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05-04-10, 12:59 PM | #151 |
Ace of the Deep
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What would the optimal TC rate be then to get the most TC, with the best time for it to switch back to normal?
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05-04-10, 01:58 PM | #152 |
Watch Officer
Join Date: Mar 2010
Location: Yuba/Sutter, CA
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I have never had a problem at 1k TC, at 1.5k TC you better be quick to the keyboard to get down, after that it is a crap shoot.
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05-04-10, 02:44 PM | #153 |
Ace of the Deep
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Probably between 128 and 1k then
I'm going with 128 TC max on my way to recon Osaka.
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05-25-10, 01:11 PM | #154 | |
Navy Seal
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Hey guys! I was innocently stalking another thread on authentic methods of speed measurement in a pre-radar submarine. Someone popped up with the time the length across the wire method, which for some reason is very popular on Subsim. I'm afraid I blasted that great method as completely historically bogus.
So we talked about using bow wave and then stern wave to estimate speed. That works well, and in the game it's very reliable with experience. It was also used during the war. But I was looking for a more analytical method, because that's my personal character defect , and ended up looking through the Submarine Torpedo Fire Control Manual from 1946 (link later). It was so great that it belongs here in your bag of tricks! It's amazing what happens when you look at what the real submariners did. There sure weren't stupid! Quote:
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05-25-10, 03:40 PM | #155 | |
Frogman
Join Date: Oct 2009
Location: SW Florida
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Quote:
With Sh4 its all or nothing, you have one airstrike.cfg defining maximum range which would vary greatly depending on the aircraft type in the real world. So there really isn't a realistic way to set the game up. If you give them the long range of some of the larger patrol aircraft then planes like the Zero (who don't have drop tanks in the game) behave unrealisticly, give them the shorter range and others are not performing right. You really can't win. Please don't misunderstand this post as confrontational, i just wanted to explain why i answered the question that was asked and why i see no issue of "Cheating" by modifying the config files that cannot be realistic in the first place. EDIT: I just checked that post, It didn't ask how to edit the game. The OP was going to give up on TMO Because of the planes and i offered the information as a way to help. My Mistake.
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05-25-10, 07:58 PM | #156 |
Navy Seal
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Lol! It doesn't matter if the planes are realistic or not in SH4 with any mod configuration. They are not dangerous, cannot see you and cannot hurt you unless they get VERY VERY lucky if you follow my strategy.
The only weakness in my strategy is if you are engaged in a prolonged submerged approach to a target, you have lost situational awareness of the air and a plane accidentally spots you submerged. What can I say? War ain't totally safe.
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Sub Skipper's Bag of Tricks, Slightly Subnuclear Mk 14 & Cutie, Slightly Subnuclear Deck Gun, EZPlot 2.0, TMOPlot, TMOKeys, SH4CMS |
07-06-10, 05:26 PM | #157 |
Samurai Navy
Join Date: Mar 2010
Location: somewhere in the Past.
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OR... if you're commanding the Narwhale.... you'll barely have time to get under. Hope you're a pretty fare hand with an AA gun.
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"Diesel Pig" Not so long ago... |
07-06-10, 05:43 PM | #158 |
Navy Seal
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In that case you submerge when the plane is further away. When in frequently trafficked areas, running with decks awash would be a fuel consuming but smart tactic. Same deal though. You fight with planes and you're a loser. Either you shoot down cheap, easy to replace planes with your expensive, difficult to replace submarine (and are a chump for it) or a cheap, easy to replace airplane sinks an expensive, difficult to replace submarine (killing over 60 highly trained and difficult to replace men) and the sake flows freely tonight. Heads they win, tails you lose. That's not a good game to play.
Fight your battle, not theirs. YOU choose the game. Then it's heads you win, tails THEY lose. Never fight a fair fight. You have too much to lose. Very nice sugar boat shot you have there!
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07-06-10, 06:20 PM | #159 |
Samurai Navy
Join Date: Mar 2010
Location: somewhere in the Past.
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Thank you very much. And your advice has been priceless to me in the past. I was just pointing out that early in the war and even with the better air radar theres not a lot of warning time to dive the Narwhale if there headed directly in your path. i should have been a little more detaled maybe. I pretty much follow your tactics and only dive when i need to, run around 8-9 knots most the time and utilize my heavy guns when its safe enough.
Currently playing as the Narwhale Nov 42 out of Perth.
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"Diesel Pig" Not so long ago... |
07-06-10, 06:22 PM | #160 |
Samurai Navy
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PS. thats the S-36 in the pic. I played as her for a very long time and it's still my fave. I got the picture here: Submarine Photo Index
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"Diesel Pig" Not so long ago... |
07-06-10, 07:28 PM | #161 |
Navy Seal
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Nice! I love playing the sugar boats in SH4! Out of Australia they're a blast.
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07-07-10, 06:43 AM | #162 |
Sea Lord
Join Date: May 2008
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07-11-10, 07:41 AM | #163 |
Weps
Join Date: Apr 2005
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Wonderful info here,Thank You!!
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08-20-10, 08:10 AM | #164 |
Captain
Join Date: Apr 2002
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OK - maybe I missed it earlier in this thread - but; Can anyone point me to the link that describes - in a step-by-step manner - how to do a Stern/MOT/Bow distribution w/ the JPC method?
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09-06-10, 05:14 PM | #165 |
Navy Seal
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I was looking at it just a couple of days ago. In order to do it you'll have to have a small bit of tolerance for imperfect solutions because we won't have time to update the AoB while doing this. It won't matter much in the location of the hits.
First of all, we want to do the stern, MOT, bow shot for two reasons. The first is that we are shooting the longest distance shot first. This makes run times closer together and your hits will be very close together, if not simultaneous. but the second reason is that when you shoot the bow, MOT, stern shot, all three torpedoes proceed in a single path toward the target in line ahead. By turning into the torpedoes, the target can easily evade. Evading one of them is evading all of them! BUT when you shoot stern, MOT, bow, the torpedoes take the most divergent paths possible. Now they are spread out, not taking the same path. This makes it very difficult to evade all three torpedoes. So let's do this monster for a target moving left to right! Set up your first shot up the 45º line just like normal. We'll estimate a 10º lead, so we'll point the boat up the 45º line and set our scope 10º left of that to the 350º bearing. Our AoB will be 45-10 or 35º starboard in this case with target traveling from left to right. We've got our speed from radar in our original plot of the target course. Our PK is off. Now we'll diverge from our normal practice. Set our input TDC on the right so you can immediately send range/bearing because we're going to have to do that twice quickly! We are waiting for our first shot with scope on the 350 bearing and we'll wait for almost the entire ship to cross the wire and aim our first shot to the stern area! Shot away. Now aim the scope just ahead of the target and press the send range/bearing button. Wait for the MOT and shoot again. Then jump just ahead of the target again and press that send range/bearing button. Shoot at the bow. Remember that after you press the send range/bearing button you cannot move the scope until after you shoot! You're done. Taking the minimum time between shots by setting the TDC ahead of time for quick input of range/bearing has kept the consequences of the slightly inaccurate AoBs for shots two and three bearable. You might miss by five feet or so from the spot you aimed. He's still going to make a satisfying blub, blub, blub! Let me know how your success goes!
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