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#1 |
Watch
![]() Join Date: Apr 2007
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In SH3 some genious released a patch for the Rec Man that showed shades over the 'good' (spots where a single torp would usually bring a kill) on the ship shiloettes. Has anyone made one for SH4 yet??
I have figured out some ships through trial and error (many many hours loading and shooting at a single target finding weak spots). |
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#2 |
Bosun
![]() Join Date: Apr 2007
Location: Atlanta, Ga
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start posting your results. I'll verify your results and start making a recog manual mod. I also want to add boat lengths into the in-game manual as well because that is how I compute my target speed determinations.
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#3 | |
Sparky
![]() Join Date: Jun 2006
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#4 |
Watch
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Location: Australia
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Hiryu carrier - 7m depth (deep enough to be as close to her bottom as possible) directly at the start of forward prop shaft. it takes a minute but she will sink in the ass an roll over.
Takao Heavy Crusier - 4m depth in the centre of the second (middle) of the forward 3 turrets. My rec manual booklet says its 9850 tons, where in fact it is 15870 tons (a slight error in the pinted book) Conte Verde (european liner) 3-5m depth smack bang in the middle of the funnels Horai Maru (large old liner) 3-5m depth just aft of the aft funnel Nagara Maru (large Comp Freighter) - 4m depth directly under bridge (usually breaks her back) Hakusika Maru (large old Split freighter) - 4m depth just aft of funnel (this is 50/50 she blows up like a fire cracker but sometimes will not sink with this one shot) Note these are all estimates i have found that the ships actually don't all sit at the same depth (i.e. a tanker heading to Japan is loaded with oil and sits lower, while a tanker from japan is empty and sits higher) so ajdustments are required. What i am listing here are sweet spots i have found on certain ships. ![]() Here is a pic of the Rec Manual in SH3 with the set up im talking about http://i18.photobucket.com/albums/b1.../NOTSf_sil.jpg ![]() Last edited by stormbird; 04-21-07 at 03:46 AM. |
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#5 | ||
Bosun
![]() Join Date: Apr 2007
Location: Atlanta, Ga
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I'm sure you already know this but for those that don't.... Simple process to calculate the relative target speeds using ship length: 1. Come to a complete stop or as slow as you can (avoid extreme AoB's) 2. Set crosshair just ahead of the bow of target ship ( do not press L for lock) 3. start timer of chronometer as soon as bow hits crosshair and hold crosshair still 4. Time the seconds it takes for the crosshair to pass the length of ship 5. Stop timer as soon as crosshair hits stern of target ship 6. This yields the m/s of the target ship 7. Divide the length of the ship by the number of seconds for ship to pass completely through the crosshair from bow to stern 8. Multiply the result by 2 (actually 1.94) which gives us the speed in knots |
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#6 |
Bosun
![]() Join Date: Apr 2007
Location: Atlanta, Ga
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Stormbird, here's an idea...After spending about 30 hours on this forum in the last few days, I am startign to realize that a lot of people prefer to use hardcopy recognition manuals because they are so much faster than scrolling through the 300-odd boats in the ingame recog manual while in the midst of a torpedo plot. What do you think about making a hardcopy pdf version too? I can do it for you too if we can collect and verify all the info. Either way, I'll break out the map editor tomorrow and start testing all the ships that you have posted with damage stats.
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#7 |
Lieutenant
![]() Join Date: Jun 2005
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I generally aim for parts of a ship where I suspect hotspots to be.
For instance:
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#8 |
Watch
![]() Join Date: Apr 2007
Location: Australia
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A couple more
Kongo Battleship - any depth just below the aircraft, this will not sink it but will do serious damage, enough so that a secone torp in the aft section will bring it down. I have currently given up trying for a one shot kill on this guy as i have fired 100s of torps at different depths and locations and i just can't do it with one. Shokaku Carrier - 5m depth in area between rear of the island and the engine exhausts. It will continue on for a bit sinking nose first before it rolls over. ![]() |
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#9 |
Mate
![]() Join Date: Mar 2007
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See here for my SH4 Jap Recog manual:
http://www.subsim.com/radioroom/showthread.php?t=111339 And here for Krupp's Jap Ship Dimension Fix: http://www.subsim.com/radioroom/showthread.php?t=109953 I would be happy to produce a version of my manual with the shaded target areas, if someone will provide the information. Many of the in-game ship dimensions are wrong - get Krupp's fix for that. |
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#10 |
Nub
![]() Join Date: Apr 2007
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I put up a post a couple of weeks ago wondering if anyone had issues with the hot spots that come up on the ships like in SH3.
Using the torpedo attack training session, I found that before I patched the game, the hot spots came up when I was within the usual 1000m and almost 90 degree AOB on the ship (This was with AUTO targeting ON). However the hot spots that showed up on the rec manual were displaced well to the left and above the ship sillouhettes. I assume if you want to start the search for the hot spots in the next rec manual patch, you could start a career on an unpatched game. Hope that helps you guys. I'll look forward to the patch... sadly with my 6600GT in SLi mode, this game is almost unplayable.... sighhhhhh (8800GTX on the way!!!) |
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#11 |
Watch
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Location: Australia
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Another one i have spent many hours trying to find a better spot on (previous posting was only a 50/50 chance of a sinking, this is slightly better)
Large Old Split - surface runner (minimum depth) below or just aft of the funnel |
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#12 |
Watch
![]() Join Date: Apr 2007
Location: Australia
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Here is the updated list am trying different spots on the same ships and seeing what the results are.
Kongo Battleship - any depth just below the aircraft, this will not sink it but will do serious damage, enough so that a secone torp in the aft section will bring it down. I have currently given up trying for a one shot kill on this guy as i have fired 100s of torps at different depths and locations and i just can't do it with one. Shokaku Carrier - 5m depth in area between rear of the island and the engine exhausts. It will continue on for a bit sinking nose first before it rolls over. Hiryu carrier - 7m depth (deep enough to be as close to her bottom as possible) directly at the start of forward prop shaft. it takes a minute but she will sink in the ass an roll over. Takao Heavy Crusier - 4m depth in the centre of the second (middle) of the forward 3 turrets. My rec manual booklet says its 9850 tons, where in fact it is 15870 tons (a slight error in the pinted book) Conte Verde (european liner) - 3-5m depth smack bang in the middle of the funnels - 2-3m depth just aft of forward funnel Horai Maru (large old liner) 3-5m depth just aft of the aft funnel Nagara Maru (large Comp Freighter) - 4m depth directly under bridge (usually breaks her back) - 3m depth directly below the funnel Hakusika Maru (large old Split freighter) - 4m depth just aft of funnel (this is 50/50 she blows up like a fire cracker but sometimes will not sink with this one shot) - surface runner (minimum depth) below or just aft of the funnel Last edited by stormbird; 04-28-07 at 03:33 AM. |
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#13 |
Medic
![]() Join Date: Nov 2005
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The recoginition manual mod for SH3 was one of my favorite mods.
Another for SH4 would be fantastic you guys! ![]()
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#14 |
Medic
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Amen to that!
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#15 |
Watch
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Ok just came across a large Carrier battlegroup near Borneo and have torped all ships that i previously have not seen.
Taiyo Escort carrier - 1-3m depth just forward of the first arrestor wire (not crash net) Chitose Seaplane Tender - surface runner at covered deck where midgit sub is Akitsu Escort Carrier - 1-3m depth at second aircraft (from the front) on flight deck Maya Heavy Cruiser - 1-2m depth at forward gun turrets Kuma Light Cruiser - 1-2m depth at area from forward turret to rear of bridge (not lookout tower) - 1-2m depth at centre funnel, it'll sometimes will break in half and other times just make big fireball but not sink (better to use other reported area) Happy hunting ![]() Last edited by stormbird; 04-29-07 at 03:19 AM. |
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