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Old 06-26-19, 12:55 AM   #1
von Zelda
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Default Torpedo Runs at the Wrong Depth?

Torpedo Runs at the Wrong Depth? I've seen this comment ever since I've been reading the SH4 forums.

I run SH4 with U-Boat Missions so I know I have v1.5 and I've downloaded Webster's GFO v1.1 mod as well as some 20 other mods.

Played SH3 for years and I've always set torpedo depth to the minimum 1 meter in case of destroyers which have a minimum draft of around 3 meters. But, I've shot at some in SH4 and have watched the torpedo run right under them.

Now, I use Automatic TDC for a number of reasons, so those that use manual targeting, this may not apply to you.

Maybe everybody knows this, but I learned this today and just in case you don't know this; every time you lock onto a new target with the little red select button or with the "L" button, the torpedo depth always changes from the previous setting to 1 meter above your new targets draft. So, if you're aiming at a battleship with a 9 meter draft, the depth setting will reset to 8 meters when you press L or the select button.

Normally not a problem, except when you're surprised by a destroyer approaching at 500 meters and have to swing the scope around to 180 degrees and fire from the hip. You now have a torpedo running at 8 meters depth at a 3 meter draft destroyer.

My solution: I've always used the "L" button to lock onto a target, never the red select button. So, I've now turned off the "L" button in my commands file. The red select button still works in case you really need to lock on a target, by the way.

In my self-created "Commands Menu Mod" file which can be used with the generic enabler, I have the path Commands Menu Mod/Data/Cfg/commands

Locate Cmd127 in the commands file and add a semicolon in front of the last line. The semicolon is the code to turn off the "L" key. It will now look like this: ;key0=0x4c,,"L"

[Cmd127]
Name=Toggle_lock_target
Ctxt=1
;Key0=0x4c,,"L"

Also, in a previous post, we discussed adding a keystroke for Depth Under Keel. Here's how to change Cmd130 in your commands file to add "SHIFT W" to request depth under keel:

[Cmd130]
Name=Get_depth_under_sub_keel
Ctxt=1
MnID=0x3F250005
Key0=0x57,s,"SHIFT W"

Hope you find this helpful.
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Old 06-26-19, 01:28 AM   #2
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A bit of reading about US Mk14 torpedo will give you an explanation about the wrong depth.

If you don't like it, you can magically fix your torps here:

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Old 06-26-19, 07:17 AM   #3
von Zelda
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Thanks JL

I've noticed your recent uploads of some very fine looking ships for SH4; I plan to install several very soon.

I'm familiar with the duds, premature explosions, circular runners and the depth keeping problems of the mk14.

My post was meant to point out the unintentional change in the depth setting when one locks onto a ship in the periscope view by pressing "L" or by clicking the red select button. This may only apply to Automatic Targeting, which I use, and not manual targeting, I do not know?

However, I've always preset my torpedo loadout at the minimum depth in SH3 to save time. I don't recall ever seeing a depth setting change in SH3 by locking onto or selecting a target. So, I wondered if others playing SH4 were aware of this oddity?

My solution is to delete the "L" key function and not lock onto targets. I previously changed "Enter" from firing torpedoes as well, I use "CTRL + Enter" as used in some of the mega-mods.
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Old 06-26-19, 07:36 AM   #4
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Another way around that von Zelda is that after Locking on to your target, switch tubes. I have not tried that in Stock lately though, only in FotRSU. I'm reasonably certain that's a "game" thing. I don't use the Lock button anyway. I just point the scope at the target and hit the PK, then shoot. Where you aim, is where you'll hit - sometimes... - If you want to ~really~ laugh, watch me do manual-targeting...
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Old 06-28-19, 05:54 PM   #5
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Working with SH4 version 1.4, auto targeting ON and duds OFF, can't duplicate this. Set a depth, depth stays set no matter what.
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Old 06-29-19, 03:35 AM   #6
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Thanks for your replies.

Probeanie, why do you lock the position keeper before you shoot? Seems like an extra step to me? I usually open tube doors, position scope just slightly in front of aiming spot on target and then press enter to fire as aiming spot goes over the cross hairs in scope. Just curious, please tell me the advantage of using the Position Keeper.

Sniper297, I have SH4 with the additional U-Boat Mission pack, thus it includes v1.5 updates. I use Webster's GFO v1.1 mod plus some others. I also use Automatic aiming, not manual.

I happened to notice a few days ago, when using the "L" key or the red select button to identify a target, the torpedo depth ring immediately rotates & changes only that one selected tube when I pressed either the "L" or the red select button. I could then toggle with the "W" and all the other depths remain as previously set until I again used the "L" or red select button on another target which then changes its torpedo depth.

Note: the depth always changes to the draft in the recognition book minus one. So, the amount of change would always depend on the targets draft. The torpedo depth dial has a minimum of one meter but normally sets on 1.75-meters. For instance, the battleship in the sub school changes from the 1.75 to 5.75-meters and most likely has a draft of 6.75-meters.

This is probably no big deal except if you've locked onto a battleship or carrier with a large draft and then decided to quickly re-aim the scope at a destroyer with a 2.8-meter draft. If you don't re-locked the scope, you'd be shooting with the wrong torpedo depth setting.

I hope this is helpful.
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Old 06-29-19, 08:10 AM   #7
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Quote:
Originally Posted by von Zelda View Post
... Probeanie, why do you lock the position keeper before you shoot?...
The Attack Map will have its "mark". Here's a shot of my Attack Map, on a single file column convoy:



two torpedoes in the lower left headed for one ship, two torpedoes practically straight up headed for a 2nd, and to the left, two headed for a third. You can see the sonar lines for all three, but the middle shot, which was the last two out, has the PK on, and the line and "X" marks the spot. The first torpedo to hit was the one to the "upper" ship. The 2nd to hit "torpedo was a dud, sir" was to the bottom left ship, the third was the upper ship, the fourth and fifth went to the middle ship, while the last torpedo did a couple of "jigs" on the way, "porpoised" a bit, and we got the last "Torpedo was a dud, sir" from it. Look at the angles though... I would not have been surprised to have had a circle-runner or two out them...



These are the lead two ships, shortly after, neither of which sank... - Had to do a quick turn and use the aft tubes. Should have done three each to begin with. I did not stick around to see what the escorts would have done, 'cause I kind of know from past experience... I would have tried to evade for about 35-45 minutes, and would have died... too calm.
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Old 06-29-19, 12:22 PM   #8
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Quote:
Originally Posted by propbeanie View Post
Another way around that von Zelda is that after Locking on to your target, switch tubes. I have not tried that in Stock lately though, only in FotRSU. I'm reasonably certain that's a "game" thing. I don't use the Lock button anyway. I just point the scope at the target and hit the PK, then shoot. Where you aim, is where you'll hit - sometimes... - If you want to ~really~ laugh, watch me do manual-targeting...

Been there, done that!!!




I'm the same way.
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Old 06-29-19, 01:02 PM   #9
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Quote:
Originally Posted by cdrsubron7 View Post
Been there, done that!!!



I'm the same way.
Surely that doesn't have somethin' to do with it, does it?... - I come by it "natural" like though... - I'm the guy that was usually chosen 2nd to the last, sometimes last when younger... Not because I couldn't play the game, but because I usually ran into someone, or broke a bone or something... They no longer let me near the playground - of course, that might be considered a bit odd anyway if I hung around there anymore...
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Old 06-29-19, 07:17 PM   #10
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Now I'm totally confused, "torpedo was a dud, sir" ? Are we talking about duds on or off?

I assumed from the original post the problem is torpedo settings automatically adjusting depth for whatever target you lock onto with the L key, the position keeper crashed the party somehow, now the duds are staggering in throwing bottles of rum all over the place.

With auto targeting, duds off, I never noticed any changes in depth setting the few months I had 1.5, and definitely don't get that with 1.4 at all. Rotate the scope or TBT when the crosshairs passes any ship the range, bearing, and ship type comes up automatically, no need to hit the L to identify the target, as long as the crosshairs are on the target the name is there. Hit the L key the only thing that changes is it locks on and the scope automatically tracks it, no changes to torpedo settings.

So.

If this is a 1.5 thing, what are the options set for

Auto targeting on or off?
Torpedo duds on or off?
Career, patrol, or quick mission?
Have we tested this with default 1.5, no mods? Or is there a mod (or mods) involved?

Troubleshooting any problem requires first duplicating the problem, to do that the conditions need to be the same.
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Old 06-29-19, 07:38 PM   #11
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I have duds on on my install, hence the 3rd ship in the line had no "boom-boom" and got away... so-sad...

so in your list:

1. This is a v1.5 thang
2. Auto targeting is on
3. Torpedo duds are on
4. Career, patrol, or quick mission? - yes, all in v1.5
5. Have we tested this with default 1.5, no mods? yes - does it in stock
6. Or is there a mod (or mods) involved? yes does it with all that I've played

I have a v1.3 and a v1.4 install on one of these computers of mine, so I'll see what those do, but v1.5 will change your torpedo depth-setting when you use the "Lock" keyboard short-cut, but does not (always) do the same when using the torpedo control panel lock button with the mouse. Is there a "Lock" button on the torpedo panel in the conning tower? I might try that also...
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