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Old 04-25-08, 10:19 AM   #16
Rockin Robbins
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Quote:
Originally Posted by DrBeast


Footnote: you may underestimate the metric system, but if I hear ONE WORD from you belittling Guinness, I'll crash my plane on your lawn and beat you in the snot! :rotfl:
This is one American who appreciates Guiness, even stout and extra stout. I'm one who doesn't believe all beer should be Colorado Cool-Aid. Guiness still comes in pints coesn't it? If they've gone metric I'm going to be upset enough to have to drink a few!
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Old 04-25-08, 10:23 AM   #17
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Quote:
Originally Posted by Rockin Robbins
Guinness still comes in pints coesn't it? If they've gone metric I'm going to be upset enough to have to drink a few!
Aye...they've not gone metric yet! :rotfl:
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Old 04-25-08, 10:30 AM   #18
Rockin Robbins
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I'll do some testing tonight to see if I can figure out what WEBSTER is talking about. Maybe there is something we're missing.
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Old 04-25-08, 10:37 AM   #19
DrBeast
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I spent the last month or so just shooting at stationary targets...lots of them and lots of times, with either a Gato or a Balao in Single Missions. That's why I'm so certain that I've NEVER ran across the delay in the launch after the doors have been opened, no matter how much time had elapsed after I opened them. Also, sometimes when the doors hadn't been fully opened, the delay only lasted for the remainder of the time needed for the doors to open, not the full duration. :hmm:
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Old 04-25-08, 11:01 AM   #20
clayp
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Quote:
Originally Posted by DrBeast
I spent the last month or so just shooting at stationary targets...lots of them and lots of times, with either a Gato or a Balao in Single Missions. That's why I'm so certain that I've NEVER ran across the delay in the launch after the doors have been opened, no matter how much time had elapsed after I opened them. Also, sometimes when the doors hadn't been fully opened, the delay only lasted for the remainder of the time needed for the doors to open, not the full duration. :hmm:
Do you have a mission for shooting at targets?...If so will you share....
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Old 04-25-08, 11:08 AM   #21
Rockin Robbins
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Quote:
Originally Posted by clayp
Quote:
Originally Posted by DrBeast
I spent the last month or so just shooting at stationary targets...lots of them and lots of times, with either a Gato or a Balao in Single Missions. That's why I'm so certain that I've NEVER ran across the delay in the launch after the doors have been opened, no matter how much time had elapsed after I opened them. Also, sometimes when the doors hadn't been fully opened, the delay only lasted for the remainder of the time needed for the doors to open, not the full duration. :hmm:
Do you have a mission for shooting at targets?...If so will you share....
Actually, I do and I will! It's set up off the safe and sunny coast of California. I'll post it tonight. It might also help Webster get a routine down. Also WernerSobe's Natural Sinking Mechanics Test Mission is just a great shooting gallery of stationary ships. I'll post it too.
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Old 04-25-08, 03:50 PM   #22
clayp
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Quote:
Originally Posted by Rockin Robbins
Quote:
Originally Posted by clayp
Quote:
Originally Posted by DrBeast
I spent the last month or so just shooting at stationary targets...lots of them and lots of times, with either a Gato or a Balao in Single Missions. That's why I'm so certain that I've NEVER ran across the delay in the launch after the doors have been opened, no matter how much time had elapsed after I opened them. Also, sometimes when the doors hadn't been fully opened, the delay only lasted for the remainder of the time needed for the doors to open, not the full duration. :hmm:
Do you have a mission for shooting at targets?...If so will you share....
Actually, I do and I will! It's set up off the safe and sunny coast of California. I'll post it tonight. It might also help Webster get a routine down. Also WernerSobe's Natural Sinking Mechanics Test Mission is just a great shooting gallery of stationary ships. I'll post it too.
Well thank you very much Sir I really appreciate that.. Would not it also be good practice to have one with the ships moving at different speeds if such a thing exists??....
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Old 04-25-08, 04:14 PM   #23
Webster
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Quote:
Originally Posted by Mush Martin
Hi Web Hi clay ,, My advice is this, the bit where you unlock the
scope and move the crosshair fwd prior to shooting can be made
up in the following way.

set the torpedo gyroangle offset by 1/2 a degree to the appropriate
direction of travel ( the same way the ships moving )

play with it a little to find the right setting.

all it does is make the torp move the distance over you would
move it with the scope with out unlock. then you just stay locked
as you have been shooting but your torps will hit more or less
amidships or so. Play with it.

M out.
but if i did this wouldnt it way overshoot the target the further away it is the further forward off target it would be?
and any rear fired torpedos would angle to the rear of the target would they not?

@ Rockin Robbins - as to being realistic, isnt the torpedo angle of attack constantly being updated right up until the moment it is fired?

if i ordered a torpedo launch and the doors had to be opened first then while the doors were opened the torpedos were not still locked onto the ships old position. any delay in firing to open doors should already be factored in to the firing solution.
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Old 04-25-08, 04:21 PM   #24
Mush Martin
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Yes it would at extreme ranges.

but in short to middle ranges on sizeable ships it will work well
enough that clay will even start to smile a bit.

it is better to shoot with lock off and move the crosshair
but on the other hand theres occasions where you dont
want to put the scope up again.

play with it a bit see if it does for you. at worst go back to unlock
which is what I use even when manual shooting.

M
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Old 04-25-08, 04:31 PM   #25
clayp
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Quote:
Originally Posted by Mush Martin
Yes it would at extreme ranges.

but in short to middle ranges on sizeable ships it will work well
enough that clay will even start to smile a bit.

it is better to shoot with lock off and move the crosshair
but on the other hand theres occasions where you dont
want to put the scope up again.

play with it a bit see if it does for you. at worst go back to unlock
which is what I use even when manual shooting.

M
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Old 04-25-08, 04:44 PM   #26
Webster
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Quote:
Originally Posted by Mush Martin
Yes it would at extreme ranges.

but in short to middle ranges on sizeable ships it will work well
enough that clay will even start to smile a bit.

it is better to shoot with lock off and move the crosshair
but on the other hand theres occasions where you dont
want to put the scope up again.

play with it a bit see if it does for you. at worst go back to unlock
which is what I use even when manual shooting.

M
ok thanks, i'll give it a try but i think i'll start with a smaller number and see how it does.
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Old 04-25-08, 05:41 PM   #27
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If the concern is the "open the tube door" - I can if you guys want slap together a quick mod that changes the fire time to be open the door instantly and fire the torp instantly.
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Old 04-25-08, 06:05 PM   #28
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ok not sure if this has been asked with all the talk about guiness....mmmmmmm guiness....... what mods are you running WEBSTER if any? in in stock SH4 you could only open one tuhe at a time if you opened the next the previous would close that would lead to the firing delay i as i see it because you are essentially having to re-open the next or previous tube in line. i know TMO has a modified cmds.cfg that allows you to open all tubes and i believe RFB does as well. hope this helps some, if not ill just have to have a few more guiness.
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Old 04-25-08, 06:27 PM   #29
Rockin Robbins
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Quote:
Originally Posted by WEBSTER
@ Rockin Robbins - as to being realistic, isnt the torpedo angle of attack constantly being updated right up until the moment it is fired?

if i ordered a torpedo launch and the doors had to be opened first then while the doors were opened the torpedos were not still locked onto the ships old position. any delay in firing to open doors should already be factored in to the firing solution.
No, it's much worse than that. It actually happened in an aft torpedo room that a scared torpedoman hit the fire button when the outer door was closed. The torpedo shot right into the door. It didn't go off because the propeller on the front has to spin a certain number of times to arm the explosive. They spent the better part of a week of desparate work to get the bent up torpedo out of the tube, repair the damage and restore their deep submerging ability.

In the game, it looks to me that the most current data is sent to the torpedo when you hit the fire button. Then the data stops flowing. If it takes 10 seconds for the fish to fire, the target gets a free 10 seconds of movement and your new aiming point is 10 seconds behind the beam. You might hit a slow target but a fast one will get away clean.

Ok guys, I've posted my Dick O'Kane targeting mission on FileFront. This puts you in the sunny, safe and warm waters of southern California with a bogey tanker to shoot at. Of course, you can use whatever targeting method you choose and do it again and again until you're happy that you have this puppy figured out. NSM test mission is also there now, with lots of stationary targets for your shooting and dancing pleasure. The missions are JSGME compatible.

While you're there you can check out my Fleet Boat Plotting video, Nav Map Charting Tools video and Dick O'Kane targeting video. They all need improvement, but they're ok the way there are. I'll be working on those and another on conventional targeting as soon as I get over my Linux insanity.

Last edited by Rockin Robbins; 04-25-08 at 06:58 PM.
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Old 04-25-08, 06:43 PM   #30
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Quote:
Originally Posted by Mush Martin
it is better to shoot with lock off and move the crosshair
M
The aiming point of the torpedo follows the persiscope?

Whenever I'm shooting ships in a harbor I sink one and when I lock on the other target, but don't take another range, the torpedo goes off to try to sink the already sunk freighter
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