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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Navy Seal
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Are you talking about in-game or outside the game looking at data files?
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Sub Skipper's Bag of Tricks, Slightly Subnuclear Mk 14 & Cutie, Slightly Subnuclear Deck Gun, EZPlot 2.0, TMOPlot, TMOKeys, SH4CMS |
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#2 |
Lieutenant
![]() Join Date: May 2012
Posts: 266
Downloads: 176
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#3 |
Navy Seal
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In-game, our unrealistic TDC bites us. The real TDC did have a ship length input and output. This was mitigated by the fact that during the war well over half the targets were misidentified and often that ship length output was bad by a factor of two.
The Japanese did not let us rent and measure their entire merchant and military fleets before the war, although it would have been more fair had they done so. Our information was very, very fragmentary. Often, the Japanese modified cabin profiles and masthead heights. And they actually built scale models of some ships to foil our database. Our recognition manuals covered a small fraction of the actual Japanese ships on the ocean. Contrast that with the game, where you can't encounter an unknown ship. There is a game file where you can get the ship lengths. Keep in mind that in TMO, stock, and all other megamods these numbers are wrong some of the time. CapnScurvy has corrected that within OTC, Optical Targeting Correction. In his mod every measurement in the recognition manual is perfect. Looking at OTC is the perfect way to find out exactly which file is involved. I'll look at it tonight and post.
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Sub Skipper's Bag of Tricks, Slightly Subnuclear Mk 14 & Cutie, Slightly Subnuclear Deck Gun, EZPlot 2.0, TMOPlot, TMOKeys, SH4CMS |
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#4 |
Lieutenant
![]() Join Date: May 2012
Posts: 266
Downloads: 176
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If using OTC, there is no need for reposting, as OTC does include ship length on the RM which is really cool.
The problem with OTC is that it is not compatible with traveler's mod which is a shame. I really like that mod, so right now, I have not decided yet if starting a new carrier either by using traveler's which would involve using incorrect optics and ship dimensions or using OTC which apparently has more respawning units all over the place ![]() |
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#5 | |
Lieutenant
![]() Join Date: May 2012
Posts: 266
Downloads: 176
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Last edited by LCQ_SH; 12-05-15 at 01:23 PM. |
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#6 |
Navy Seal
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Traveller's mod is poorly executed and has tons of bugs. OTC is based on a ridiculous premise: that it was possible to know every ship on the ocean, regardless of nation, and to know precise data for each ship.
The fact was our databases were even less accurate than the game database. The errors are different when comparing the two but at least we get the "benefit" of laboring under the same problem the sub skippers did: bad info in the identification manual. OTC eliminates the truth entirely there on the premise that it's not fair if we miss a target and it's not our fault. The premise is faulty so the conclusion, OTC, is faulty also. The optical correction part of OTC is excellent, reasonable, historical and shoud be available for people to use. But it is not. You have to destroy the faulty ID data in order to use it. You then have SuperSub and the real submarines didn't even come close to that. Because modders didn't confine their mods to single effects, we are denied the good things they did unless we also adopt the bad things they did.
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Sub Skipper's Bag of Tricks, Slightly Subnuclear Mk 14 & Cutie, Slightly Subnuclear Deck Gun, EZPlot 2.0, TMOPlot, TMOKeys, SH4CMS |
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#7 | |
Planesman
![]() Join Date: Aug 2015
Posts: 182
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![]() Quote:
Last edited by xXNightEagleXx; 12-05-15 at 04:12 PM. |
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