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Old 07-20-20, 03:08 PM   #1
arkatos
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Default What's the deal with Stock SH3 TDC using the wrong dials?

Hi guys,

I imagine this has already been discussed but I couldn't find anything in the forum archive.
I've only recently started using the fully manual targeting method in stock SH3 on steam (trying to get to 100% realism).

Has anyone noticed that 2 of the dials in the TDC are completely wrong? That being the AOB and bearing dials?

The 'bearing' dial in SH3 is using the image of the real 'angle on bow' dial.

The 'angle on bow' dial is using the image of the 'impact (or deflection) angle' dial, even though there is no impact angle available in SH3.

Just wondered if this was an oversight by the developers? I take it this is fixed in GWX and LSH?

Dials on a real TDC:


I have fixed the labels in SH3 here



Reference: http://www.tvre.org/en/torpedo-calculator-t-vh-re-s3
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Old 07-20-20, 03:21 PM   #2
Aktungbby
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Default Welcome aboard!

arkatos!
Nice first post after a long silent run,
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Old 07-20-20, 04:55 PM   #3
arkatos
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Quote:
Originally Posted by Aktungbby View Post
arkatos!
Nice first post after a long silent run,
Run silent, run deep

Yeah, I use the forums all the time but I nearly always find what I'm looking for in other people's posts - very useful.
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Old 08-06-20, 10:08 PM   #4
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MaGui fixes it.
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Old 08-07-20, 03:04 PM   #5
klh
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]I noticed the same thing after reading tvre.org, and started looking for a fix. This is a known error in SH3 and SH4 and has been commented on a few times over the years.

https://www.subsim.com/radioroom//sh...d.php?t=178147

https://www.subsim.com/radioroom//showthread.php?t=187084

https://www.subsim.com/radioroom/sho...d.php?t=220504

There are some mods that fix it, but none that I know of for 1920x1080. So I am working on my own tweak to the ARB WideGUI. So far I have nearly finished with the attack scope.



The only thing I'm disappointed in is that I can't get an Impact Angle dial nor the Outer Door switches to work in SH3. There are commands for them in the commands.cfg files, but apparently they were never coded. There was a project to fix that a couple of years back, but it seems to have been abandoned.

Last edited by klh; 08-07-20 at 03:38 PM.
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Old 08-08-20, 04:38 PM   #6
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Very nice! Are you going to publish it?
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Old 07-20-20, 03:28 PM   #7
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Quote:
Originally Posted by arkatos View Post
...I take it this is fixed in GWX ...?
...
I am afraid not, according to the GWX 3 Manual appendix D, page D-16. (613 of PDF)

But I swear I've seen and used mods that put them in the right place.
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