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Old 07-18-17, 09:56 AM   #43
Shadriss
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Quote:
Originally Posted by Julhelm View Post
You should get speed and course already at around 50%, with range being the final factor. There's no real provision for plotting 'wrong' solutions, so instead we assume that only data which your TMA team is confident about gets plotted.

If you remember the first two Silent Hunter games, they also used a 0-99% solution indication, where the solution for your torpedoes built up over time as you made sonar/radar/visual observations on the track. In those games though, the map was still the 'all or nothing' realtime plot. We just use the solution to drive the plot display instead and let you aim your weapons as you see fit.
The problem then lies in the assumption - all data gets plotted regardless of confidence, simply because what you aren't confident about now may well turn out to have been correct all along. A solution has three parts, and you never pass along a solution without all three of them, no matter how you or your team may feel about individual portions of them. The Captain and the rest of the control team has to steer off of something, and a single data point on the plot that never moves doesn't cut it. Even a vector arrow indicating direction of motion would be a huge improvement. As it is now, it is very difficult to determine the difference between a lag and lead geometry in the early going, and the vector arrow would help in that.

Speed and Course may well show up in the data block in the corner at 50%, but I rarely look at that block because it SHOULD be represented on the plot in a quick visual reference for use in tactical decisions.

As to Silent Hunter games, I've only played the 4th and 5th (and still play them quite a bit). It's hard to compare the two, though, since the systems that drive the plots are very different, as you point out.
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