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Old 05-10-19, 06:07 PM   #8146
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Originally Posted by Randomizer View Post
Did I mention enough is enough?

Wow, I had not expected so much pedantic BS particularly after stating that I was happy with the status quo after getting new data. Give it a rest guys, I have played these sims for years and am happy to learn but not be lectured to.

-C
Wow... no, you had not said "enough is enough". You have now... "adj. Characterized by a narrow, often ostentatious concern for book learning and formal rules: a pedantic attention to details."

now, that answer is pedantic... or if CapnScurvy had explained how the TBT worked, quoting the USN manual... :wink: - you ask a question around here, you will usually get more than one reply.

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Originally Posted by h4rdliner View Post
I have another (noob) question, i'm on my first encounter with an Enemy warship, i calculatet his Speed from 2 Markers on the Map and converting it via the chart on the right, i have his Distance, but i dont get the AOB correct. I use http://www.subsim.com/radioroom/showthread.php?t=111998 as tutorial, but i have the Lenght of the Ship not in my Recognition Book, and without the Lenght its not possible to calculate. How do i find out how long the enemy ship is? The Enemy should be an Otori class escort Destroyer.
lurker_hlb3 put the lengths of the ships in the place of the "Speed: " in the recognition manual, but a work-around like that is about the only way to do it in SH4. The thing of it is, the ship's cfg file has the info in it, so it ~should~ be in the RecMan. It is possible to do a "Search" with several of the text editors and get the "Speed= " line of each Data / Sea / ShipName folder, but not many can bring in the ship's name also, like the 010 Editor can...
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Old 05-10-19, 07:01 PM   #8147
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Originally Posted by h4rdliner View Post
I have another (noob) question, i'm on my first encounter with an Enemy warship, i calculatet his Speed from 2 Markers on the Map and converting it via the chart on the right, i have his Distance, but i dont get the AOB correct. I use http://www.subsim.com/radioroom/showthread.php?t=111998 as tutorial, but i have the Lenght of the Ship not in my Recognition Book, and without the Lenght its not possible to calculate. How do i find out how long the enemy ship is? The Enemy should be an Otori class escort Destroyer.
This is why you shot a spread of fish. Even as good as it was it was not exact to the foot. I guesstimate. I time how far a ship moves in a given time frame. How fast the fish are and how far they will go on their speed and try to mentally triangulate the intercept.

This is especially useful in storms using radar with visual range at danger close. I plot their course, get their speed and fire a spread. I sank the Yamato North West of Truk doing that once.
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Old 05-10-19, 07:03 PM   #8148
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You know, I have been playing SH4 since its release (and still have the disk!) but never knew that left-click +arrow keys moved the player POV. I suppose that this might be a legacy of the external views, which I have never liked or used.

Just tried it out in a new winter 1943 career (USS Tuna) and it is an acceptable alternative. Thanks for the heads-up.

-C
Yes using the arrow keys for moving around outside has been around for a long time. I forget which MOD I saw it in first it has been so long ago.
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Old 05-13-19, 08:24 AM   #8149
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Hi, situation: Heavy fog, i have about 100m that i can see, i have an Merchant 1000m infront of me, i have calculated his speed via Hydrophone (3.15minutes), i have his AoB from using the geo, but how do i set my Angle to him? I mean the lower of the two discs on the left side, above the Torpedosettingsswitch? The Torpedo Positionkeeper thinks the Ship is at 180° behind me, but hes 71° to starboard.
Normaly this sets automaticly when you measure the range via the Stadimeter, but i have no sight due heavy fog. How do i set this Manually? Thanks.
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Old 05-13-19, 09:40 AM   #8150
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Originally Posted by h4rdliner View Post
Hi, situation: Heavy fog, i have about 100m that i can see, i have an Merchant 1000m infront of me, i have calculated his speed via Hydrophone (3.15minutes), i have his AoB from using the geo, but how do i set my Angle to him? I mean the lower of the two discs on the left side, above the Torpedosettingsswitch? The Torpedo Positionkeeper thinks the Ship is at 180° behind me, but hes 71° to starboard.
Normaly this sets automaticly when you measure the range via the Stadimeter, but i have no sight due heavy fog. How do i set this Manually? Thanks.
If I read you correctly here, then I think that I have seen this sort of thing before as well. Normally sending sonar bearing and range to the TDC should sort this out and have your firing solution pip on the attack map on the target's bearing. I had a similar lousy firing solution the other day. Switching the position keeper off and then back on changed it to a good firing solution.
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Old 05-13-19, 12:05 PM   #8151
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Originally Posted by h4rdliner View Post
Hi, situation: Heavy fog, i have about 100m that i can see, i have an Merchant 1000m infront of me, i have calculated his speed via Hydrophone (3.15minutes), i have his AoB from using the geo, but how do i set my Angle to him? I mean the lower of the two discs on the left side, above the Torpedosettingsswitch? The Torpedo Positionkeeper thinks the Ship is at 180° behind me, but hes 71° to starboard.
Normaly this sets automaticly when you measure the range via the Stadimeter, but i have no sight due heavy fog. How do i set this Manually? Thanks.
Shouldn't you visually identify what you intend to sink?
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Old 05-13-19, 12:44 PM   #8152
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Originally Posted by h4rdliner View Post
Hi, situation: Heavy fog, i have about 100m that i can see, i have an Merchant 1000m infront of me, i have calculated his speed via Hydrophone (3.15minutes), i have his AoB from using the geo, but how do i set my Angle to him? I mean the lower of the two discs on the left side, above the Torpedosettingsswitch? The Torpedo Positionkeeper thinks the Ship is at 180° behind me, but hes 71° to starboard.
Normaly this sets automaticly when you measure the range via the Stadimeter, but i have no sight due heavy fog. How do i set this Manually? Thanks.
Assuming map updates option off and at crew at battle stations, goto sonar screen:

1) Locate enemy engine sound and ping him. Start timer. Note absolute bearing and sonar range.

2) Goto map screen with Tool Help turned on and use the line tool to measure range and absolute bearing and put an "x" using the pencil. Then delete the line.

3) Wait 3 minutes and repeat 1) and 2).

4) Wait 3 minutes and repeat 1) and 2).

5) Draw a line between the various "x" marks. This will give you a course. Goto torpedo targeting screen and adjust the angle on the bow circle until the course circle on the left reads the calculated course. Cannot adjust the course directly. Sad.

6) Goto map screen and using the compass tool, measure distance between each point to the next. Average these values. Divide this value by 100. This is the enemy ship speed.

7) Adjust your course to intercept enemy ship at a ninety degree angle.

8) Set up constant bearing attack.

9) Close to less than 1000 yards.

10) Fire torpedoes and sink Rakuyō Maru.

Hope this helps.
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Old 05-13-19, 01:08 PM   #8153
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Goto torpedo targeting screen and adjust the angle on the bow circle until the course circle on the left reads the calculated course. Cannot adjust the course directly. Sad.
You can with "easy aob" mod
Work good with all Mod, just change 1 dial

http://www.subsim.com/radioroom/down...o=file&id=1962
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Old 05-13-19, 02:02 PM   #8154
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Not "certified" as an official FotRSU plugin (we'll have to wait for the un-beta release), but I did "build" Easy AOB for FotRSU with Nicolas' permission to use it, for those who don't want to bother with building it themselves. That's a temporary download link for now. I still can't hit anything...
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Old 05-14-19, 02:25 PM   #8155
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Any word on that update you mentioned a few days ago? And will we need to start a new career with that release?
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Old 05-14-19, 04:36 PM   #8156
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Yes, new careers will be required, as will deleting the Save folder and a "fresh" install. One change has been made to the mod by team request, so unless something else is found, it shouldn't be long... maybe.
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Old 05-15-19, 09:48 AM   #8157
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Yes, new careers will be required, as will deleting the Save folder and a "fresh" install. One change has been made to the mod by team request, so unless something else is found, it shouldn't be long... maybe.
Props, Please clarify "fresh install". Do we have to uninstall the current version (v1.5) from Windows and then reinstall from CD? Or can we just back out the v0.81 and install the newest release of FOTRSU?

I get the deleting the SH4 folder from My Documents (Win7) but have never been sure about having to do the uninstall-reinstall of SH4 itself. I have done it both ways with previous FOTRSU releases, and have not noticed anything detrimental. For this last one I did the full Monty, which is really quite tedious and time consuming.

Thanks for any clarification you can offer.
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Old 05-15-19, 09:49 AM   #8158
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Good deal. It will give me more time to get familiar with the mod.
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Old 05-15-19, 02:17 PM   #8159
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Originally Posted by torpedobait View Post
Props, Please clarify "fresh install". Do we have to uninstall the current version (v1.5) from Windows and then reinstall from CD? Or can we just back out the v0.81 and install the newest release of FOTRSU?

I get the deleting the SH4 folder from My Documents (Win7) but have never been sure about having to do the uninstall-reinstall of SH4 itself. I have done it both ways with previous FOTRSU releases, and have not noticed anything detrimental. For this last one I did the full Monty, which is really quite tedious and time consuming.

Thanks for any clarification you can offer.




Above is the install folder from SH4 v1.5. You'll notice that I've placed the JSGME, MultiSh4, Large Address Aware utilities in the folder also. I use this as as a template to create multiple copies of FOTRSU using the MultiSh4. This saves you the time of having to uninstall and reinstall SH4 every time a new Beta version of FOTRSU comes out. I use the following proceedure.


1. Create a separate folder, labeling it so you know what it is. Do a copy and paste of the SH4 game files (template) into this folder.

2. Once the copy and paste of the SH4 games files is down activate the JSGME to get your mod folder installed.

3. Put the version of FOTRSU you are going to use in the mod folder and activate it.

4. Once the FOTRSU is installed, activate the LAA and MultiSh4.

5. Make any other adjustments as you like. Then go sink ships.


I use this method all the time, it saves alot of time and usually only takes a few minutes to accomplish. It can be used for any of the mega mods or any mods for SH4 that have been made. Hope this helps you guys out.
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Old 05-15-19, 02:33 PM   #8160
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Props, Please clarify "fresh install". Do we have to uninstall the current version (v1.5) from Windows and then reinstall from CD? Or can we just back out the v0.81 and install the newest release of FOTRSU?

I get the deleting the SH4 folder from My Documents (Win7) but have never been sure about having to do the uninstall-reinstall of SH4 itself. I have done it both ways with previous FOTRSU releases, and have not noticed anything detrimental. For this last one I did the full Monty, which is really quite tedious and time consuming.

Thanks for any clarification you can offer.
Technically, yes you should use a "fresh" install. I put the word "fresh" in quotes, because I do like cdrsubron7, and have myself a zip file of "FreshSH4", which is a copy of the interior of the "Silent Hunter: Wolves of the Pacific" folder on my hard drive, so it's not really a true, fresh install. I create my new folder (such as "FotRSUv81"), and copy the FreshSH4 zip file into it. Unzip that, which has a MODS folder, but no JSGME ini or backup files, but does have JSGME itself, as well as LAA and MultiSH4. I then do all the set-up for the game and the mod, and I'm up and running inside of 30 minutes (never have officially timed that though)...

The reason behind the "fresh" install is that we don't trust ourselves or our modding to leave a "clean" game install after JSGME de-activates the mod (witness what happens with TMO - not forgetting that all sorts of mayhem can happen with a computer). Although, in theory anyway, if you use the JSGME "Generate snapshot of game files", you can check the result when you de-activate the old mod version... but the "fresh" install is just as fast, and more "sure"... The most important part is emptying the Save folder.
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