is a value for speed, angle, weather, depth, ect...The game doe's take into account the failure, but also the solves, shooting at slower speed, with some angle, ect..Still have failures, but more success. I'll try and find the chart.
Myself, I carry about 50% M10's early war, mostly because of this. http://forums.ubi.com/eve/forums/a/t...848#5031017848 |
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#5 |
Ocean Warrior
![]() Join Date: Sep 2008
Location: Notify command we have entered the Grass Sea
Posts: 2,822
Downloads: 813
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Hitman's tutorial link:
http://rapidshare.com/files/29805727...m_2.0.rar.html http://files.filefront.com//;7452782;/ If you download the O'Kane practice mission, you can practice in the sunny waters off of Santa Barbara. Send a PM to Rockin Robbins if you cannot locate it. You activate it with JGSME. I strongly suggest you watch many of the videos in the Skipper's Bag of Tricks thread. You will learn a lot. re Hitman's tutorial. You have to work through it. When you are done, you will understand the concept of manual targeting. The Easy Aob mod simplifies the technique. See Neal Stevens' sticky in the Mod forum for re Popular Mods, etc. has links to many mods. It is not current, but is a good starting point. It has a link to Hitman's thread re the tutorial, but I was unable to copy the link. Armistead has been posting his mod lists in various threads recently. He is a skilled captain. His mod list is excellent and happens to overlap with mine in several respects. When you are a veteran you will probably be using many of the mods on his list. Major mods that change the game are TMO, RFB, FOTRS, and GFO (many fixes to the stock game.) Try them all. RSRDC (Run Silent Run Deep Campaign mod) by lurker is compatible with TMO and RFB. Lurker created a mega career mod, RSRDC, that tracks the historical routes of Japanese convoys and task forces in the War. If you show up at Midway, for example, on June 4, 1942, the Japanese invasion force will be there. The routes, number and type of vessels, and timing of air attacks will be accurate as well. The same is true for other major sea battles, etc. For convoy and task force accuracy you cannot beat it. For example, if you want to hunt for the Japanese task force that Nimitz chased of off Cape Egano at the Battle of Leyete Gulf on or about June 24, 1944, you can find it, even though no mission is designed to intercept it. (I once tried to intercept the Pearl Harbor attack force by creating a mission from a campaign file lurker created as part of RSRDC. I spotted the invasion fleet at around 0400 - 0500 hrs. on 12/7/41, but it was too dark to get a fix on any vessel in the TF. They sailed right by me. So much for trying to alter history!) Study evasion techniques, especially if you activate TMO, as the AI of the dds is superior. Last edited by I'm goin' down; 01-25-11 at 05:38 AM. |
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#6 |
Rear Admiral
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Duci's version of the Indian weather rock for torpedo firing:
- If sea is calm, use magnetic. Chances of premature, very low. - If sea is rough, use impact. Chances of premature, very high. Your better off hoping for an impact detonation. Reason: The two pistols in game. Impact (can explode on contact only): - Does not have a premature failure rate based on state of the sea. - Does have an adjustable impact dud rate. Magnetic (can explode by magnetic influence, or contact detonation): - Does not have an adjustable impact dud rate. - Does have an adjustable premature rate based on state of the sea. I'll let you figure out what i did there. |
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#7 |
Ocean Warrior
![]() Join Date: Sep 2008
Location: Notify command we have entered the Grass Sea
Posts: 2,822
Downloads: 813
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TMO is a masterpiece. It (i.e., you) never ceases to surprise me.
Last edited by I'm goin' down; 01-25-11 at 05:41 AM. |
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#8 | |
Silent Hunter
![]() Join Date: Sep 2010
Posts: 3,975
Downloads: 153
Uploads: 11
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Good story on the link. ![]() Now I'm thinking I should keep my S boat. I mean, after all, it's not that rusty. My crew thinks I'm nuts. On a more serious note, I read somewhere, that the mechanical elements of the mk 6 exploder were derived from that used with the Mk 10 torpedo. This suggests, but does not prove, that at low speed, the Mk 14 should be as reliable as the Mk 10 (as far as impact detonation is concerned). Unfortunately, no diagrams or photos of the exploders were provided. An 80% impact failure rate is not very good, by any standard. It still amazes me that the US Bureau of Ordnance, could be so obstanately stupid. |
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#9 | |
Ace of the Deep
![]() Join Date: Sep 2010
Location: LA Area, Central coast, California
Posts: 1,023
Downloads: 827
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It's too bad 'cause now to be accurate playing SH4 we have to put up with the Bureau's faiures some 70+ yrs later. Good Hunting/Check yer ammo ![]()
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Dogfish40 |
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#10 | |
Ace of the Deep
![]() Join Date: Jul 2008
Location: Athens, the original one.
Posts: 1,226
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![]() Sir, you have a great sense of humor indeed! ![]()
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- Oh God! They're all over the place! CRASH DIVE!!! - Ehm... we can't honey. We're in the car right now. - What?... er right... Doesn't matter! We'll give it a try anyway! |
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#11 | |
Seaman
![]() Join Date: Dec 2010
Posts: 38
Downloads: 51
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#12 | |
Ocean Warrior
![]() Join Date: Mar 2007
Location: Houston, TX
Posts: 2,731
Downloads: 393
Uploads: 12
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http://www.hnsa.org/doc/attack/index.htm http://www.hnsa.org/doc/subphrase/index.htm Here's the list of sub documents available there, and there's quite a bit more, if you want it: http://www.hnsa.org/doc/index.htm#sub
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"Never ask a World War II history buff for a 'final solution' to your problem!" |
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#13 |
Swabbie
![]() Join Date: Dec 2010
Posts: 14
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Wow I can't believe that there's still so much to learn!
This game has layer upon layer of realism... it's awesome!
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#14 |
Ocean Warrior
![]() Join Date: Mar 2007
Location: Houston, TX
Posts: 2,731
Downloads: 393
Uploads: 12
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I bought this game on preorder. I think there will always be more to learn.
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"Never ask a World War II history buff for a 'final solution' to your problem!" |
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#15 | |
Ace of the Deep
![]() Join Date: Sep 2010
Location: LA Area, Central coast, California
Posts: 1,023
Downloads: 827
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Yes, What makes this 'Game' so much fun are the various stages/degrees you'll go through learning. Part of the fun is the learning and I have to remind myself not to get frustated by what I don't know because half the fun is getting there. There are so many ways to play this sim that it should run a good long time before I ever get bored of it. Wait'll you see the graphics that you've got coming when you start modding you're game. Good Hunting. D40 ![]()
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Dogfish40 |
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