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 03-27-07, 06:40 AM   #46
Immacolata
Grey Wolf
 
Join Date: Apr 2005
Posts: 798
Downloads: 3
Uploads: 0
Default

Good find! I noticed today (with duds) that even the most perfect of setup shots missed and missed. But another similiar setup shot hit everytime, and in the middle.

I used manual TDC so my conclusions are now somewhat muddled. IF it is indeed duds that have more "duddy ways to dud" now, ie. different speed, changed detonation range, and possibly damage too, then we might hold onto our horses before we report a bug on the TDC. At least for manual.


But its still a bug IMO that you cannot "aim" your shot without locking to a target. Should be possible.

Also the stadimeter, is it inaccurate or is it us that are not accurate? I read in the manual that they made the nav map ruler imprecise on purpose. But I am not sure how that affects the game and the range you measure with the ruler.
__________________

"The power of the executive to cast a man into prison without formulating any charge known to the law, and particularly to deny him the judgment of his peers, is in the highest degree odious, and the foundation of all totalitarian government whether Nazi or Communist."
- W. Churchill
Immacolata is offline   Reply With Quote
Old 03-27-07, 07:57 PM   #47
Lawndart
Bosun
 
Join Date: Dec 2005
Location: Vancouver BC
Posts: 66
Downloads: 16
Uploads: 0
Default

Could the experaince level of your crew have anything to do with it? Perhaps another undocmented side effect of inexperianced crew?

When I break lock and aim at a point on the ship I get all my hits spot on but BB tend to adjust speed when they know your their...

But I di have very mixed results when I use fast shot, results are never what I expect.
Lawndart is offline   Reply With Quote
Old 03-27-07, 08:15 PM   #48
akdavis
Samurai Navy
 
Join Date: Mar 2005
Location: Fort Worth, Texas
Posts: 597
Downloads: 0
Uploads: 0
Default

Edit: actually already discussed here, as well. Nevermind.

The problem seems to have been isolated. High speed Mk. 14s are running some 25% below the speed TDC uses to calculate gyro angles. Please see here:

http://www.subsim.com/radioroom/show...=109272&page=4


May actually be an undocumented and poorly implemented "feature."
__________________
-AKD

Last edited by akdavis; 03-27-07 at 08:28 PM.
akdavis is offline   Reply With Quote
Old 03-28-07, 04:05 AM   #49
don1reed
Ace of the Deep
 
Join Date: Dec 2004
Location: Valhalla: Silent Generation
Posts: 1,149
Downloads: 910
Uploads: 0
Default

I don't have the game yet, either; however, reading about the "late" arriving torps gave me a thought about what I used to do playing the orig SH...

My Electronics-Approach Off. (calculator)

asin (( target speed / torpedo speed) x sin AOB ) = Offset Angle of Collision, or, how much to lead the target. Worked every time.
__________________
[SIGPIC][/SIGPIC]
During times of universal deceit, telling the truth becomes a revolutionary act.

~ George Orwell
don1reed is offline   Reply With Quote
Old 03-30-07, 11:23 AM   #50
gnirtS
Officer
 
Join Date: Mar 2005
Location: South Wales, UK
Posts: 237
Downloads: 2
Uploads: 0
Default

This is now being discussed in a few threads but this one is linked off the bugzilla site so i'll update here.

it DOESN'T appear to be TDC related. Mk14 and 23 torpedos travelling at high speed do not travel at the speed they should do. Instead of 46kts or so they're travelling at 35-36kts. This means the torpedos arrive late and therefore hit behind where they're aimed.
Another telltale is the TDC attack map - look at the time it says for torpedo to hit, fire one and time it, you'll find they arrive later.

SLOW speed appears not to be affected by this.
gnirtS is offline   Reply With Quote
Old 03-30-07, 11:43 AM   #51
elanaiba
Ace of the Deep
 
Join Date: Mar 2005
Location: Bucharest, Romania
Posts: 1,058
Downloads: 3
Uploads: 3
Default



elanaiba is offline   Reply With Quote
Old 03-30-07, 12:06 PM   #52
Burnspot
Seaman
 
Join Date: Feb 2007
Posts: 40
Downloads: 25
Uploads: 0
Default

Now that's a new spin on acknowledging a bug. Perfect format for this game!
Quote:
Originally Posted by elanaiba


Burnspot is offline   Reply With Quote
Old 03-30-07, 12:13 PM   #53
Safe-Keeper
Ocean Warrior
 
Join Date: Dec 2005
Location: Norway
Posts: 3,234
Downloads: 11
Uploads: 0
:rotfl:
I love you, Ubi!
Safe-Keeper is offline   Reply With Quote
Old 03-30-07, 12:16 PM   #54
Psyon
A-ganger
 
Join Date: Mar 2007
Location: Washington
Posts: 76
Downloads: 39
Uploads: 0
Default

Quote:
Originally Posted by elanaiba


that figures, i thought those blasted MK-14's were worthless. my torp crews have been taking them apart right and left trying to figure it out. them BUORD people are a crazy bunch.

message recieved!
__________________
USS Silversides [SS-236]
USS Blackfin [SS-322]
Well Done Pops
Psyon is offline   Reply With Quote
Old 03-30-07, 12:31 PM   #55
OddjobXL
Torpedoman
 
Join Date: Mar 2007
Posts: 119
Downloads: 0
Uploads: 0
Default

How does anyone not love these guys? Nailed it. Even their bugs are historically accurate!
OddjobXL is offline   Reply With Quote
Old 03-30-07, 12:38 PM   #56
Crosseye76
Lieutenant
 
Join Date: Feb 2007
Location: Las Vegas
Posts: 258
Downloads: 0
Uploads: 0
Default

__________________
There are only two kinds of ships. Submarines and Targets.
Crosseye76 is offline   Reply With Quote
Old 03-30-07, 12:41 PM   #57
E.Hartmann
Soundman
 
Join Date: Mar 2007
Posts: 147
Downloads: 0
Uploads: 0
Default

Too funny!!!
E.Hartmann is offline   Reply With Quote
Old 03-30-07, 12:57 PM   #58
oritpro
Seaman
 
Join Date: Mar 2007
Posts: 33
Downloads: 0
Uploads: 0
Default

Classy response, I like it.

Nonetheless, I have given up on the game...for now....

Between Stalker and Test Drive Unlimited I have plenty of entertainment software to keep me busy until SHIV is fixed.


Quote:
Originally Posted by elanaiba


oritpro is offline   Reply With Quote
Old 03-30-07, 01:27 PM   #59
jbt308
Torpedoman
 
Join Date: Apr 2005
Location: S. Florida
Posts: 118
Downloads: 23
Uploads: 0
Default

Very classy response from the Devs, to be sure. However, I was wondering if anyone else was noticing the same issue I'm having.

When I put the scope over a ship, the triangle targetter doesn't show up until I'm almost amidships from the bow, maybe a third of the way over the ship.
_
| |
___________|_|____________
|________________________/
--------------------/\


That's where the targetter starts for me. So to make a shot at the bow is somewhat difficult if you go by the triangle. I was thinking that since the torpedoes are trailing after, it seems that maybe the mesh/area/programming for side of a ship is a bit off, like shifted over? So the "targeting mesh" for a ship is actually shifted backward X yards, so the point where my targetter is showing is the front edge of the "mesh". Does that make sense?

Last edited by jbt308; 03-30-07 at 03:00 PM.
jbt308 is offline   Reply With Quote
Old 03-30-07, 02:20 PM   #60
elite_hunter_sh3
The Old Man
 
Join Date: Nov 2005
Posts: 1,376
Downloads: 6
Uploads: 0
Default

keep up the good work devs.
elite_hunter_sh3 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 02:32 PM.


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.