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Old 05-31-09, 04:52 AM   #1
Fish40
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Default How do YOU I.D. a Ship?

After reading a couple of threads about the difficulties some folks have with target I.D., I'll share a couple of tips on how I do it, since this is one area that gave me some trouble as well.

I remember a while ago, I requested that the makers of RFB add a feature of the WO being able to identify a target for you, just like in SH3. I was told that they would not do so, because in reality there was some difficulty in IDing Japanese shipping(I think that was the reason). I was alittle disappointed because this was an area that frustrated me Those ships all looked the same to me!

I had to work alittle harder now, but with practice I was able to start IDing targets like a real submariner! The key IS practice. The more you do it, the better you'll get. Now I know alot of you out there don't use manulal targeting, and the ship is ID'd for you. That's OK. I know there are those that feel in RL the Captain would not be doing all these tasks, and a WO would indeed be IDing targets. That's true to a degree. The problem in the game is your guy is NEVER wrong! If you read RL sub patrols, you'd come across plenty of instances of mistaken ID.

As I said befor, I had to practice. Mistaken ID will cause missed shots. How? If you're like me, I determine speed by timeing how long it takes for a ship to cross the 0 bearing line of the scope. I have a chart of ship lengths, and doing some simple math, I can determine the ships speed pretty easily. That is of course if I ID it correctly! The wrong ship yields the wrong length, and subsequently the wrong speed and a missed shot.

So how could we ID a ship accurately in enough time befor it's on top of us? There are several things I do. I know this is pretty obvious but it may help a few out there. Also, this is basicly for merchants. First, I determine if I'm dealing with a Freighter, or Tanker. How? The position of the stack is a dead giveaway. A stack towards the Stern of the ship is a Tanker, while a more center oriented stack is a freighter. Right there, you just narrowed your choices down, so you don't have to start flipping through the manual looking at every ship. This can also be easily observed from long distances.

The next things do take practice and careful observations. They also need for the targt to be alittle closer for accuracy. Sticking with the stack, look at its shape and height. Some stacks are tall and thin, while others are more thicker and stout.

Look at the placement and design of the cranes and hoists. Use the feature of the manual that gives the angled views of the ship.

Also look at the placement of vents and platforms. Some freighters such as the Hog Island and the Raked Bow have a distinct curved air duct at the stern. When I see that duct, I automaticly know I'm dealing with either of those ships. Ships like the Large Modern Composit has a distinct raised platform at the stern.

Look for cuts and curves in the Hull design, and even the location of lifeboats. Some ships have them very visable. Well that's just a few of the major aspects I use to accurately ID a target. As I said befor, this is probrably obvious to most, but for a newguy who's haveing trouble like I did, mabey this will help.

I'd love to hear of anything different that some of you may use. I'm always open for new ideas!
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Old 05-31-09, 05:37 AM   #2
FIREWALL
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I just get close and sink it. The odds are in my favor it's the enemy.

If it isn't what the he!! are they doing in enemy territory ?
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Old 05-31-09, 06:12 AM   #3
Akula4745
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FIREWALL is right... if it swims where a duck swims, it's a duck!

I have been shooting anything that moves in RFB - and it has not been a problem yet (of course not all that much is moving in RFB... definitely not a target rich environment) LOL
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Old 05-31-09, 07:44 AM   #4
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Once change I would like to see is the recognition book being separated into "chapters" based on ship type. Currently it is separated in to chapters based on nationality and a generic one called Merchants. The Merchant chapter needs to be broken up into type chapters.

This way, when you do see a ship of a specific type (tanker) you can open up that "chapter" and see a small diagram of all the tankers at once. This will allow you to quickly eliminate some and prioritize some others.

This would not only make it faster to ID the ship, but also clue you into which ships look "almost" alike.
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Old 05-31-09, 09:54 AM   #5
General Tso
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Quote:
Originally Posted by Platapus View Post
Once change I would like to see is the recognition book being separated into "chapters" based on ship type. Currently it is separated in to chapters based on nationality and a generic one called Merchants. The Merchant chapter needs to be broken up into type chapters.

This way, when you do see a ship of a specific type (tanker) you can open up that "chapter" and see a small diagram of all the tankers at once. This will allow you to quickly eliminate some and prioritize some others.

This would not only make it faster to ID the ship, but also clue you into which ships look "almost" alike.
I agree 1000%, I've been hoping someone would create a mod like that (if it's possible).
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Old 05-31-09, 12:36 PM   #6
Stealhead
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I have played SH4 so much I have the ships in my head. It is still a very good idea to make sure that you are about to attack a Japanese ship at points in the war you can see Dutch,Brit,and American ships in much of the Asiatic area so youd better be careful same goes for areas of Japan you can run into Soviet ships on the far side of Japan they are not to be attacked unless you want a crappier sub or to lose your job.And they have very good reason to be there they are transporting supplies youd feel really stupid if you sank an american ship that had supplies to help beat the Japs.

If you really wanted to up the feel of the game you could make your own ship ID manual in any format you like and then print it off. then you have your self something to really thumb through.
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Old 06-10-09, 12:51 AM   #7
jmr
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Quote:
Originally Posted by Fish40 View Post
I have a chart of ship lengths, and doing some simple math, I can determine the ships speed pretty easily.
Would you mind sharing this chart? I use the same method exclusively in SH3 for determining the target's speed.
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Old 06-10-09, 04:03 AM   #8
Fish40
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Quote:
Originally Posted by jmr View Post
Would you mind sharing this chart? I use the same method exclusively in SH3 for determining the target's speed.

Try this:
http://www.subsim.com/radioroom/show...52&postcount=3
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Old 06-11-09, 04:32 AM   #9
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In the Sea of Grass plot course for the tiered garden. Up periscope. Scan for succulent vegetables, like yummy lettuce (although I have strong appetites for collarettes, a fancy type of dahlia) or carrots, dive deep, approach at flank speed and surface directly under the target's root system, open the hatch, go topside, and eat until the plant sinks beneath the earth.

First rule: honor your avatar. Second rule: vegtables are good nutrition; Third rule: watch for airborne owls; Fourth rule: never surface during the daytime on a golf course in the tee area; Fifth rule: make friends with the gal who drives the refreshment cart.
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Old 06-11-09, 06:49 AM   #10
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I'll have what he's having.
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Old 06-11-09, 01:25 PM   #11
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I'll call the paramedics.

Edit: I've heard of man-eating-grass, but I don't think you are supposed to smoke it.
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