SUBSIM Radio Room Forums



SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997

Go Back   SUBSIM Radio Room Forums > Silent Hunter 3 - 4 - 5 > SH4 Mods Workshop
Forget password? Reset here

Reply
 
Thread Tools Display Modes
Old 06-28-13, 11:59 AM   #1
Gryffon300
Engineer
 
Join Date: Dec 2007
Location: Perth, Australia
Posts: 213
Downloads: 58
Uploads: 0
Default

Quote:
Originally Posted by Stealhead View Post
If you lock onto a target you can get the range two ways one is by clicking the "nearest visual contact" icon in that case though the range will be in feet.The other way is to have the soundman report the range of the contact his answer will be in yards.This is not unrealistic as some claim it to be the WCA, JP and JT sound sets worked while on the surface (which is why you see the little sound heads on the heel).

I also tend only use the gun from within 4,000 yds so I can better see if my shots are off.

I think Travelers disables the sound sets on the surface and I dislike this as it is historically incorrect.

The gun can be made unsteady because if you play Real Fleet Boat it is very unsteady you would have to tweak values some place which ones and where I do not know.

Source for information on the sound sets: "U.S. Submarines Through 1945" and "The Fleet Submarine in the U.S. Navy".
Ah. Well. Sorry about this, but I have had a look at various suggestions on this thread, and they actually don't work or solve the problems.

You get some improvement of traverse speed with 'Ctrl', but its still no-where near fine enough at distance (for example, I was trying to finish off a carrier at over 6,000, and trying to get on target was so hard, I gave up and came in closer - not recommended). {And yes, I put it on the bottom (along with another carrier and a Heavy Cruiser with my little Porpoise. What a crew!!}

There IS no 'Nearest Visual Target' Icon on the Gun Station - that's the problem. My sound guy doesn't give info while surfaced, so, neither of these methods are available. Looks like a Mod is required (if someone hasn't already done it). It would be worth it for this early war stuff, as I regularly take out significant tonnage with gun.

Cheers, mates.

Gryff
Gryffon300 is offline   Reply With Quote
Old 06-28-13, 11:53 PM   #2
TorpX
Silent Hunter
 
Join Date: Sep 2010
Posts: 3,975
Downloads: 153
Uploads: 11
Default

I know what you mean. It would help if one could at least elevate the gun, go to the TBT station for a better range estimate when you need to, and return to the gun without having the position of the gun moved changed.
TorpX is offline   Reply With Quote
Old 07-15-13, 02:06 AM   #3
Gryffon300
Engineer
 
Join Date: Dec 2007
Location: Perth, Australia
Posts: 213
Downloads: 58
Uploads: 0
Quote:
Originally Posted by TorpX View Post
I know what you mean. It would help if one could at least elevate the gun, go to the TBT station for a better range estimate when you need to, and return to the gun without having the position of the gun moved changed.
Exactly, Mein Herr!

While on the general subject of guns, I'll just repeat in this thread the general moan I have had elsewhere about the inaccuracy of the AI in gun operation REGARDLESS of any upgrades to gun specification or crew specialisation. If spending big buckets of Renown on new and better guns and specialist crew, should we not see an improvement in hit statistics? I don't mind firing away myself, but I HAVE to because my stats are embarrassingly better than the best crew on the best gun available on a Balao.

End of whinge. Regards

Gryff
Gryffon300 is offline   Reply With Quote
Reply


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT -5. The time now is 02:55 PM.


Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright © 1995- 2025 Subsim®
"Subsim" is a registered trademark, all rights reserved.