![]() |
SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
|
![]() |
#1 |
中国水兵
![]() Join Date: Jan 2000
Location: The People's Republic of Massachusetts, USA
Posts: 282
Downloads: 42
Uploads: 0
|
![]()
Will SCAF fix that? I’m running RSRDC for stock 1.5 (no mega-mods), 3000yd bearing Tool, 3D Radar/TDC, and Show Air Contacts. Is there a SCAF version for me? I do manual targeting all the time (usually with the Dick O’Kane method) and I am making out pretty well, but I’m sure I could benefit from some optical correction!
Thanks TG
__________________
ET1/SS, SSN-760 USSVI Marblehead Base (MA) Naval Historical Sites - Photo Galleries |
![]() |
![]() |
![]() |
#2 |
Grey Wolf
![]() Join Date: Apr 2011
Location: Curitiba, Brazil
Posts: 938
Downloads: 65
Uploads: 0
|
![]()
Great research, capt' scurvy.
It should be pointed out, though, that no perfectly precise measurement could be possible anyway. Ships are constantly going up and down in the water, and weight variations makes the ship float with more or less immersion. The mast height is never a 'definitive' measurement. Measuring how much weight a ship is carrying is done by a method called 'draft survey', which measures how immersed is the ship, before and after being unloaded. And I can tell you, its a matter of several meters, or say, 10 feet! We're dealing with cargo ships, are we not? How do we know if the target is loaded or unloaded? Because the distance of the top of the mast (or any other part of the ship for that matter) will be closer to the waterline when loaded, and farther when unloaded. So having such thing as a perfect stadimeter reading was impossible (as it still is), even today. Unless you try to guess if the ship is coming or going from the embarkment port. If you knew it was ferrying supplies, or bringing in raw materials, i thing it would be wise to take the stadimeter and input a mast heigh which is several meters lower. The stadimeter works with the idea of parallax, which, for those who don't know already, is this: your eyes move inwards to see close objects, and outwards to see farther objects. If you know the distance between your pupils, and the angle that is made by the two lines of sight (one for each eye), then it is a simple matter of trigonometry to find the range to the viewed object. The stadimeter does exactelly that. If you imput the mast height from the waterline, and split the image in two, you get the parallax angle and, thus, distance. But being the mast height a variable info, how can you get PERFECT distance readings? how do you know if the ship is heavy or light? If it has burned up all it's fuel already? In fact, how do we even know if the game takes this into consideration? |
![]() |
![]() |
![]() |
#3 |
Grey Wolf
![]() Join Date: Apr 2011
Location: Curitiba, Brazil
Posts: 938
Downloads: 65
Uploads: 0
|
![]() |
![]() |
![]() |
![]() |
#4 | |||
Admiral
![]() |
![]() Quote:
As a matter of fact I would not use SCAF since it's "height" correction was based on the premise that the subs center point of calculating range was equal and consistent in whatever direction you took a reading. As I point out, this is not the case. The truth is, some of the ship "heights" in SCAF are accurate because they were based on using the targets position either directly perpendicular to the test sub (usually a Porpoise class). As the two illustrations of the Hiryu or Northampton show, the positions of the targets either at the 90 degree or 270 degree relative bearing are consistent with each other. Basing a corrected height from those positions will give a correct mast height. However, basing a height of a target in the frontal bow position (which I did) will create an error close to a half a meter off. A half a meter height difference at only 1000 yards will create about a 20 yard error in found range with manual targeting. The error increases by several fold as the true target distance increases. My plan is to correct the Optical Targeting Correction mod (which I consider the replacement for SCAF) and continue to make specific versions for other mods. ========================== Quote:
You mention the stadimeter is not perfect, and I do not disagree. The game sets several factors into play regardless of whether the "height" measurements are correct or not. One of these is the fact that each separate pixel line will give a different stadimeter found range when compared to its "adjacent" pixel line. This difference between adjacent pixel lines will be less toward the upper sections of the scope, and greater toward the waterline. This factor is based on the idea that a target at a greater distance (closer to the horizon) will give a greater amount of inaccuracy when compared to a closer target (which fills the scope view, having its mast top toward the top of the view). The point is, each pixel line between the scope's horizon (waterline) and top of view, will give a different found range when compared to its adjacent pixel line. For a typical target at a 1200 yard distance the difference between pixel lines are about 8 yards each. Throw in lighting conditions, rough seas, an unsteady hand clicking the mouse, and you aren't going to get an accurate range to target even with a correct mast height. I just don't think the mast heights should be off as they are. Any real Captain who missed a target due to an incorrect mast height would have "red penciled" his Recognition Manual with what he thought was the more accurate measurement in the event of running into the same target again. I'm simply giving a player the accuracy he "should" have when dealing with manual targeting. By the way, for you TMO 2.0 players. The mod has the Hiryu mast height at 20 meters. Any guesses as to what that figure will give you at the same 1000 yard true distance as in the above illustration? Ever hear of not being able to hit a bull in the ass with a bass fiddle?
__________________
The HMS Shannon vs. USS Chesapeake outside Boston Harbor June 1, 1813 USS Chesapeake Captain James Lawrence lay mortally wounded... Quote:
|
|||
![]() |
![]() |
![]() |
#5 |
Ocean Warrior
![]() Join Date: Sep 2008
Location: Notify command we have entered the Grass Sea
Posts: 2,822
Downloads: 813
Uploads: 0
|
![]()
and I thought I was just a bad shot!
|
![]() |
![]() |
![]() |
#6 | |
中国水兵
![]() Join Date: Jan 2000
Location: The People's Republic of Massachusetts, USA
Posts: 282
Downloads: 42
Uploads: 0
|
![]()
It looks like Optical Targeting Correction for RSRDC v550 will be what i need (I just have to verify that my version of RSRDC is correct at v550...)
The description mentions the following: Quote:
Thanks again, TG
__________________
ET1/SS, SSN-760 USSVI Marblehead Base (MA) Naval Historical Sites - Photo Galleries |
|
![]() |
![]() |
![]() |
#7 | |
Admiral
![]() |
![]()
Timmyg00, yes the "OTC for RSRDC v550" will be the version you would use with your set-up.
Please hold off on downloading it though, while I recheck and change its some 150 ships for correct height (I believe RSRDC adds about 45 new ships to stock). I'm working on adding the centering Stadimeter fix to all the OTC mod versions I've released and correct a found problem with a couple of the "optional mods" I have bundled with OTC that cause a CTD when used (these are the two "Realistic Scopes" optional mods). I'm also going to release two new versions that will be compatible with the stock SH4 game patched to only 1.4 (which a lot of players still use), and RFB 1.4. As an extra "optional mod" I'm adding a much harder Japanese AI to the game. There will be more planes, with greater capacity to hunt you down. The Japanese warships will have an higher level of "awareness" to find you and prevent your presence from becoming a problem. Their depth charges will be more deadly, and more prolonged. A few other changes that will keep you on your guard when making an attack will be added. All in all, a much harder opponent. I've named the optional mod "Tokko's Revenge" (Tokko meaning "special attack" or "tactics", which also was referred to as Kamikaze). We will see if you like it? As far as OTC working with the mods you mention? I don't know. I've never tried to put the two together to see what's what. Off the cuff, I would say they do not work together.
__________________
The HMS Shannon vs. USS Chesapeake outside Boston Harbor June 1, 1813 USS Chesapeake Captain James Lawrence lay mortally wounded... Quote:
Last edited by CapnScurvy; 05-20-11 at 01:38 PM. |
|
![]() |
![]() |
![]() |
#8 |
Ocean Warrior
![]() Join Date: Sep 2008
Location: Notify command we have entered the Grass Sea
Posts: 2,822
Downloads: 813
Uploads: 0
|
![]()
More planes? Oh Nooooooooooooooo!!!!
![]() |
![]() |
![]() |
![]() |
#9 | |
Admiral
![]() |
![]()
More planes?
I should qualify this. I'm planning on leaving the number of planes as-is from the OTC mod. I have no plans to have a Jap carrier launch a land base bomber as in the stock game. What I'm going to do is increase the "frequency" of the sorties from the planes that are available. This will create the feeling of more planes, when actually there won't be. The planes will be more lethal though. Much more leathal. With a greater ability to spot you at longer distances. They will use radar with even greater maximum range later in the war. What I'm interested in is giving you guys a mod that will test your abilities greater than what's been done before. Now I don't mean putting nuke's into the game, I'll be keeping it as authentic as possible, but I'm going to have you ducking when you leave your scope up too long. Your going to get hounded when you make contact, with greater lethal depth charges. You're going to wish you took better aim at the targets you do fire on because that one chance may be all you'll get.
__________________
The HMS Shannon vs. USS Chesapeake outside Boston Harbor June 1, 1813 USS Chesapeake Captain James Lawrence lay mortally wounded... Quote:
|
|
![]() |
![]() |
![]() |
|
|