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Old 06-13-24, 08:04 AM   #1
XLjedi
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Reinstalled it two days ago, after I had banished it 5-years ago for being the Sims on a boat.

Generally, seems to be much improved over the last 5-years. Seems very odd though that they are giving us access to the TDC only now? ...in unstable? It was the main reason I dismissed it originally. Figured it should've been a top priority when I left it last time. However, my return to the game seems well-timed if I can figure out how to EFFICIENTLY use the TDC.

As I try to transition back, similar issues seem to be present. The UI to transition between stations is overly clunky. I am hopeful that after I sink about 30-40 hours into it, I might get my sea legs.

Currently, I struggle with what feels like a forced method for determining target solutions. The interaction between entering the TDC info, engaging/disengaging the TDC solution to the scope, and even simple things like plotting a navigation route that might include 2 legs all seems beyond my reach.

However, I am hopeful that I will become acclimated over time and not just continue to feel annoyed by the UI. I have heard the game is mod-friendly, so I am already contemplating (once I figure out how I am supposed to function effectively) perhaps adding the buttons I need for TDC, Attack Map, Scope View, etc. ...without feeling stuck in possession of a crew member. I particularly hate the idea of assigning an attack solution to an officer and waiting on a countdown timer. I have tried the hardmode and still see things like the ship position appear on the map, seems difficult to get the settings the way I want them, my crew is overly helpful with perfect info. I don't like right-clicking on a map ship icon to bring up my torpedo launch menu.

Hopefully, all these things I will be able to tune more to my liking.
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Old 06-13-24, 10:55 AM   #2
GoldenRivet
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to me the input of the TDC is very realistic

enter it and hit the speech bubble to send it to the officer manning the TDC inputs the data for you. once the gyro syncs up, shoot, that simple.

no reason for the guy on the attack scope to be tinkering with the TDC directly
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Old 06-13-24, 12:12 PM   #3
XLjedi
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Quote:
Originally Posted by GoldenRivet View Post
to me the input of the TDC is very realistic

enter it and hit the speech bubble to send it to the officer manning the TDC inputs the data for you. once the gyro syncs up, shoot, that simple.

no reason for the guy on the attack scope to be tinkering with the TDC directly
The TDC is right there next to the attack scope. Why do I need Fritz cuddling with me in the con?

There is no speech bubble, I'm selecting the TDC and turning the dials. I just want to setup a 90°S/P AoB, with generic 500m distance (since the distance won't matter anyway), enter a target speed, put the attack scope on 0° and engage the TDC to the scope wire bearing when I want it to calc my gyro angle. After my first salvo, set target speed to zero, scope wire at 0°, and engage the TDC for point-n-shoot capability.

I'm going to go out of my way to figure out how to keep the crew away from the obs/attack scope, TDC, and anything else to do with a firing solution. While I'm at it, they could stay away from the hydrophone too. These are the things I like to manage.
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Old 06-14-24, 05:52 PM   #4
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Quote:
Originally Posted by XLjedi View Post
The TDC is right there next to the attack scope. Why do I need Fritz cuddling with me in the con?

There is no speech bubble, I'm selecting the TDC and turning the dials. I just want to setup a 90°S/P AoB, with generic 500m distance (since the distance won't matter anyway), enter a target speed, put the attack scope on 0° and engage the TDC to the scope wire bearing when I want it to calc my gyro angle. After my first salvo, set target speed to zero, scope wire at 0°, and engage the TDC for point-n-shoot capability.

I'm going to go out of my way to figure out how to keep the crew away from the obs/attack scope, TDC, and anything else to do with a firing solution. While I'm at it, they could stay away from the hydrophone too. These are the things I like to manage.
Are you sure your playing the unstable version with the new tdc?

There absolutely is speech bubbles for the tdc when looking through the scope in the latest game version.

It mimics the captain telling the officer on the tdc his data readings which is how it happened historically.

The new tdc is an incredible piece of work, I've been having a lot of fun with it.
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Old 06-15-24, 05:00 AM   #5
XLjedi
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Quote:
Originally Posted by Laffertytig View Post
Are you sure your playing the unstable version with the new tdc?

There absolutely is speech bubbles for the tdc when looking through the scope in the latest game version.

It mimics the captain telling the officer on the tdc his data readings which is how it happened historically.

The new tdc is an incredible piece of work, I've been having a lot of fun with it.
I am playing the unstable version. I'm just new to it and had no idea the dinky icons inside of or next to the data entry was shaped like a chat bubble. Also, I want to be at the TDC and be able to have those data entry values that I can type in. Which was primarily why I said there are no chat bubbles, I'm standing at the TDC turning dials.

My problem is managing the TDC directly and not having any indication or feel for how to easily engage/disengage it from the scope wire. Those icons and data entry bubbles you speak of only seem to be available if you are looking at a target through the scope and have it locked-in. I'd like to setup my attacks with similar data entry without having a ship visible in the attack scope.

On my first (hardmode, no map updates) patrol beyond the tutorial I did discover there is a mechanical lever to the right of the TDC that will engage/disengage the scope. So at least I found the device. Now it's just a matter of figuring out how to use it efficiently without fumbling through the Sims UI in the middle of a convoy attack.

I sank my first ship in Uboat after boarding a Finnish (neutral) freighter and inspecting their records. After ordering the crew to abandon ship, I had a stationary target at 500m. I was delighted that I managed to set the TDC speed to zero, launch a torp, and score a hit. Problem is, I was still very skeptical that I had the settings correct. I knew for instance, the TDC solution was good, but was hard to grasp whether or not the torps had the right gyro setting. This is going to take me awhile to get used to. In this case, I had locked the target in the scope, so I had the data entry boxes available. It would be nice if they were always available without having to lock-in a target.
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Old 06-19-24, 12:14 PM   #6
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My biggest problem is that the latest updates broke nearly all the mods. Mods were essential for this game, I had a number of them. The vanilla game experience is pretty weak IMO. Nowhere near what you get from SH3 Onealex Mod or SH5 TWoS. Also the silly little "alerts" when you're being detected is really immersion breaking.

My crew stress had broken and as a result, I had 3 sailors panicking (which is fine and makes sense) but I had FIVE sailors experience heart attacks. That was bordering on the absurd.

Next, i'm noticing that even in 1941 convoy have excessive escort. Sometimes 8-10 escorts for maybe 5 or 6 convoy ships. Again, its a little absurd. Its feeling like a mobile game at times. I might be uninstalling forever soon.
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Old 06-19-24, 01:48 PM   #7
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Old 06-13-24, 11:16 PM   #8
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Quote:
Originally Posted by XLjedi View Post
I have tried the hardmode and still see things like the ship position appear on the map ... I don't like right-clicking on a map ship icon to bring up my torpedo launch menu.

if the option "no map contacts" is selected only your boat appears on the map, and with the real navigation mod not even your boat (but this mod is still not working in the beta)
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Old 06-14-24, 10:37 AM   #9
XLjedi
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Quote:
Originally Posted by hombre al agua View Post
if the option "no map contacts" is selected only your boat appears on the map, and with the real navigation mod not even your boat (but this mod is still not working in the beta)
Yeah, I had the no map contacts selected, but was running the torpedo tutorial, so I think the tutorial overrode my settings. Looking forward to another run at it tonight outside of the tutorial without contacts.

It seems as though the hydrophone graphic may still be a dead giveaway on target position. ...but will see.
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Old 06-14-24, 12:39 AM   #10
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Old 06-14-24, 11:12 AM   #11
Ruby2000
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Hi GoldenRivet,

the devs are of course also reading on Subsim. They are currently very busy with fixing and optimisations

They really appreciate your posts! Thank you very much!

Cheers Ruby
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Old 06-14-24, 11:34 AM   #12
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Hi XLjedi,

you basically have the option of creating everything through the officers, everything manually or a mix of both. You have to find the way you like it best.

If you are at the UZO/Peri, you can either enter the values in the attack UI and send it to the TDC (button Speak bubble) or switch to the TDC and set it manually. Man an officer at the TDC so that you can always switch between the target and the TDC on the left.

If you do not want an officer to perform any tasks on his own, remove the officer's role or set the priority to 0.

Use the M button to switch to the map and back to the initial station.

You do not wait for a timer. Based on the input from you or the officer on the TDC, the gyro angle is calculated and transmitted to the torpedo receiver and torps. You can watch the torpedo receiver as the angle is set (torp station). As soon as this is set, the white lamp lights up "Deckung" on the TDC and on the Torp UI. The motors and duration correspond approx. to the originals.

If you want to use the levers, (on TDC or on torp-tubes) make sure that the boxes are set correctly.

Cheers Ruby

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Old 07-05-24, 05:29 PM   #13
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Icon14 Exceeds my expectations

In short: I love it!
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