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Old 03-25-11, 07:31 PM   #1
stoianm
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Quote:
Originally Posted by Dignan View Post
Great tutorial videos stoianm. REally helpful.

I put a question about manual targeting in the SH5 TDC Tutorial thread but I don't think anyone has seen it. Here it is. Hoping someone can answer my question. I watched your tutorial on manual targeting but I still have trouble with AOB.

I'm used to SH4 which means I am used to the position keeper. Enter Uboat...no position keeper obviously. So what is the correct order of entering data into the TDC? I ask because every time I put my scope down ( to avoid detection) and raise it again to take a new bearing/range measurement, my AOB resets itself.

I've been doing this

1. Get target's speed through visual observations (using the 3min 15sec rule...mark target's position, wait 3 minutes and 15 seconds, mark target's position again, the distance traveled in meters corresponds to speed.)

2. Take bearing/range readings using stadimeter - enter them

3. Enter AOB (measure using navmap protractor tool).

4. Take one last range reading before firing (Note: I usually have to reset the AOB at this point because the last range/bearing reading seems to reset my AOB dial.

Am I doing something wrong?

Also, is the 3 minute, 15 second rule for taking speed measurements correct? In SH4 it was an even 3 minutes but when using meters as opposed to yards I believe it is 3:15.
No you are not doing nothing wrong... it is like an bug... after you use stadymeter the AOB is reset and is going back at the last locked value... i spoked about that with TDW and he will fix this soon
About the 3.15 methode the Bilge Rat teached me this:

''1) identify target and determine mast height;
2) measure mast height in number of Horizontal Bars on the scope;

you can then measure the range based on a formula, for example with Arclight's MRP, the formula is:

1.5x - MastHeight x 100 / horizontal bars = Range

6x - MastHeight x 400 / horizontal bars = Range

for example, a Liberty Ship has a mast height of 27.1 meters, if the measured height is 4 bars at 6x, the range would be 2,710 meters.

i.e. 27.1 x 400= 10,840 divided by 4= 2,710 meters.''

Honestly i never tryied the 3.15 methode

regards
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Old 03-25-11, 07:45 PM   #2
Dignan
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Originally Posted by stoianm View Post
No you are not doing nothing wrong... it is like an bug... after you use stadymeter the AOB is reset and is going back at the last locked value... i spoked about that with TDW and he will fix this soon
About the 3.15 methode the Bilge Rat teached me this:

''1) identify target and determine mast height;
2) measure mast height in number of Horizontal Bars on the scope;

you can then measure the range based on a formula, for example with Arclight's MRP, the formula is:

1.5x - MastHeight x 100 / horizontal bars = Range

6x - MastHeight x 400 / horizontal bars = Range

for example, a Liberty Ship has a mast height of 27.1 meters, if the measured height is 4 bars at 6x, the range would be 2,710 meters.

i.e. 27.1 x 400= 10,840 divided by 4= 2,710 meters.''

Honestly i never tryied the 3.15 methode

regards
Thanks. I'll try this new range method. As far as the 3 minute, 15 second rule, I've tried it in SH5 and it seems to work. If you can mark a targets position...wait 3min, 15sec...mark target's position again and then measure the distance between the two points. The first two number of the distance between the two points is your speed. For example, if the distance is 3,500 meters then your speed is 3.5knots. If the distance is 10,000 meters then the speed is 10knots.
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Old 03-25-11, 09:03 PM   #3
stoianm
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Default How to locate the map position reported by BDU in the lat and long in SH5

Hi,

i made another video tutorial:

stoianm How to locate the map position reported by BDU in the lat and long in SH5

1)How to use an radio mesage from BDU (ex: enemy ship reported in yourr area - Long 18.50 W and Lat 52.25 N, cource E-W - search the area) to calculate the ship position and to put on the map
2)How to decide if you must to go to that area trying to intercept the ship or not


To play in this manner you need to have installed this mods:

1)NewUIs_TDC_6_4_0_ByTheDarkWraith or Magnum Opus
2)NewUIs_TDC_6_4_0_Real_Navigation





See post #1 for details

Edit: escuse me for the ,,aaa...iii ...aiii ..aaaa'' from the begining of the tutorial''

Last edited by stoianm; 03-26-11 at 06:23 PM.
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Old 03-26-11, 12:30 PM   #4
stoianm
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Default How to use RAOFB with Real navigation and Manual TDC in SH5

Hi,

i just made a new video tutorial and a new mod if you want to play like in this tutorial

stoianm How to use RAOFB with Real navigation and Manual TDC in SH5

1)How to use RAOFB to find course, AOB, range etc from a ship or convoy with real navigation and realism 100%
2)How to choose the best position before making the final attack on a ship or convoy using Real navigation
3)How to add all the data in the TDC and how and when to fire your torpedoes
4)How to use AOB slide ruller to find AOB
5)How to use Navigator abilities to calculate the speed of a ship
5)This methode is the most fast and acurate methode that i tested so far in SH5 using Real nav, Manual TDC and Realism 100%
6)The time that we need to find all the data (range, course, AOB, and speed) for a ship or a convoy it takes less than 2 minutes
6)In this methode we will do less ploting on the map and we will use more visuals methodes


To play in this manner you need to have installed this mods:

1)NewUIs_TDC_6_4_0_ByTheDarkWraith or Magnum Opus

2)NewUIs_TDC_6_4_0_Real_Navigation

3)AOB slide ruller for TDW UIs and MO by stoianm ===>> DOWNLOAD

AOB=(Aro/Arr)*100===>> read value in AOB slide ruller

Arr = horizontal marks/vertical marks (use RAOFB to obtain the marks - i recomand Manos scopes from TDW UIs)

Aro = Ship Lenght/Ship mast (use the SOAN to find these values)

If the ship is heading to your direction than AOB = value from AOB slide ruller
If the ship is heading away to your direction than AOB = value from AOB slide ruller + 90 degrees











See post #1 for details

Last edited by stoianm; 03-26-11 at 01:42 PM.
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Old 03-26-11, 03:10 PM   #5
Durak=MNE=
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This is how tutorial shud looks like and wich we shud get on our DVD-s.
Shame on you Ubisoft.
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Old 03-26-11, 08:04 PM   #6
stoianm
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Default my SH5

Hi,

This is not a tutorial - i made this video at the sugestion of Zedi and i wanted to share with you how i play my SH5


stoianm How to play SH5 like a PRO with Real navigation, Voice commands and Realism 100%



My up to date mod soup is:

Generic Mod Enabler - v2.6.0.157
[C:\Ubisoft\Silent Hunter 5\MODS]
Magnum_Opus_v0_0_1 (patched 2)
NewUIs_TDC_6_4_0_ByTheDarkWraith
FX_Update_0_0_15_ByTheDarkWraith
FX_Update_0_0_15_UHS_Fix
FX_Update_0_0_15_BARF_1_3_Full_Fix
IRAI_0_0_30_ByTheDarkWraith
IRAI_0_0_30_No_hydrophone_on_surface_No_Aircraft_s potting
AirTorpedoes
Depth_Keeping_Problem_UHS_patch_HB_1_0_0_TheDarkWr aith
Church's SHV 1.01 Keyboard Commands v1.1
1 degree bearing RibAr
A Fistful of Emblems v1.51
AIR Missions
Black_Skin_albrecht
Church's Compass Dials Mod v2.2 - Option Two
Church's NavMap v1.0 - Illyustrator's Version
Convoy
Critical hits 1.1 Torpedos
EnahncedFunnelSmoke1.2_SH5
EQuaTool 01.01 by AvM - double set - Large plus Flat Style
German U-Boat Crew Language Pack
Gramophone
Grossdeutscher Rundfunk
Icebergs v2.4
Lite Campaign with Ice
Naights Submaine Textures (internal) v1.2(test)
Nauticalwolf's_Torpedo_Textures_v1.2
noir decks
North Atlantic Green 1.1
nVidia missing lights
Officers skin by Naights
Old Style Explosions V1.1
Patch1_Terrain_harbour_flags_Mod_v1_2_1
pescarus mod
Progress Bar for Fuel Batt Air CO2 and Push Buttons By Torpedo v1
Real Environment - Revision (stoianm)
remove electric torp wake
renow_points_0_compatible a fistfull of emblems version_by stoianm
SD_MapCourseLine_tiny_arrows_ocred
SD_MapLocationNameFix_v1_1
Shadow Improvement Mod
soan
sobers base sky mechanics V1
sobers base wave mechanics V15 SH5
sobers real trees
SteelViking's Sky Banding Mod
stoianm blue water and EnvNights compatible Real Environment - Revision
Stoianm Scopes 16x9
TDC Graphics by Naights v1.0
SUB SIM FOR====Depth_Keeping_Problem_UHS_patch_HB_1_0_0_Th eDarkWraith
TheDarkWraith_DC_Water_Disturbances_v2_0_SH5
Torpedo Splash
Trevally Automated Scripts v0.5
Trevally Harbour & Kiel Canal Pilot patch
Trevally Tutorials - All v0.2 (for TDW UI)
Window_Lights_Redone_V1
Stormys dark torpedo body + dark OBS periscope shaft v1
Stormys DBSM SH5 v1.3 Basemod
Stormys DBSM SH5 v1.3 optional -6db damped Sonarguy
Stormys DBSM SH5 v1.3 optional NavMap babelling
Stormys DBSM SH5 v1.3 optional remaining orig sounds converted to 22Khz
DBSM_Music_1_0_4
Stormys DBSM SH5 v1.3 HOTFIX 3
Unterseeboot II SFX
sobers talking conning crew mod
stoianm sounds
stoianm key commands
apa pura
sobers 3D deck spray mod V7
NewUIs_TDC_6_4_0_Real_Navigation
sh5.exe patch (hydro) v0.0.3
AOB slide ruller for TDW UIs and MO by stoianm
Speech Recognition_v1.4_MiTons_NewUI_Editon _english
hydro periscope depth
NewUIs_TDC_6_4_0_Waypoint_Contacts_No_Symbols
NewUIs_TDC_6_4_0_Waypoint_Contacts_No_Tails








See post #1 for details

Last edited by stoianm; 03-26-11 at 08:22 PM.
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Old 03-26-11, 08:36 PM   #7
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bravo
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Old 03-28-11, 07:23 AM   #8
Dignan
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Originally Posted by stoianm View Post
No you are not doing nothing wrong... it is like an bug... after you use stadymeter the AOB is reset and is going back at the last locked value... i spoked about that with TDW and he will fix this soon
Stoianm, i'm still having problems with the AOB reseting when using the stadimeter. I know you said its a bug but I looked at some of the documentaiton in the NewUI mod and there is mention of a AOBFix that can be enabled to make sure the AOB doesn't reset every time you enter a new range with stadimeter. How do I enable this?

I also read through some posts from TDW in the NewUI forum where he talks about using the dials and entering the range and aob with the red button instead of using the stock XO box to enter data. If I use the AOB dial added by TDWs mod will that fix this problem?

It's too hard to reset the AOB after EVERY range entry so I'm pretty much only using the 90 degree fast attack (aka Dick O'Kane constant bearing) methods until I find a good way to fix this. These methods are good but not every tactical situation is suited to them.

I suppose I should post this in TDW's UI forum also but you are always so full of knowledge and experience about SH5 manual targeting.
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Old 03-28-11, 07:33 AM   #9
stoianm
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Quote:
Originally Posted by Dignan View Post
Stoianm, i'm still having problems with the AOB reseting when using the stadimeter. I know you said its a bug but I looked at some of the documentaiton in the NewUI mod and there is mention of a AOBFix that can be enabled to make sure the AOB doesn't reset every time you enter a new range with stadimeter. How do I enable this?

I also read through some posts from TDW in the NewUI forum where he talks about using the dials and entering the range and aob with the red button instead of using the stock XO box to enter data. If I use the AOB dial added by TDWs mod will that fix this problem?

It's too hard to reset the AOB after EVERY range entry so I'm pretty much only using the 90 degree fast attack (aka Dick O'Kane constant bearing) methods until I find a good way to fix this. These methods are good but not every tactical situation is suited to them.

I suppose I should post this in TDW's UI forum also but you are always so full of knowledge and experience about SH5 manual targeting.
TDW know the problem already ... not need to post on the UI thread ... and he will look at this problem but at the moment he has another ,,bigger fish to frie'' probably... and i am doing like you ... because of that i am using the fast 90 most of the time... but you can use this trick to corect the problem:
1) take range
2) take AOB
3) mark the bearing corespondent for the AOB:
for example bearing 360 corespondent for AOB 80 degree and the ship is heading to your direction
4) take range again... here your AOB is reset... you can corect the AOB by reading the new bearing.. for example:
new bearing is 355 degree
dieference for bearing is 360-355= 5 degree ===>> the AOB then is 80+5=85 degrees... so you do not need to calculate again the AOB ... just to do an fast math
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Old 03-28-11, 07:39 AM   #10
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Originally Posted by stoianm View Post
TDW know the problem already ... not need to post on the UI thread ... and he will look at this problem but at the moment he has another ,,bigger fish to frie'' probably... and i am doing like you ... because of that i am using the fast 90 most of the time... but you can use this trick to corect the problem:
1) take range
2) take AOB
3) mark the bearing corespondent for the AOB:
for example bearing 360 corespondent for AOB 80 degree and the ship is heading to your direction
4) take range again... here your AOB is reset... you can corect the AOB by reading the new bearing.. for example:
new bearing is 355 degree
dieference for bearing is 360-355= 5 degree ===>> the AOB then is 80+5=85 degrees... so you do not need to calculate again the AOB ... just to do an fast math
So basically you are "predicting" what a future AOB will be at a certain bearing and when the target passes that bearing you reset the AOB? Makes sense. I'll try that next time.

On a side note...I don't think depth soundings are very accurate. I did a test dive the other day in 100m of water (according to depth sounding). I set dive for 80m. At about 75m I hear a loud crunch....my sub hit the bottom. I think the depth readings are actually about 25m more than they really are. Anyone else confirm this?
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Old 03-28-11, 09:08 AM   #11
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Post #1 changed for easyer acces
regards
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Old 03-28-11, 01:22 PM   #12
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Quote:
Originally Posted by stoianm View Post
TDW know the problem already ... not need to post on the UI thread ... and he will look at this problem but at the moment he has another ,,bigger fish to frie'' probably... and i am doing like you ... because of that i am using the fast 90 most of the time... but you can use this trick to corect the problem:
1) take range
2) take AOB
3) mark the bearing corespondent for the AOB:
for example bearing 360 corespondent for AOB 80 degree and the ship is heading to your direction
4) take range again... here your AOB is reset... you can corect the AOB by reading the new bearing.. for example:
new bearing is 355 degree
dieference for bearing is 360-355= 5 degree ===>> the AOB then is 80+5=85 degrees... so you do not need to calculate again the AOB ... just to do an fast math
This AOB will only work if your are at 90deg to target heading.
At 85deg the error may be small and torps will still hit if you are close enough.
The further away from 90deg to the target heading you are, the more error will be in this method.
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Old 03-28-11, 01:32 PM   #13
stoianm
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Originally Posted by Trevally. View Post
This AOB will only work if your are at 90deg to target heading.
At 85deg the error may be small and torps will still hit if you are close enough.
The further away from 90deg to the target heading you are, the more error will be in this method.
i was not very clear in my explanation sorry... i was not speaking about an fast 90 degree attack.. just an regular one... to understand what i am mean see this movie tutorial:

16) How to play like a PRO Silent Hunter 5 ==> Link

what i mean.. if my bearing at an moment is 355 and the AOB in that moment is 56 (and the ship is headind in my direction) than the AOB is increase with same degree numbers that the bearing increase:

if bearing change at 358 than the AOB will be 59 and so on
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