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Old 10-26-06, 02:17 PM   #16
robj250
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Quote:
Originally Posted by don1reed
The Maneuvering Board method allows you to plot the target(s) using their relative position from one uboat position.

All plotting systems shown thus far in these forums only demonstrate a method that you must plot both the target and the uboat's progress within the timed run ... there is nothing wrong with doing it that way; however, within the military combat control centers (CIC) plotting is accomplished using the MOBOARD method.

What I am trying to illustrate here is that there are other methods available that are more in keeping with history, and especially those who would like to try navigation without the "training wheels" of the waypoint tool and the "moving" U-boat icon, or any ship icon for that matter, on the F5 screen.

Relative movement means that it appears that the target is moving in a particular direction due to the movement of both vessels. The Moboard allows the user to simplify this relative movement via vectors and precisely figure the target's TRUE course and speed. Once computed, the reverse may then be applied with the target placed in the center and then vectors applied to the U-boat to figure distance and speed necessary to make an end round for future attack.

A real MOBOARD looks like this:


You can find these for free DL if you wanted to use an off-computer, external method as well.
cheers,
I purchased a pad of these but found them of no use because of the "short" distances they use on the sheet. I did not find it useful for long plotting.
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Old 10-26-06, 02:24 PM   #17
don1reed
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@Robj250

change the ratio.

the concentric rings can represent 100m, 1000m, etc.

If a target ship is at 14000m, change the distance ratio to 2:1 thereby making the outer ring = 20000m.


FYI
check out the 4 columns, 2 on each side of the circle 2:1, 3:1, 4:1, & 5:1.
Cheers,
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Last edited by don1reed; 10-26-06 at 02:38 PM.
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Old 10-26-06, 02:30 PM   #18
don1reed
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@ Kylania:

... I use 2.2 also...a lot of folks don't use either of the major mods; but, you can still use the above method with the old fashion way of distance = masthead height / tan a.
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Old 10-26-06, 03:09 PM   #19
robj250
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Quote:
Originally Posted by don1reed
@Robj250

change the ratio.

the concentric rings can represent 100m, 1000m, etc.

If a target ship is at 14000m, change the distance ratio to 2:1 thereby making the outer ring = 20000m.


FYI
check out the 4 columns, 2 on each side of the circle 2:1, 3:1, 4:1, & 5:1.
Cheers,
Thanks Don, I never even thought of that, pretty stupid of me.
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Old 10-26-06, 05:49 PM   #20
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Quote:
Originally Posted by kylania
NYGM 2.2 and other mods have removed the range given by the WO as being "unrealistic"
Sometimes the mods are a little "trigger happy" when shooting down SHIII's features... true, they should be nerfed down a bit, but eliminating them altogether errs in the oposite direction. Ubisoft thought that having the watch officer reading of ranges with an error of plus or minus 50 meters was realistic enough. If NYGM 2.2. thought that this was way to precise, then it should have changed this to a margin error of plus or minus 200 meters or more, but making your watch officer blind (or mute, however you want to interpret it) was not the best of solutions.

As to the subject of this thread, wonderfull, simply wonderfull. I'll try this next chance I get
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Old 10-26-06, 06:53 PM   #21
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Quote:
Originally Posted by Dantenoc
If NYGM 2.2. thought that this was way to precise, then it should have changed this to a margin error of plus or minus 200 meters or more
Is this actually possible? I haven't loaded up NYGM 2.2 yet (still out on patrol with my old GW 1.0+ install), so I hadn't realized that they eliminated the ability to ask your WO for the range. I have thought (as they apparently did) that it was kinda silly that the WO could seem to give rather precise ranges of ships 10,000m+ way, so I have basically been using the WO's responses to let me know if the target was closing or receding (which I figured that he should be able to tell, whether or not his range numbers were actually correct). It didn't occur to me that there might be a "margin of error" parameter at work in the stock game that might be able to be modded to give a more realistic role for the WO's range reports.

Does anybody know if there is such a parameter and whether you can tweak it?
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Old 10-26-06, 07:19 PM   #22
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Probably hard coded... it's behaviour is not of a random error introduced into the range reading, but rather of a "rounding off" of the range number. For example, if the target is 145 meters away, the watch officer will say 100 meters. If it's at 85, hil still say it's 100 meters... In esence, if the guy says that the range is X meters, it might actualy be anywhere in the interval (X-50, X+50].
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Old 05-10-09, 11:26 PM   #23
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*arise from the grave my minions*


Pardon the thread necromancy, but don1reed, if you're still around can you check out this thread regarding using the in game map as a maneuvering board? I'm getting an entirely different result when testing your scenario with Mobo plus your graphic is no longer posted so I'm not sure if I'm replicating your steps properly.
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Old 05-11-09, 08:36 AM   #24
don1reed
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Hi jmr,

I'm still around but no longer play SH3. My computer will not load SH3, luckily I remain in business with SH4 and it's Uboat Mod.

I'm still trying to repent the error of my ways regarding this post. It was made, unfortunately, before I became aware of Aaronblood's MOBO, which is the best of the best, IMHO.

My errors became manifest when I discovered that my F5 screen was setup on Imperial and my nomograph was/is in metric...for starters

So...my advice...get a copy of Aaronblood's MOBO and be done with it.
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