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Old 04-21-07, 09:49 PM   #1
LukeFF
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Quote:
Originally Posted by Donner
Unfortunately, Krupp has proven that the stadimeter and resulting range are worthless in Imperial scale. The data within the Japanese ships cfg and sim files are in metric which throws a wrench into the system when using imperial units. Apparently the game is not converting the measurements correctly.
Ah, so is this the reason why my torpedo attacks nearly always fail? I have set up numerous attacks on freighters sailing at 6 knots, had a good firing angle, good AoB, etc., yet WAY more often than not the torpedoes mysteriously miss time and time again (with the Mark 10 torpedoes). I've never really had a problem with manual firing solutions in SH3, so suffice it to say it's been quite frustrating seeing so many of my shots go astray in SH4.

I'm going to have to look into this fix and install it, until (hopefully) the devs fix the problem. Speaking of which, they are aware of this problem, correct?
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Old 04-21-07, 11:42 PM   #2
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Quote:
Originally Posted by LukeFF
I'm going to have to look into this fix and install it, until (hopefully) the devs fix the problem. Speaking of which, they are aware of this problem, correct?
From my experience, metric system is corrected with Krupp's mod, but it hosed for those wishing to use imperial system since the cfg file is in metric. No conversions taking place.

No, I don't think the devs are aware of this problem.
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Old 04-22-07, 12:16 AM   #3
maerean_m
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The game's simulation runs internally using metric system, only the interface does the conversion to (and from) either imperial or metric units. You can see this when asking for depth under keel, if it's more than 1000 meters it says more than 3281 feet.
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Old 04-22-07, 01:03 AM   #4
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ugh. what a conundrum. I have everything in Imperial including all my settings, mods, calculation tables, etc. what a nightmare. If the game's internals and everything are based off metric system then Im going to switch to "the dark side" and go metric, only converting when I have to. Thanks for this info.
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Old 04-22-07, 01:11 AM   #5
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I did the following test, loading Torpedo Attack from Submarine school:

automatic targeting, metric system:
Mogami heavy cruiser, 34 meters mast (inside range dial), range 1510 meters (in both Position Keeper and Range dial on the top-right corner of the screen). I activated the position keeper and attack map displays the x right on the target.

automatic targeting, imperial system:
Mogami heavy cruiser, 110 feet mast (inside range dial), range 1678 yards (in both Position Keeper interface and Range dial on the top-right corner of the screen). I activated the position keeper and attack map displays the x right on the target.

The conclusion so far is that automatic targeting is working correctly, no matter the measurement units. The interface also seems to be working corectly.

Next:

manual targeting, metric system:
Mogami heavy cruiser, 34 meters mast (inside range dial), range 1489 meters from stadimeter (in both Position Keeper and Range dial on the top-right corner of the screen). I activated the position keeper and attack map displays the x right on the target.

manual targeting, imperial system:
Mogami heavy cruiser, 111.5 feet mast (inside range dial), range 1480 yards from stadimeter (in both Position Keeper interface and Range dial on the top-right corner of the screen). I activated the position keeper and attack map displays the x NOT right on the target, but closer to the sub.

So, since the simulation runs in meters and the interface always converts units to metric or imperial, the stadimeter (as a part of simulation) does not always compute range (internally) only in meters so the range gets doubled (cascaded) conversion.

The Ubisoft's QA has no clue of how to play this game. This should not have escaped them.

The workaround would be, when using stadimeter, when lowering the "level" don't stop when the bottom of the "ghost" reaches the top of the ship, instead go down more, to 90% of the height the ship, so you introduce the ratio 1y/1m in the stadimeter formula and kill the double cascaded conversion.

This must be fixed in 1.3!
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Last edited by maerean_m; 04-22-07 at 02:56 AM.
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Old 04-22-07, 06:14 AM   #6
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Quote:
Originally Posted by Donner
Quote:
Originally Posted by LukeFF
I'm going to have to look into this fix and install it, until (hopefully) the devs fix the problem. Speaking of which, they are aware of this problem, correct?
From my experience, metric system is corrected with Krupp's mod, but it hosed for those wishing to use imperial system since the cfg file is in metric. No conversions taking place.

No, I don't think the devs are aware of this problem.
PM or put on the bug list!!!!
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Old 04-23-07, 01:03 AM   #7
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Quote:
Originally Posted by joea
Quote:
Originally Posted by Donner
Quote:
Originally Posted by LukeFF
I'm going to have to look into this fix and install it, until (hopefully) the devs fix the problem. Speaking of which, they are aware of this problem, correct?
From my experience, metric system is corrected with Krupp's mod, but it hosed for those wishing to use imperial system since the cfg file is in metric. No conversions taking place.

No, I don't think the devs are aware of this problem.
PM or put on the bug list!!!!
Agreed, my Imperial manual TDC is ill.
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Old 04-23-07, 01:25 AM   #8
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Have you guys ever noticed that, when asking for depth under keel, when depth is more than 1000 meters, the officer o/t deck tells you its more than 3182 ft? Why not just more than 3000 ft?

It almost seems as if everything about ranges is taken from SH3 (metric) and converted internally to imperial, instead of just using imperial measurements in the first place.
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Old 04-23-07, 02:08 AM   #9
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Changing the way a system works from metric to imperial or the other way would create lots of problems. You have a foundation, it needs to be set in a system.

Considering that Sh4 uses a highly developed version of the sh3 engine and it will probably be further developed for other products, you can't switch measuring systems all the time.
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Old 04-23-07, 12:30 PM   #10
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Quote:
Originally Posted by LukeFF
Quote:
Originally Posted by Donner
Unfortunately, Krupp has proven that the stadimeter and resulting range are worthless in Imperial scale. The data within the Japanese ships cfg and sim files are in metric which throws a wrench into the system when using imperial units. Apparently the game is not converting the measurements correctly.
Ah, so is this the reason why my torpedo attacks nearly always fail? I have set up numerous attacks on freighters sailing at 6 knots, had a good firing angle, good AoB, etc., yet WAY more often than not the torpedoes mysteriously miss time and time again (with the Mark 10 torpedoes). I've never really had a problem with manual firing solutions in SH3, so suffice it to say it's been quite frustrating seeing so many of my shots go astray in SH4.

I'm going to have to look into this fix and install it, until (hopefully) the devs fix the problem. Speaking of which, they are aware of this problem, correct?
I would not assume that is the only cause. In my newest 1.2 campaign, (totally vanilla unmodded game, very hard, 100% realism, asiatic fleet, dec. '41), after carefully calculating range, AOB and estimating speed using the Position Keeper and "Seat-of-the-Pants" feel based on SH3 experience, I fired 10 MK14 torpedoes at two freighters at ranges from 2,200 down to 1,200 yds/meters, 6 hit, so the manual TDC does work despite all the problems posters are pointing out, although I think the dud rate is probably too low during the early war period.


I also echo Don1reed's observations, I dont mind the inaccuracies that make life in SH4 a bit more difficult, such as imperial/meters conversion, recognition manual discrepancy, lack of sonar at PD, no push button way to calculate target speed, can't open all torpedo bay doors at once, etc. since WW2 skippers in RL often had no recognition manual to speak off and had to make up all this data on the fly. It serves as an immersion factor and it makes every kill that much sweeter when you have to sweat to achieve it, but then I am also abit of a curmodgeony old man in RL.

Last edited by Bilge_Rat; 04-23-07 at 12:50 PM.
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Old 04-23-07, 01:20 PM   #11
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Quote:
Originally Posted by Bilge_Rat
I would not assume that is the only cause. In my newest 1.2 campaign, (totally vanilla unmodded game, very hard, 100% realism, asiatic fleet, dec. '41), after carefully calculating range, AOB and estimating speed using the Position Keeper and "Seat-of-the-Pants" feel based on SH3 experience, I fired 10 MK14 torpedoes at two freighters at ranges from 2,200 down to 1,200 yds/meters, 6 hit, so the manual TDC does work despite all the problems posters are pointing out
Yes, you obviously have missed some of the posts. And no, the TDC doesen't work, it doesen't give you ranges from metric to imperial. Not ALL ships had their dimensions porked, some were accurate and some weren't and anything between. So it is possible to get good hits in vanilla 1.2 with some ships. Point is that now the big and small errors have been corrected. And they were errors, not features. Besides, shooting 10 torpedoes with 60% hit rate to some random ship does not qualify your information to say that there's nothing wrong with the game.

What comes to inaccuraties, I rather take a game that's working and has the essential data even somewhat accurate. I can easily find the immersion factors somewhere else than a crappy finishing of the game.
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Last edited by Krupp; 04-23-07 at 01:32 PM.
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Old 04-23-07, 01:47 PM   #12
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Quote:
Originally Posted by Krupp
Yes, you obviously have missed some of the posts. And no, the TDC doesen't work, it doesen't give you ranges from metric to imperial. Not ALL ships had their dimensions porked, some were accurate and some weren't and anything between. So it is possible to get good hits in vanilla 1.2 with some ships. Point is that now the big and small errors have been corrected. And they were errors, not features. Besides, shooting 6 torpedoes to some random ship does not qualify your information to say that there's nothing wrong with the game.
Krupp, you obviously have missed the point of my post. I am not impugning your work on the recognition manual or the presence of bugs in the game, but the manual TDC in SH4, even in its imperfect state, still works better than in SH3 (for me anyway) and still gives you more info than a WW2 skipper in RL would have had.

If people want to use a 100% accurate recognition manual (which never existed in RL by the way) or calculate 100% accurate range, that is their choice, but it is not anymore realistic than the current state of SH4.
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