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Old 04-14-21, 05:06 PM   #3045
propbeanie
CTD - it's not just a job
 
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Quote:
Originally Posted by mikesn9 View Post
FOTRS 1.46, (the Only mod), Tambor out of Pearl Dec 9, 1941
Mission: scout out Eniwetok, etc.
Got the photo, went hunting got 2 ships in northern 'pool' of deeper water, headed south to get Fleet tanker west of Parry.
Got the fleet tanker Dec 20. returned to deep water the same way I came in: back north west of Engebi.
did a counterclockwise circle of the Atoll, found an Airplane tender sitting west of Parry on Dec 22.

Set up for a long shot on the tender, discovered a Fleet Tanker in exactly the same spot as the one I sank.
Not my first go-around.... I figure, as far as the game is concerned, that is exactly the same ship: no points for sinking again...
Quote:
Originally Posted by KaleunMarco View Post
glad you brought this up again...........
through experience, i have noticed that the recurring-ship-i-already-sunk problem seems to occur when the TF/convoy/ship spawns near some land, even an island.
i had not experienced this in years until just a couple of weeks ago when i was passing one of the Ryukyu islands and a small convoy surprised me. i took care of business and went on my way and then, for the first time in a while, they re-spawned and went on their merry way.
i stopped routine patrolling near land masses quite a while ago and so i do not experience the recurring-ship-i-already-sunk problem.

PB will respond with his stay 20-30-mi-away-from-land-when-engaging-enemy-ships rant however sometimes even the best of us are set-upon near land.
The airplanes were the reason for staying away from land, but we have reduced that problem by adding more / smaller airbases that respond to your sub's presence (hopefully) from a seaward side, such that they don't go flying through a mountain range at just the time to spawn into "life". As for the "sinking" ships, from all indications I have seen, you have to wait around for them to "complete" their sinking. "I'm not dead yet!"



A bit like the repair crew having to start all over with the damage, if you Save the game and exit at the wrong time, only to have the "repair time" start all over again, or the weather "clock" to do similar, if you leave the "spawn range" prior to the ship actually dying, then it can and will re-spawn, given the opportunity, and not have any damage. Even if you see a distress flare, and / or get a "She's taking on water and going down!" message. This happens especially when you are bird-dogging a convoy, shoot one, toot scoot and boogie for a run-around and do it again, and then wonder "didn't I just sink that Medium Merchant?"... I had one the other day while testing that broke in two and "sank" in about 10 minutes, but the bow and stern pieces kept hanging around. Nothing else in the neighborhood, so I popped-up to put a few rounds of 4" through one or both pieces, only to get caught topside by a plane that proceeded to put a bomb through the forward torpedo room... sigh - the sun was in my eyes! Now, I have no idea how the game decides when a ship is "fully dead", like they hit their "crush depth" or something??


Quote:
Originally Posted by Nemesis Bosseret View Post
Sir i have a question. Actually several questions. Mostly cuz im a bit of a nub on SH4 and stuck mostly with SH3 and SH5. Not a nub in RL tho i actually earned a pair of fish.

Im a bit confused with the American TDC. The range dial seems too small or i cant read it so i cant cross check it with map measurements. Is there any mods that i can add or alterations in the files to make it more legible?
I tried to use the stato/range finder tool and was getting way wonky off measurements, cross checked with the classification of ship and it was trying to throw my torps a miles ahead of the ship i was targeting. I Used the officer ID ship button and then did it myself and found it in the book and clicked the check mark.

Only after several attempts i got it locked up with a semi decent solution. I seriously could of shot with zero solution and guessed my launch times better than the computer was giving me. Im not sure if this deals with having postion keeper on or off. Or if im just a tard with the american TDC. Is there a Tutorial or something on how to use it properly? I like to sharp shoot convoys from near max range and can do this almost every time in SH5 or SH3 with manual targeting even with crap tastic Steam torps. Or is there a way i can maunally input target data to shoot at pre defined spot on the map? aka the Dick O'Kane targeting method?

Thank you for ur time and amazing work.
Rockin Robbins has the Sub Skipper's Bag of Tricks thread, that has several very useful tutorial vidz in it, including the Dick O'Kane method, as done in SH4, which was the way I usually did manual targeting, since one time I would get 2000 yards on a target with the stadimeter, and the next I would get 9700, or some such useless data, when in actuality, it was probably 4000 yards... so yeah, course, speed, 90, shoot... I only missed about 50% of the time like that... - I still don't understand how the stadimeter can be that far off for me, other than user error... ?? I dunno... But, while it's not compatible with FotRSU, CapnScurvy did Optical Targeting Correction mod, which can go on Stock or TMO, or several other mods and combinations. The part that will draw you to it is this:



which is a range dial... s-s-shweet... Our fingers are still crossed that he will take a break from his vintage vehicle overhaul long enough to give us an add-in mod of OTC for FotRSU. Fingers crossed, but not holding my breath... lol
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