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Old 06-15-17, 07:50 PM   #31
Fanuboat
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Ok so someone said the 3min15 method was not accurate.

Ok ok... I subbed to this guy a time ago and well.
Just look this video and see your self how inacurate this method is.

And plz relax everyone, SH III is amazing but... Its just a game....................



Last edited by Fanuboat; 06-15-17 at 08:00 PM.
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Old 06-16-17, 03:53 AM   #32
THEBERBSTER
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A Warm Welcome To The Subsim Community > Fanuboat
Subsim <> How To Donate <> See The Benefits <> Support The Community
Highly Recommended SH3 > LIVING SILENT HUNTER III EDITION 2015 Mega Mod > 99.99% Stable > Full Tutorials And Much More In My Signature
SFSF-MODULE - The New Solution for "Steam" & "Starforce"
3 minutes 15 seconds is accurate for metric distance in the game.
3 minutes for imperial distance.
As you said "
Its just a game"
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Old 06-16-17, 10:13 AM   #33
Pisces
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Quote:
Originally Posted by Fanuboat View Post
Ok so someone said the 3min15 method was not accurate.

Ok ok... I subbed to this guy a time ago and well.
Just look this video and see your self how inacurate this method is. ...
Sure, if you use your GPS-ability, 5-meter-position, less-than-a-degree bearing accurate plotting party then it is going to be a piece of cake to get a speed (about 1% error on speed)that makes a torpedo get on target where you want. Even at 3 km range.

However, if you do not have those target ship contour icons on the map, instead placing marks plotting zoomed-out only based on periscope ranging or Watchofficer ranging then speed will only be accurate to about a knot. With 100m resolution on the ruler it doesn't get better. Now, if you fire at a common range of 800m-1km then that's no issue either. The target is many degrees wide (80 meters at 600-1km: 5 to 8 degrees). But at 3km (i.e. deep into a convoy) with less accurate and precise plotting it becomes a different story (80m at 3km = 1.5 degrees). If a 80m target was actually 0.6 knot faster or slower than 9 knots then it would have passed in front or aft. The game's campaign makes this easy because speeds are generally whole-knot values. But would real-life be like that?
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Old 06-16-17, 10:32 AM   #34
Fanuboat
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Quote:
Originally Posted by Pisces View Post
Sure, if you use your GPS-ability, 5-meter-position, less-than-a-degree bearing accurate plotting party then it is going to be a piece of cake to get a speed (about 1% error on speed)that makes a torpedo get on target where you want. Even at 3 km range.

However, if you do not have those target ship contour icons on the map, instead placing marks plotting zoomed-out only based on periscope ranging or Watchofficer ranging then speed will only be accurate to about a knot. With 100m resolution on the ruler it doesn't get better. Now, if you fire at a common range of 800m-1km then that's no issue either. The target is many degrees wide (80 meters at 600-1km: 5 to 8 degrees). But at 3km (i.e. deep into a convoy) with less accurate and precise plotting it becomes a different story (80m at 3km = 1.5 degrees). If a 80m target was actually 0.6 knot faster or slower than 9 knots then it would have passed in front or aft. The game's campaign makes this easy because speeds are generally whole-knot values. But would real-life be like that?
Well its obvious that this method can only be used with map contact ON.

So.....

Without map contact others method have to be used, anyway with this method in video you will only be limited by the range of your torpedo and nothing else, and % mistake is very very low when you do apply this method correctly.
When for most of the youtuber doing video about SH III, just only look at the target with the periscope and press the red button, at least this guy ( the tutorial video ) does everythings by hand.

I have a question, do you have any good manual method but without map contact this time ?

Last edited by Fanuboat; 06-16-17 at 10:41 AM.
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