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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#16 |
The Old Man
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It works great for me
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#17 |
Commodore
![]() Join Date: Jul 2002
Posts: 608
Downloads: 25
Uploads: 1
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#18 |
Commander
![]() Join Date: Jun 2007
Location: Uruguay
Posts: 453
Downloads: 196
Uploads: 4
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You must move the aob dial used to send the aob not the aob dial in the PK. When the PK is OFF and you move the aob dial (rigth top of the screen) the aob dial in the pk will move too. And it's needed to send the aob with the button once you matched the 0 in the aob dial (PK) with the target course.
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#19 |
Commander
![]() Join Date: Jun 2007
Location: Uruguay
Posts: 453
Downloads: 196
Uploads: 4
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Look, after reading the range twice with the stadimeter, the clock icon gives you speed and course ok?, now then drag the aob dial (up right) so the other aob dial in the PK matches the course of the target (outer dial).
![]() Its far more easier to attack multiple ships now, after shoting the first target, lock the second one, adjust aob, get range and fire!. I made a video for you from the torpedoes training mission: Note how the aob dial in the PK moves. |
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#20 |
Ocean Warrior
![]() Join Date: Sep 2008
Location: Notify command we have entered the Grass Sea
Posts: 2,822
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This mod, once figured out, has great potential. Of course, calculation speed using the 3 minute rule is simple, and determing the target's aspect ratio with the mojor mads is not difficult. But getting the target's course input properly without using the protracter hss been damn near impossible. Using the mod, the target's course displayed on the TBT can be matched to its actual course by adjusting the AoB dial on the upper right, and it is a whole new ball game. If the target is at great distance, it will be interesting to see if it can be successfully attacked once its course is input. Destroyers are still a pain because they change course, but if they they linger on a set course too long they can be had.
The explanation should be refined to make it clear to everyone, and made into a sticky. |
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#21 |
Commander
![]() Join Date: Jun 2007
Location: Uruguay
Posts: 453
Downloads: 196
Uploads: 4
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Look, my english it's not good enough, the video it's self explanatory if someone (you?) want to help me write refined instructions it will be good!
The mod ins't hard to install, and it's working. ![]() ![]() |
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#22 |
Ocean Warrior
![]() Join Date: Sep 2008
Location: Notify command we have entered the Grass Sea
Posts: 2,822
Downloads: 813
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Utilizing the TBT mod fix, I ran a mission using the submarine school mission re torpedo attack to test Mr. Nicolas' mod.
The target is a Mogami cruiser with a draft of 19.5 feet on a course of 95 degrees, traveling at 9.5 kts. My boat is brought to a heading of 30 degrees to test the mod. Two shots at Mogami's starboard side at over 4,600 yards, topedo speed of 31 kts. miss the target's bow by a ship length. I had adjusted the Mogami's course to 93 degrees, which may have resulted in the missed shots. Two shots at 2,500 yds; torpedo speed 46 kts. Mogami's course is reset to 95 degrees. One hit and one miss. The missed shot was set to run at depth of 21 feet, and it must have passed underneath the Mogami whose draft is around 19 feet. My boat is stocked with 4 four forward torpedoes and 2 aft torpedeos, and contains a reserve as well. I have expended the the four forward torpedoes with one hit and three misses. Now the crew is reloading the forward torpedoes. The Mogami lies is dead in the water as a result of the single torpedo impact, and its speed is 0.0 kts. My boat crosses its bow and proceeds approximately 4,000 yds., comes around, and begins a torpedo run on the Mogami's port side. Target's course is still 95 degrees. At 3,000 yds I fire the two aft torpedoes; torpedo speed speed set at 46 kts. The sonarman announces a torpedo impact, but there is no explosion. It must have been a dud. Inspection reveals no damage on the port side of the Mogami. The other aft torpedo detonated prematurely. My boat has expended its two aft 2 after torpedoes and the crew is reloading them. I continue to close on the Mogami from its port side. The crew has reloaded one torpodo in the forward compartment. Target's course is still 95 degrees. A shot at 2,500 yds hits the Mogami. Conclusion: Seven shots. Three hits, four misses. [Two close misses via forward tubes at long range (by less than 100 yds.) One hit via forward tubes at mid range (approximatley 2,500 yds). One miss via forward tubes at mid range (approximately 2,500 yds.) because torpedo depth was likely set too deep. One hit via aft tubes at at mid range (approximatley 3,000 yds.) but no explosion (dud?). One miss via aft tubes due to premature detonation. One hit via forward tubes at 2,500 yds. 3 for 7 or 42 percent contact ratio. 3 close misses and one dud. Eliminate the premature detonation and ratio of hits is 50 percent (3 for 6). The AoB mod seems to work well. Even though the target was dead in the water for some of the shots, my boat was moving at an angle. Note, once the AoB is set to the target's course, I turn on the PK to follow the target as this ensures that changes to the AoB are maintained. Before turning the PK on, I check the attack map to ensure the topedo's angle intersects the tarpet, as this verifies course, speed and AoB. If your seting are right, if you miss the shot it won't be by much. p.s. I quit FOTRS. Too many airplanes. Way too many. And too many messages. Great graphics though. Last edited by I'm goin' down; 06-30-09 at 03:55 AM. |
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#23 |
Commodore
![]() Join Date: Jul 2002
Posts: 608
Downloads: 25
Uploads: 1
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Okay, nice video. The viewer especially needs to watch that last part where PK is running and you attempt to change target heading ... it clearly shows that PK must be "off" for the mod to work.
I like it. I just can't get it to work. I'll try again by loading an "in port" save and see if that makes any difference. |
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#24 | |
Ocean Warrior
![]() Join Date: Sep 2008
Location: Notify command we have entered the Grass Sea
Posts: 2,822
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![]() Quote:
Refer to post 13 in this thread. That may help. I have the mod working in TMO/RSRDC and FOTRS. Nisgeis would like this mod I'll bet. |
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#25 |
Commodore
![]() Join Date: Jul 2002
Posts: 608
Downloads: 25
Uploads: 1
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#26 |
Ocean Warrior
![]() Join Date: Sep 2008
Location: Notify command we have entered the Grass Sea
Posts: 2,822
Downloads: 813
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I changed the data file in FOTRS per Mr. Nicolas. In TMO/RSRD there was not a data file to change so I changed the stock game. I quit FOTRS for tjhe time being because of the number of planes, which was too much to deal with. But the visuals in FOTRS are terrific.
I am still missing some shots, but I have hit a few in the middle of the night in a dark sea at 1000 yds, firing at around +/-30 degrees off heading, and I nailed a tanker as it crossed my stern with aft tubes firing. I am sold. I like the fact that once you find course and speed, you can play with the TDC dial for AOB and verify the corresponding TBT result on the attack map. Oce you do that, turn on the PK and sit back and relax until the target changes course. Destroyers often alter course, so they are tough to track. This mod is right up there with Nisgeis' torpedo angle calculator, and aaronblood's MoBo. Just to be able to tackle thes types of mods requires math and computer skills beyond most skipper's capabilities. |
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#27 |
Korvettenkapitän
![]() Join Date: Apr 2005
Location: Toronto
Posts: 918
Downloads: 362
Uploads: 30
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Not much of poster here mainly a reader and mod leech
![]() Dial 14 is loading the command "Cmd=Set_TDC_angle_on_bow" first on some configs, i play GFO atm not sure if this fix applies to TMO or RFB, ill let others take a look. Just comment out that command on dial 14 (as below) before you apply post #13s step by step. [Dial14] Name=Sol_Angonbow Type=27; DIAL_SOL_ANGONBOW ;Cmd=Set_TDC_angle_on_bow Dial=0x3B0F00FF CrtVal=0x3B0F0001 NewVal=0x0 DialVal=-180,180 RealVal=-180,180; degrees Circular=Yes CmdOnDrag=Yes SndStep=5 SndList=1,Menu.TDC.AngleOnBow,360 Thanks for finding this gents, truly awesome find -depthdragon
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#28 |
Ocean Warrior
![]() Join Date: Sep 2008
Location: Notify command we have entered the Grass Sea
Posts: 2,822
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I have had mixed luck until yesterday, having made careless errors in my attack including forgetting to set the target's speed, setting the torpedo run depth way to deep and not adjusting it, etc. But tonight was another story. I fired two 46 kt. torpedoes at a medium old split freighter at an AoB of less than 10° and a range of 4,403 yds. Both hit the freighter! My speed was 1 kt., as I had slowed to maintain a distance of 1,000 yds from the target's course to preserve the opportunity for a Dick O'Kane 90° degree shot in case the two shots missed. 4,403 yds. blows away my longest torpedo contact by 1,500 yds. Nicolas, your mod has changed the balance of power in the Pacific vis a vis the SS Barbarinna. Frankly, I couldn't believe that I whacked the freighter at an incredibly steep angle and from a mega distance! I did not think such a thing was possible unless luck played a big part. I was wrong on that account. I saved the mission, so I can watch a replay.
How can we corner the market on this mod? Nicolas, the girl on the rigth wants to go out with you. Last edited by I'm goin' down; 07-01-09 at 01:15 AM. |
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#29 |
Korvettenkapitän
![]() Join Date: Apr 2005
Location: Toronto
Posts: 918
Downloads: 362
Uploads: 30
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I was bored and intrigued by this quick fix which has gone unnoticed for 2 years, and as I was looking at the dials page noticed you can change the speed the same way as Nicolas's AOB fix. So here is steps to change the targets speed which will move the gyro angle on the PK as well.
1) Add another dial to your dial number as the same with the AOB fix above, in my case its was 75 [DIALS] DialsNo=xx -------------- 2) Replace or comment out "Cmd=Set_tgt_sel_value;" shared between dials and add Cmd=Set_TDC_target_speed, on dial 57. [Dial57] Name=TorpedoSolution_Temporary_Speed Type=69; DIAL_TGT_SPEED Cmd=Set_TDC_target_speed ;Cmd=Set_tgt_sel_value; shared between dials Dial=0x43020002 CrtVal=0x43020003 NewVal=0x0 DialVal=0.01,-8.78; 360/41 RealVal=0,40; knots Circular=Yes CmdOnDrag=Yes RelativeDrag=Yes SndStep=5 SndList=1,Menu.TDC.AngleOnBow,360 -------------- 3) Comment out "Cmd=Set_TDC_target_speed" in dial #15 [Dial15] Name=Sol_Speed Type=28; DIAL_SOL_SPEED ;Cmd=Set_TDC_target_speed Dial=0x3B1000FF CrtVal=0x3B100001 NewVal=0x0 DialVal=15,345 RealVal=0,55; knots Circular=Yes CmdOnDrag=Yes SndStep=1 SndList=1,Menu.TDC.Speed,55 -------------- 4) Add (paste) this new dial to the end with xx being your new number in my case it was 75. [Dialxx] Name=TorpedoSolution_Temporary_Speed Type=69; DIAL_TGT_SPEED ;Cmd=Set_TDC_target_speed Cmd=Set_tgt_sel_value; shared between dials Dial=0x43020002 CrtVal=0x43020003 NewVal=0x0 DialVal=0.01,-8.78; 360/41 RealVal=0,40; knots Circular=Yes CmdOnDrag=Yes RelativeDrag=Yes SndStep=5 SndList=1,Menu.TDC.AngleOnBow,360 *You can comment or replace the commands as you see fit. I prefer to comment out as if i need to revert back i have the command there already. Enjoy! And thanks again Nicolas for getting my mind going on this one, may open some doors to opening some new functionality sorely missing from SH4. -depthdragon
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#30 |
Commander
![]() Join Date: Jun 2007
Location: Uruguay
Posts: 453
Downloads: 196
Uploads: 4
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Im going down: what you mean 'corner the market'?
![]() Next time try firing at a convoy 2 or 3 ships in 1 attack ![]() ![]() ----- About the install, i checked with stock game and tmo, works as described in post 1. |
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