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Thread: Realistic TDC not enforced, (Officers-workaround) | Forums

  1. #1
    I enjoy setting the TDC manually - and I dont like the fact that even though I choose this in the difficulty settings I can then simply ask the Weapons-officer to set the target solution. He does so within the blink of an eye. As far as I can tell his solution is always 100% correct, independent of his experience, or the time the target was observed. He will also know the type of ship immediately (no matter how far away or bad the lighting)when I ask him. The Watch-Officer and the sonar-man can tell the distance to targets, even without active sonar (their estimates are 100% accurate). This is not realistic, and at the highest difficulty levels this shouldnt be possible! I would like to work at establishing correct solutions, having these guys mock me by knowing it all right away, while their superior captain doesnâ´t have a clue - makes me feel bad
    I know, I know, the answer is "just dont ask them, then", but still, I think with "realistic TDC" selected, there shouldnt be workarounds like those within tempting reach...

    What do you guys think?

    Litjan
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  2. #2
    I enjoy setting the TDC manually - and I dont like the fact that even though I choose this in the difficulty settings I can then simply ask the Weapons-officer to set the target solution. He does so within the blink of an eye. As far as I can tell his solution is always 100% correct, independent of his experience, or the time the target was observed. He will also know the type of ship immediately (no matter how far away or bad the lighting)when I ask him. The Watch-Officer and the sonar-man can tell the distance to targets, even without active sonar (their estimates are 100% accurate). This is not realistic, and at the highest difficulty levels this shouldnt be possible! I would like to work at establishing correct solutions, having these guys mock me by knowing it all right away, while their superior captain doesnâ´t have a clue - makes me feel bad
    I know, I know, the answer is "just dont ask them, then", but still, I think with "realistic TDC" selected, there shouldnt be workarounds like those within tempting reach...

    What do you guys think?

    Litjan
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  3. #3
    I agree, the worst part though is that in multiplayer even if you set mode to realistic you can have people join with edited cfg and they can be using auto mode.

    Further, even if they use manual tdc, they can just ask weapon's officer for ship ecognition, solution etc....zzzz boring. See at first me and my friends didnt know this, we had exciting time learning how to recognize ships. But now.... it feels like with this weapon officer available everyone becomes lazy, wish there was way to disable him.

    SH3 Buglist - discontinued(2005)...
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  4. #4
    Identify the target and then ask your WO to confirm, do your solution then ask the WO for his solution. After all that's what he's there for.
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  5. #5
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  6. #6
    The cheating in multiplayer is the flip side of the coin for allowing the game to be so moddable.

    Oleg keeps IL-2 code closed so there is no cheating in multiplayer, but at the expense of the game being moddable.

    But WWII flight combat translates well to a multiplayer online mass battles.

    WWII subsims are more of an offline single player experience.

    But I wouldn't spend time trying to fix something that really isn't broken, and can be remedies, as you admit, by just not talking to WEPs.
    ------------------------------------------------------------

    "Nietzsche is boring and stupid." - Leo Tolstoy
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  7. #7
    Well, you would think at least things like Realism settings would be enforced by host onto clients. Not much to ask for. However, I would give anything to have the ready/ok button fixed in multiplayer already first.

    SH3 Buglist - discontinued(2005)...
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  8. #8
    well as far as the campaign goes....

    maybe in real life you would have the ability to use a Weapons O or Watch O or the sonar operator (though from what I've heard this was used hardly every used in combat because of how easy it would be for any ship listening on a hydrophone to detect it..

    but having everyone claim to be 100% realism and using these guys is really like saying your a Rockstar, while your band acually does everything for you.

    I personally love doing everything my self (though I have been using the Watch O to get range so that I can plot the target....because my UZO is fouled up!)

    there should be maybe an Above 100% realism option to turn off the sensors from helping you out with the solution be it range or a solution it self. I think it is a little bit of a development cop out to the communtiy so that even Little Timmy playing on 100% "gets a warm Fuzzy" that he is the Shiznit. While us Realism "do it yourself" snobs feel a little bit snubbed in the process and feel a bit "not a cut above". I can admit I'm a do it yourself snob....but that is me!
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  9. #9
    I guess there are two reasons to play SHIII. The first is to enjoy it. Everybody plays for that reason. The second is to get a simulation as close as possible to commanding a real u boat.

    A lot of people (me included) play for the 2nd reason as well. It part of the fun and adds to the challenge!

    The trouble is, I don't find it particularly realistic having to do everything myself. At the same time I don't find it realistic having a WO with superhuman powers. If I'm playing at 100% realism it's a waste of time getting my WO to ID and plot a solution.. I may as well be playing on auto TDC.

    So, I'd like to have a realism level that allowed the WO to help.. but in a realistic way. I'd like to think that I'd done my job as captain.

    I'm no expert on u boat sub ops, but what I'd suggest for 100% realism would be along the lines of;

    When surfaced, your WO can ID ships and plot a solution.. but it takes time. 1-2 minutes at least for a half way good solution. The longer you give him, the better it gets. He shouldn't be able to ID ships until YOU can also see them for yourself quite clearly.

    When submerged it's more difficult. The WO couldn't ID or plot a solution with you at the periscope so he should be disabled altogether. Possibly he could use the observation scope (no idea if that really happened) if he did the chances of your being detected should be increased (2 periscopes, 2 wakes) Or maybe you could 'give up' the periscope to him while he did his calculation.

    For the map, I'd like to see some icons plotted.. but not the realtime, ultra accurate one's we get, or the no icons at all. I'd like to see marks on the map based on hydrophone, sonar, visual sightings.. not updated in real time, and often with a high degree on inaccuracy. If anyone's played Harpoon II or III they'll know about the range of uncertainty circles.. this could be used to say this object could be anywhere in this circle.

    These things would be nice to have in my opinion. If anyone has better idea's please post them

    On the bright side (for me!) I'm getting better at manual TDC. On my last patrol I fired 12 torps, of which 2 missed, 1 hit but was dud and 9 hit and exploded for a total of >19000 tons of shipping. On my first 4 patrols combined I had fired 20 torps. 13 missed, 3 were dud and 4 hit, for a total of 0 tons sunk.. so I'm getting there in this excellent sim!
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  10. #10
    If only the experience of your crew could dictate how accurate the WP's solution was. Then you could force recruit crews in multi and people would have as much or less luck with the WP's solution compared to their own.
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