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Thread: Manual targeting and TDC? | Forums

  1. #1
    I feel that without a real manual targeting and TDC then we will be left with a fustrating gaming experience.

    Apart from the thrill and sense of achievement from manually targeting and sinking a ship, the fustration of having to live with the auto TDC's built in 'be sure Little Johny is able to be a tonnage leader' would detract from all the overall experience.

    What are the Dev team's plans regarding the maunual targeting and TDC?

    Also it is my understanding that the German periscope included a device that enabled them to calculate the ships speed through the periscope if the ships length was known .

    I quote a translation that I came across quit some time ago...

    <BLOCKQUOTE class="ip-ubbcode-quote"><font size="-1">quote:</font><HR>Feste Linie im Raum (meaning accurate spatial reference)

    The term describes an accessory device to U-boat periscopes intended to calculate the speed of an enemy vessel, based on itâ's known or estimated length.

    A vertical thread is seen in the periscopeâ's visual field. The position in space of this reference remains constant even under changes of the course or lateral movements of the U-boat.

    The corrections of the position of this reference are made by means of a secondary motor somehow related to a main Kreiselkompass (no idea what kreisel means).

    The lateral movement of the reference (thread) is limited, corresponding to +/- 3,5 degrees in the angle of sight.

    When the course of the submarine varies more than 3,5 degrees under accessory engine propulsion, the thread moves to one of the sides of the visual field until stopped by a lateral limit. This mechanism is protected by a clutch.

    The thread may be centred again in the visual field turning a hand operated lever. Once centred it responds to the control of the secondary engine.

    Calculation of the targetâ's speed:

    By means of a chronometer, time of the target passing in front of the reference line (thread) is taken.

    Once this data is acquired, calculation of the enemy vessel`s speed can be done considering the (known or estimated) length of the target, the targetâ's bearing, the own course, bearing and speed.
    <HR></BLOCKQUOTE>

    Cheers,

    Teddy Bär
    Cheers,

    Teddy Bär

    One of the stupidest things in game design is the lack of uncertainty given to the player

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  2. #2
    I feel that without a real manual targeting and TDC then we will be left with a fustrating gaming experience.

    Apart from the thrill and sense of achievement from manually targeting and sinking a ship, the fustration of having to live with the auto TDC's built in 'be sure Little Johny is able to be a tonnage leader' would detract from all the overall experience.

    What are the Dev team's plans regarding the maunual targeting and TDC?

    Also it is my understanding that the German periscope included a device that enabled them to calculate the ships speed through the periscope if the ships length was known .

    I quote a translation that I came across quit some time ago...

    <BLOCKQUOTE class="ip-ubbcode-quote"><font size="-1">quote:</font><HR>Feste Linie im Raum (meaning accurate spatial reference)

    The term describes an accessory device to U-boat periscopes intended to calculate the speed of an enemy vessel, based on itâ's known or estimated length.

    A vertical thread is seen in the periscopeâ's visual field. The position in space of this reference remains constant even under changes of the course or lateral movements of the U-boat.

    The corrections of the position of this reference are made by means of a secondary motor somehow related to a main Kreiselkompass (no idea what kreisel means).

    The lateral movement of the reference (thread) is limited, corresponding to +/- 3,5 degrees in the angle of sight.

    When the course of the submarine varies more than 3,5 degrees under accessory engine propulsion, the thread moves to one of the sides of the visual field until stopped by a lateral limit. This mechanism is protected by a clutch.

    The thread may be centred again in the visual field turning a hand operated lever. Once centred it responds to the control of the secondary engine.

    Calculation of the targetâ's speed:

    By means of a chronometer, time of the target passing in front of the reference line (thread) is taken.

    Once this data is acquired, calculation of the enemy vessel`s speed can be done considering the (known or estimated) length of the target, the targetâ's bearing, the own course, bearing and speed.
    <HR></BLOCKQUOTE>

    Cheers,

    Teddy Bär
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  3. #3
    Its a description of the standard mastheight methode.

    SH2 tried to incorporate it in the game as well. Therefore the scope had degree markings and the IDbook listed mastheights. But in order to get it really working properly one needed a couple of mods as well.

    A guy named Redwine and his team (over at www.subsim.com) develloped a great set of mods and tutorials on manual TDC for SH2. Would be great if the dev team included manual TDC in such a way that Redwine will be unemployed when SH3 comes out :-)

    SH3 could be the first subsim that decently supports manual TDC.

    IMHO manual TDC ads so much fun and feeling of 'being there' to the game that the SH3 dev team would be ^$#&* if they don't include this feature in a good way !


    Drebbel

    The Submarines of the Royal Netherlands Navy 1906 - 2004
    http://www.DutchSubmarines.com/
    We have a NEW FORUM:
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  4. #4
    Yes manual targeting is very important. I don't see them not including it to be honest.
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  5. #5
    &gt;Its a description of the standard mastheight methode.


    How do you figure that? As I understand it itâ's a totally different thing.

    Leifâ...
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  6. #6
    Thanks Drebbel for comments.........

    The job Drebbel had mentioned is here........ it is a Manual Shooting Tutorial, was made to be used for the Hardcore TDC Mod for SH2, but you can use it to know about manual shooting......

    http://www.iespana.es/rotteufel/htdc...dcexercise.htm

    I think so, Dev. Team can not let at side a good manual shooting ability in the game.......

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  7. #7
    No little red triangle...
    No little red triangle...
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  8. #8
    Yes......

    I soupose, sim must to have almost two basic options, a beginer mode, with TDC in Auto mode, and red triangle like as in SH2 for beginers or for hardcore users who want a little rest of manual calculations.............. and a optative TDC in Manual Mode with no red triangle..... for a hardcore use......

    All we want to kill that red triangle.......

    ______________________________
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    http://www.iespana.es/Subgenesis/subgenesis/sg00.htm
    .

    [This message was edited by Redwine on Tue April 27 2004 at 08:05 AM.]
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  9. #9
    Manual Targetting, TDC...

    That would be a great thing to implement.

    And one that is working in regards to finding out distance to ships with the use of mast height data and every little detail needed really.

    There should be options to either turn this on or off during gameplay, sort of like the SH2 has the Manual and Auto mode switch.

    As per Auto, the calculation would be based on the TDC operators skill (seeing as SH3 is going to have a crew management side)

    Or manual, you do the work, and all of it. Thats what fun, at least in my opinion. I like a simulation, not an auto-pilot arcade version :P

    Nothing I like better than to do estimates and calculations and then actually see the dang torpedo impact... that makes me overjoyous :P

    Maybe a "TDC school" or tutorial to be run seperate from the missions/campaigns, sort of like the training missions, but focused only on the TDC part.

    Of course, we cant all sit with stopwatches etc at our desks, so would be nice if there was a small stopwatch command to bring up a lil clock for us to toy with when calculating target speed etc.

    Thing is, make it as detailed as possible for the hardcore players, then give options to "tone it down" for the more arcade side players.

    Its what we dont have that bothers us, not what we can choose to not have.

    Oh, and in regards to,

    No red triangle...

    This should be an option too, like in European Air Wars, there was an option to turn on a "HUD display" which created a red square around your target.

    On realistic difficulty, this square was absent and the only visual you had of the target was the actual target itself, thus made it alot harder to spot in the skies =)

    Options, give us options. :P

    I want it hardcore, 100% to the bone realistic with TDC control, AA gun control, Deck Gun control and all that jazz.. but I know not all desire that much work, so give them the options to make it Automatic, and give me, or the rest of us, the chance to do it on our own =P
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  10. #10
    Kreiselkompass - means; Gyroscope compass.

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