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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#16 | |
Officer
![]() Join Date: Feb 2005
Location: On patrol...
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No, I don't think the devs are aware of this problem. ![]()
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"Sink 'Em All!"- Uncle Charlie....."Angriff, Ran, Versenken!"- Onkel Karl |
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#17 |
Captain
![]() Join Date: Mar 2007
Location: Bucharest, Romania
Posts: 529
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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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Kilroy was here |
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#18 |
Bosun
![]() Join Date: Apr 2007
Location: Atlanta, Ga
Posts: 68
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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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#19 |
Captain
![]() Join Date: Mar 2007
Location: Bucharest, Romania
Posts: 529
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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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Kilroy was here Last edited by maerean_m; 04-22-07 at 02:56 AM. |
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#20 | ||
Watch
![]() Join Date: Apr 2006
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#21 |
Weps
![]() Join Date: Nov 2005
Posts: 351
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@ maerean_m
So the automatic targeting is giving you correct convertion to yards ![]() @sayaret Did you find out how to get the right distance from your sonar operator? Diving deeper and pointing the target yourself in the hydrophone station? It is rubbish, that you cannot double check your range to target from the periscope depth just before you attack. Or then I am just using something wrong.
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"Gentlemen, we have no choice. Total engagement. Die with dignity." |
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#22 | ||
Silent Hunter
![]() Join Date: Jul 2002
Location: At periscope depth in Lake Geneva
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#23 | |||
Ace of the Deep
![]() Join Date: Nov 2002
Location: No-good Missouri scum
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#24 |
Lieutenant
![]() Join Date: Jun 2005
Posts: 260
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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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#25 |
Ace of the Deep
![]() Join Date: Mar 2005
Location: Bucharest, Romania
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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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#26 | |
Stowaway
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#27 | |
Ace of the Deep
![]() Join Date: Dec 2004
Location: Valhalla: Silent Generation
Posts: 1,149
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If you play using Imperial measure, the range indicator in the upper right corner of the the periscope/TBT screen is in yards. What a lot of folks don't know about mariners that use the Imperial system in R/L, is this: 1] They round off a nm from 2026 yards to 2000 yards. So... this means that every 10th of a nm = 200 yards, i.e., .1 nm = 200 yds. .2 nm = 400 yds. .3 nm = 600 yds. . .5 nm = 1000 yds. . . . . 1 nm = 2000 yds. pretty simple so far. If you plot a target, (using the rule of 3 min. between two sights with Imperial), and you measure .6 nm with the ruler tool...the distance travelled = 1200 yds. Dividing by 100 gives you the speed of 12 knots. With the Metric measure use the rule of 3 min. 15 sec. 1.1 nm = 2200 yds. 1.05 nm = 2100 yds. ...if memory serves me, isn't the ruler tool in SH3 in km...not nm? ...one more thing to take into consideration: Difference in 1940 technology compared to 2007. It just seems we're quibling about inches. It could be the Devs, giving them the respect they deserve, threw in a small taste of reality, or the unknown factor, to heighten the reality aspect? Not every WWII skipper returned home with 100K tons under his belt. Some actually missed, I'm told. I, personally, am not looking for laser-like accuracy...just being able to hit the broad side of a barn is good enough for me. Cheers,
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[SIGPIC][/SIGPIC] During times of universal deceit, telling the truth becomes a revolutionary act. ~ George Orwell Last edited by don1reed; 04-23-07 at 09:23 AM. |
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#28 | ||
Silent Hunter
![]() Join Date: Apr 2002
Location: standing watch...
Posts: 3,856
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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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#29 | |
Weps
![]() Join Date: Nov 2005
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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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"Gentlemen, we have no choice. Total engagement. Die with dignity." Last edited by Krupp; 04-23-07 at 01:32 PM. |
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#30 | |
Silent Hunter
![]() Join Date: Apr 2002
Location: standing watch...
Posts: 3,856
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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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