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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#46 | |
Ace of the Deep
![]() Join Date: Mar 2005
Location: Bucharest, Romania
Posts: 1,058
Downloads: 3
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#47 | |
Lucky Jack
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#48 | |
Engineer
![]() Join Date: Dec 2001
Posts: 214
Downloads: 7
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![]() (jokinggg!! :rotfl: ) |
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#49 | |
Silent Hunter
![]() Join Date: Apr 2005
Location: Riverside, California
Posts: 3,610
Downloads: 41
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Basically, I see using the chronometer to estimate speed in an abstract manner. Yes, of course, WWII sub commanders didn't simply "push a button" to determine a target's speed. What the chronometer does represent, though, is the captain calling out a range and bearing to the plotting officer, waiting a while, and then calling out a second range and bearing for the plotter to use in order to estimate the target's speed, using a nomograph or other such device. And yes, using turn count estimates from the sonarman would also come into play. Now, all that makes sense, does it not? The more tools you give to the player to estimate the target's speed, the better off everyone will be. Some people will prefer one method, other's, another. I just prefer to use a method that was common practice during the war. And I certainly won't complain when my new ensign messes it up. ![]() |
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#50 | |
Samurai Navy
![]() Join Date: Dec 2006
Location: Munich
Posts: 562
Downloads: 71
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I've been a staunch supporter of this game, but an AI like that in a simulation is unacceptable and a showstopper. Please fix it. |
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#51 | |
Grey Wolf
![]() Join Date: Mar 2005
Location: Treading Water
Posts: 847
Downloads: 56
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A large part of the frustration with damage control is that heavy damage often never gets a fighting chance because flooding affects the trim of the boat so profoundly that very high speeds have to be used to keep from going terminally deep in very few minutes. The overall effect is as if water is heaver inside the sub than out. If the overly dramatic sinking (from even light to moderate flooding) could be mitgated, a LOT of the negativity associated with damage control would dissipate. Wait for the flooding to get out of control before making depth control a lost cause. IMO this is a major bang for the buck fix. Hope it strikes a chord. |
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#52 | ||
Silent Hunter
![]() Join Date: Jul 2002
Location: At periscope depth in Lake Geneva
Posts: 3,512
Downloads: 25
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#53 | ||
Sparky
![]() Join Date: Apr 2007
Location: Bucharest, Romania
Posts: 153
Downloads: 24
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UBI should go for the cheaper fix, which would be to reprint the manual to have it say "The more precise but also more time-consuming method is to take multiple sightings (range + bearing) of a target over a period of time. Using this data and your own speed and course, you can determine the target's speed. An automated method is implemented in the game, BUT IT DOESN'T WORK, SO DON'T BOTHER WITH IT."
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________________________ Semper ubi sub ubi ubique. |
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#54 |
Planesman
![]() Join Date: Feb 2007
Location: Iron Coffin
Posts: 195
Downloads: 40
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I must say that not-working chronometer (and position keeper - i love it!, and Onkel Neals video
![]() ![]() You wanted to sell SH4 to as much casual, non-hardcore players as possible and at the same time you got rid of auto speed calculation and WO assistance. In my opinion it was wrong move. You know - i don't need working chronometer now when i know how to calculate speed (and had some SH3 experience so it was easy to learn) but people new to Silent Hunter series must learn it the hard way (especially without "working" manual). BUT! If you must to choose between fixing chronometer and fixing AI... Well, fix AI ![]()
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#55 |
Watch
![]() Join Date: Apr 2007
Posts: 23
Downloads: 0
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I have started using RFB 2.7 mod. It has included a nomograph (something I had never heard of until yesterday). It is simple to use the plotting information with the nomograph to calculate the target speed. So I really don't think we need the Chronometer. However since it looks like 1.3 is coming, and if Ubisoft wants to add it, ok by me.
I am a little puzzled by the AOB picture I get in the periscope/TBT views. They often don't represent the actual AOB. I don't know if that is a bug, my machine problem or just something requiring more skill. Anyway I think SH IV is a great game that needs some fixing by the devs. RFB 2.7 fixed a lot of the troubles. Now that I hear Ubisoft is going to do 1.3, I am a happy camper. |
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#56 |
Admiral
![]() Join Date: Sep 2001
Posts: 2,020
Downloads: 15
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Although I understand why people are annoyed that the Stopwatch doesn't appear to work as it apparently did in SH3 I can claim to having never used either of them.
I get my speed estimates either from guesses if I'm loosing off a snapshot or through running a manual plot (TMA or whatever you want to call it,) on the nav screen when I have the time to actually stalk enemy shipping. Occasionally I use the Nomograph but I find that I don't even really need to bother with that anymore. This is how I did it in Sh3 as well. I used the watch about twice, got really bad results from it and never tried again. Of course a manual plot would be harder if there was a greater variety in convoy speeds, zig-zagging etc For me, the top two issues are radar and AI. Radar, in particular, has been bugging me for ages. |
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#57 | ||
Commodore
![]() Join Date: Jul 2006
Location: Orlando, Fl
Posts: 617
Downloads: 60
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This is rediculous! I must agree with Dowly. The chrono is broken. This was definitely intended to work in the game, if it was not, why would the (non functioning) button be there to send the data to the TDC in the first place! There is even a tool tip while holding the mouse over it saying "send speed to TDC".....Explain that one! As has been stated, This feature would simulate a member of the crew calcualting speed when the captain would give a bearing, distance and say "mark"... Lower the scope, wait a few minutes, raise the scope, repeat the procedure and then the speed was calculated. When confronting a convoy, some of us don't have the time to to do all the necessary calculations and/or funtions ourselves, (without pausing the game anyway). And pausing kinda takes away from realism in the first place. So, I feel the chronometer is an important feature, and along with map notations and a few other nonworking items, is an "advertised" feature of the game that does not work and I feel Ubi has broken a contract if it is not implemented. Also, the argument about misprints in the manual being an excuse, many of these items were listed on the Ubi website before the game was released! So, don't give me the "manual should follow the game, instead of the game following the manual" crap. All that being said, while I still enjoy the game as is, the chrono is first on my list to be fixed although, the AI, crew and damage management are a close second. Last edited by Soundman; 05-25-07 at 07:12 PM. |
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#58 | |
Lucky Jack
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Yes, I know the PK keeps an accurate picture of what you see in the scope as compared to what the PK shows.....I knew this months ago and attempted to spread the word that if all calculations are correctly set up, the scope image and the PK will match exactly over a period of time. If the image of the vessel through the scope is the same but the PK is off, then you have miscalculated and usually it the speed. Normally I see the AOB per the PK getting ahead which means I have speed set to fast. If the AOB on the PK is falling behind, the my speed is to slow. It is a constant update until in prime firing range ![]() The chronometer is not a game killer by any means IMHO! Also, the very good Skippers did rough estimations of speed via eyeballing the vessel. It took practice but it worked! No issues with the PK or chronometer for me. I see what you are seeing concering simulation/hardcore/PK and the chronometer. You know what I really use my watch for in the game????????? I use it to time how quickly I can submerge!!!! That is about it!
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#59 | |
Lucky Jack
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As a feature, chronometer is broken. I tried it. Is it a game killer, no...IMHO.
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“You're painfully alive in a drugged and dying culture.” ― Richard Yates, Revolutionary Road |
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#60 | |
Lucky Jack
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![]() Yes, there are more fundamental bugs in the game such as radar that is an integral part of the US submarine.
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“You're painfully alive in a drugged and dying culture.” ― Richard Yates, Revolutionary Road |
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