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Old 04-09-10, 09:17 AM   #16
DCOg
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Default Map Tools

Thanks all for the explanation.
Helps me alot.

DCOg
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Old 04-09-10, 11:01 AM   #17
ironkross
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Quote:
Originally Posted by Neal Stevens View Post
Tons of stuff! SUBSIM Battle Gear store












Visit the SUBSIM Battle Gear store

Lol, end of infommercial

.
OK I looked all thru the Subsim store but I couldn't find one of these:



also, she lacks a subsim logo.(but I'm not complaining.)
BTW the tutorial was very clear and concise.
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Old 04-10-10, 11:46 PM   #18
mcarlsonus
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Quote:
Originally Posted by kylania View Post
It occurred to me that some new players might not understand all the map tools and how they work. So... this is it!

The Navigation Map ('m' by default) and the TAI ('Tab' by default) give you access to five map tools and the tool helper. The tools are: Compass, Marker, Ruler, Eraser, Protractor. There's also the Tool helper. Here are what each of the tool icons looks like:

The Tool Helper

The Tool Helper is a toggle button that changes the icon of some tools to help you get more information from their use. The Tool Helper is ON when it's icon is colored gold as show above. Here you can see the Ruler tool first with Tool helper OFF then following that with it ON, where you can see the bearing tool attached to it's icon.
FANTASTIC! Thanks! I always wondered what the, "Tool Helper" was useful for. I tried adding hamburger, but it still tasted pretty, uh, "TOOL-y!"


Quote:
Originally Posted by Neal Stevens View Post
Fantastic! That's worthy of a Subsim news posting and a Ping Prize. Send me a PM with your mailing address and you might win a stripper in a cake.

Neal: Could I apply to receive a mug instead of a cake? I'd like to keep the stripper, though...
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Old 04-11-10, 07:39 AM   #19
Leandros
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Quote:
Originally Posted by Alcibiades View Post
The 3:15 rule is just a quick way of getting the target speed without a calculator.


SPEED = Distance / Time
You can of course, take any length of time if you want. For example, suppose that you timed at target for 20 minutes. And during those 20 minutes, the target moved 8km. Then you have distance and time so you can figure out speed.

Then the targets speed is 8km in .333333 of an hour OR 24km/hr.

To convert to knots, divide by 1.852. 24/1.852 = 12.95 = 13 knots.




to illustrate the 3:15 rule. Suppose a ship moved 500 meters in 3:15.

Then it's speed in km/hr = .5km/.05416666hr (3min 15sec = .05416666 hours) = 9.23 km/hr.

And 9.23/1.852 = 5 knots
That's fine. How do you then find the advance angle to fire when you know the speed. A formula for that? Provided you are at a right angle to the target.
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Old 04-11-10, 01:46 PM   #20
kylania
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Quote:
Originally Posted by Leandros View Post
That's fine. How do you then find the advance angle to fire when you know the speed. A formula for that? Provided you are at a right angle to the target.
You mean like this? The gyroangle can give you that I think.
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Old 04-12-10, 08:12 AM   #21
Flopper
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Quote:
Originally Posted by Leandros View Post
That's fine. How do you then find the advance angle to fire when you know the speed. A formula for that? Provided you are at a right angle to the target.
I use a "torpedo bearing table" that I got from "Carnovaro's Document Collection." It's available near the top at the downloads section.
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Old 04-12-10, 10:12 AM   #22
John Channing
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Damn.

I mean... DAMN!

I have always wondered how I could get relative bearings and now I know. Now if they would just fix the Stadimeter ( although I am wondering if it is a monitor resolution issue) I could finally play with Map Contacts Off.

Damn!

Thanks

JCC
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Old 01-01-19, 04:51 PM   #23
Steve Gad
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Quote:
Originally Posted by Von Hinten View Post
From personal experience I can tell you that the fun from the mug lasts longer ...
And causes less trouble.
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