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Old 05-17-07, 08:26 PM   #1
Chock
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Welcome aboard MudMarine

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Old 05-17-07, 10:08 PM   #2
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MudMarine - Heading and Bearing. Heading is the direction your going - the compass course your bow is pointing. Bearing is the direction your looking. Say your headed NE - dead on 045 degrees and spot a ship bearing 090. To steer directly at the enemy, your new course would be 135 degrees. To get bearings - your bow is always considered the 0 degree mark. Bearing is how many degrees from forward is your target. You add the bearing with your current heading to figure out whic direction to go. In this case - the vessel is to your southeast.

In the above example, lets say the enemy is headed in the opposite direction as you - make his heading 225 degrees or dead SW - if you steer 135 degrees you will get to where he WAS - but by that time he will have left that spot.

If you can tell which way he is headed - otherwise known as they way the bearing is "drawing" - you can plot an intercept. As above - setting a course due south would give you the cutoff - allowing you to close not where he IS - but where he is gonna be - this gets you close enough to shoot him. If you just head toward your target - you end up inevitably chasing him. Part of the challenge of submarines is getting a workable intercept so you can sock it to the other guy.

Since your familiar with flight sims, think of it as a knife fight with no missiles. Your intercept course in subs is like a deflection shot - you gotta lead your target. Since sub/target battles are MUCH slower, your putting your sub where the target is gonna be, instead of bullets.

Now you dont want to be right on top of where the target is going to steam, anywhere from 500 to 1500 yards off his "track" or base course is going to get you a decent shot. As in any firing excersize, closer is more accurate, but torps have a 300-400 yard arming distance - so you cant get under that.

As for mods - there are a number of them out there - but I would suggest that you get comfortable with controlling the game before you start worrying about mods. When you are fine with the "school" missions and can enjoy a single battle or 2 with a comfort level your happy with, then Mods are useful. But until then, why worry about changing things until you know whats going on and what you want changed?

Since you asked though, the RFB and TTF mods both are very good. RFB goes for extreme realism, TTF is more "balanced" between fun and history. Both are great, it just depends on what type of gamer you are. If you don't go for either of them, I would look at a few of the mods geared to fix issues, such as the reduced msg mod, campaign retirement bug fix mod (aka career fix), things like that. Then there are a load of graphical mods, what-if type stuff for pure blowing stuff up fun, etc. I use one called super guns (deck gun becomes an 4" machine gun with 32k shells...) for when I just wanna make something go KABLOOWEEEEE. Nuke tipped torps are great except my chine can't handle em!

One tool for mods that is a must - is JSGME - its on the main download page of subsim and is great for applying and removing mods with ease. Not just SH3 and 4 mods either!

Lastly, anyone that uses "ya" and drops a few letters I figure is an ole southern boy like me, so don't sweat your language. Its not our fault them Yankees talk funny!
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Old 05-20-07, 03:57 PM   #3
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Default 2nd run on Navigation

Skippers,
This green Skipper has run his Boat thru the Navigation Course for the second time. Well, Thanks ta CaptHaplo I found the rudder. I found I can only access the Obs.Scope only. Tried the attack scope with no effect am I doin somethin wrong?
With that said will try the course a third time with more submerged time stirin the Boat usin the scope.

I found that the radar does not work or al I doin somthin wrong again?
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Old 05-20-07, 04:20 PM   #4
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There are two different buttons on the control panel at the bottom of the screen, one for the attack scope and one for the observation scope, and as far as I recall without having the sim running, insert and delete keys raise one and page up/down raises and lowers the other. Don't use the observation scope much myself.

Not doing anything wrong with the radar I presume. It's bugged at the moment.

Of course if you are early in the war, you might not have fitted one, but the stations will still be available even though they don't do anything because you aint got the thing fitted. There are some quick-fix mods that sort the radar out a bit (see the mods threads), or you can simply do what many people are doing; which is, wait for the patch whilst playing without radar, or play SH3 while you wait...

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Old 05-20-07, 06:07 PM   #5
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Default Thanks Chock

Chock,
Thanks, I just been readingthe threads and I see how poor this ole Devildog is at math. My dear ole Dad tried tateach me the use of a slideruler and bein a smart kid I though he was real dumb. Not so dumb after all. The kid was dumb not the dad.

Well I just need to practice Navigating and mauvering this here Boat until I am comfortable with the controls. I need a challenge right now.
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Old 05-20-07, 07:31 PM   #6
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@Mud

As you can see the manual is pretty much useless. Makes a great coaster for you beverage though. Did you get the fold out keyboard diagram? This is somewhat more useful for what keys do what. It is going to be a learn while you sail type deal for the most part. On the job training. Anyway, always come on by if you can't figure out something. We will do the best we can to solve the issue!
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Old 05-20-07, 07:43 PM   #7
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Welcome Aboard MudMarine!
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