SUBSIM Radio Room Forums



SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997

Go Back   SUBSIM Radio Room Forums > Silent Hunter 3 - 4 - 5 > Silent Hunter 4: Wolves of the Pacific
Forget password? Reset here

Reply
 
Thread Tools Display Modes
Old 07-15-07, 05:52 PM   #16
nomad_delta
Planesman
 
Join Date: May 2007
Location: San Francisco, California
Posts: 185
Downloads: 1
Uploads: 0
Default

I've just started a new campaign on 100% realism (so including manual targetting) and I can say that the manual targetting has been working 100% better for me as of patch 1.3.

Since I play with Imperial measurements, manual TDC was almost impossible for me in 1.2 until CapnScurvy released his excellent "Imperial Range Fix" mod:

http://www.subsim.com/radioroom/show...imperial+range

Now with patch 1.3, all of the Imperial measurements seem to be working correctly without any mods at all, and I've had a near-perfect success record with all my manual TDC shots so far. Granted, I've only sunk a handful of ships so far: three Large Modern Composite Freighters, two Medium Old Split Freighters, and a Small Split Freighter.

But out of all of those ships I've only missed with one torpedo, and that was because I set my spread-angle a little too high.

---

Since I don't haven't gotten around to making an IS-WAS yet and I don't have a slide-rule, I've been using Centred75's excellent Imperial Navy Ship Recognition Manual which I highly recommend checking out. He's included complete quick-calculation tables AOB, Speed, and Range on all ships without having to do any calculations. (Thanks Centred75, if you happen to read this!) Here's a link to his thread w/ the manual: http://www.subsim.com/radioroom/show...ighlight=INSRM

nomad_delta
nomad_delta is offline   Reply With Quote
Old 07-15-07, 06:00 PM   #17
9th_cow
Planesman
 
Join Date: Mar 2007
Posts: 182
Downloads: 53
Uploads: 0
Default

having a hard time myself.
i hit a ship with one out of 4 at 4800 not long back. speed was a little off. i had it going faster than it was.
but ive had shots that made me stop and think, wtf...???

i dont even know how im missing these days. i think there was some subtle alteration in the patch i havent fingered just jet, of course i also havent played for a long time, maybe im just real rusty.
but i have missed some sitters that i never would have in the past. its hard to get used to when you dont know why
9th_cow is offline   Reply With Quote
Old 07-16-07, 01:05 AM   #18
Tobus
Lieutenant
 
Join Date: Jun 2005
Posts: 260
Downloads: 13
Uploads: 0
Default

Quote:
Originally Posted by 9th_cow
having a hard time myself.
i hit a ship with one out of 4 at 4800 not long back. speed was a little off. i had it going faster than it was.
but ive had shots that made me stop and think, wtf...???

i dont even know how im missing these days. i think there was some subtle alteration in the patch i havent fingered just jet, of course i also havent played for a long time, maybe im just real rusty.
but i have missed some sitters that i never would have in the past. its hard to get used to when you dont know why
Exactly, that's what I'm thinking. Although targeting was porked in v1.0-v1-2, now that it's working I can't seem to hit even the simplest of targets. Strange, but enough great tips in this thread to get me going.
Tobus is offline   Reply With Quote
Old 07-16-07, 03:38 AM   #19
switch.dota
Captain
 
Join Date: May 2007
Location: Romania
Posts: 492
Downloads: 0
Uploads: 0
Default

Strange, setting speed to Zero and getting a good range estimate is all it takes to hit a ship in port/dead in the water. Just watch the PK settings and try to plot the approximate course of the torpedoes. If they seem WAY off, you're doing something wrong.
switch.dota is offline   Reply With Quote
Old 07-16-07, 04:00 AM   #20
cunnutazzo
Soundman
 
Join Date: Jun 2005
Location: Pisa, Italy
Posts: 142
Downloads: 27
Uploads: 0
Default

is it possible to set the AoB easily? please can anyone help me to understand this argument? Thanks.
cunnutazzo is offline   Reply With Quote
Old 07-16-07, 04:45 AM   #21
switch.dota
Captain
 
Join Date: May 2007
Location: Romania
Posts: 492
Downloads: 0
Uploads: 0
Default

Quote:
Originally Posted by cunnutazzo
is it possible to set the AoB easily? please can anyone help me to understand this argument? Thanks.
Not that I know of. It almost always involves the map.
switch.dota is offline   Reply With Quote
Old 07-16-07, 05:22 AM   #22
Tobus
Lieutenant
 
Join Date: Jun 2005
Posts: 260
Downloads: 13
Uploads: 0
Default

Quote:
Originally Posted by cunnutazzo
is it possible to set the AoB easily? please can anyone help me to understand this argument? Thanks.
I think the amount of notches/marks that a target has in you scope (on horizontal scale) is the same you can use in setting AOB, offcourse minding Port or Starboard. That's why range and ID (for length of the target) is so important.

Last edited by Tobus; 07-16-07 at 06:10 AM.
Tobus is offline   Reply With Quote
Old 07-16-07, 05:58 AM   #23
Inside686
Seaman
 
Join Date: Dec 2005
Location: Lecco, LC, Italy
Posts: 42
Downloads: 6
Uploads: 0
Default

When AOB is 0/180 the size of the target we see is at its minimal.
When AOB is 90 the size of the target we see in the scope is at its maximal.
When AOB is 45 we see half the size of the ship.
The problem is that the size of the ship vary from one ship to another and is relative to range so it's not easy to use the marks of the scope.
Inside686 is offline   Reply With Quote
Old 07-16-07, 07:18 AM   #24
cunnutazzo
Soundman
 
Join Date: Jun 2005
Location: Pisa, Italy
Posts: 142
Downloads: 27
Uploads: 0
Default

Quote:
Originally Posted by Inside686
The problem is that the size of the ship vary from one ship to another and is relative to range so it's not easy to use the marks of the scope.
Yes, and when you are in front of a juicy convoy with DDs hunting you, there is no time for calculations... The manual targeting requires a lot and experience practice.
cunnutazzo is offline   Reply With Quote
Old 07-16-07, 12:27 PM   #25
Inside686
Seaman
 
Join Date: Dec 2005
Location: Lecco, LC, Italy
Posts: 42
Downloads: 6
Uploads: 0
Default

I agree, everything seem easy in theory but when you have to do it in real conditions it's another thing to deal with.
Inside686 is offline   Reply With Quote
Old 07-16-07, 03:52 PM   #26
w-subcommander
A-ganger
 
Join Date: Jul 2007
Location: St.Petersburg, Russia / NYC, USA
Posts: 80
Downloads: 0
Uploads: 0
Default

Manual Targeting is made in almost the same way I proposed before using other screenname (due to some reasons including modding paticipation I needed to change my screenname and start over). We have our estimated speed dependent on our correct distance reading. ( the more close our reading using stadimeter to the real value the better result in speed esimation we will have) , But in my "plan" it was just one reading of stadimeter. DEVS made it much better!!!
Now I editing TM 1.3 Decimus mod(http://www.subsim.com/radioroom/showthread.php?t=115258, trying to make

1) Light UI mod mainly based on TM( I already did it, now I m testing) this version just leaves AI stuff in SH4 1.3 unchanged and adds some UI features and small staff like Torpedo +25% etc, career bug elimination etc


2) I m trying to Make RTMF Boat mod . actual gybrid of two most famous mods (thanks to Beery and Decimus again) but it still mainly in my head
__________________
Sincerely Yours W-SUB COMMANDER, USS PardonMyFrench
Never Let Schooling Get in the Way of Your Education. (~MT)
w-subcommander is offline   Reply With Quote
Reply


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT -5. The time now is 01:26 AM.


Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright © 1995- 2025 Subsim®
"Subsim" is a registered trademark, all rights reserved.