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Old 03-10-2010, 05:06 PM   #1
Jerik
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Join Date: Jun 2008
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Default Regarding theory and speed calculations

Of late I have been trying to improve my skills at tracking, plotting, and planning torpedo approaches. Knowing the 3-minute rule has significantly improved my ability to do this; moreover, I just realized that either RFB or RSRDC adds a Speed-Distance-Time conversion chart to the map interface.

I'd like to know what this is called, so I can find one and print it out to use on my desk, rather than continually marking up my tactical map with errant lines to measure across the chart.

Also, regarding crush depth: how do I know what this is? Is crush depth the red line on the gross depth meter? I often find myself diving that low (well, a few feet above) to evade those pesky destroyers, but then die horribly.

Thanks for your expertise!
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Old 03-10-2010, 06:32 PM   #2
razark
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Quote:
Originally Posted by Jerik View Post
... I just realized that either RFB or RSRDC adds a Speed-Distance-Time conversion chart to the map interface.

I'd like to know what this is called, so I can find one and print it out to use on my desk, rather than continually marking up my tactical map with errant lines to measure across the chart.
It's called a nomograph. I personally use the three minute rule for calculating speed. If I miss the three minute mark, I drag out a slide rule, or the speed omnimeter part of this.

The red line is test depth. You can go below it. Crush depth is unknown, as it was in real life. The actual crush depth is easy to find, though. Set dive planes for deep dive, and wait. The game will let you know once you reach it. Of course, you won't be able to use that information, but you'll know.
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Old 03-10-2010, 10:13 PM   #3
RodBorza
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Jerik,

A good thing you can do is a "test run". I always do it when a get a new sub. I go to test depht first and then dive in 50 ft increments. For instance, in this way I found out that in TMO you can go witha Porpoise class easily to 450 ft and with a Gato class up to 600 ft no sweat.

With RFB, that's a different story. Go to test depht and then order dive @ 1/3 ahead. Look out for cracking sound and other damage. Once you get a small amount of damage there you have it, that's the limit before crushing to death. RFB is much less tolerant with dive depht. You will be thankful that you can load your games (No DRM! Uh-uhhhhhh!!! )
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Old 03-10-2010, 10:23 PM   #4
Urge
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Here is a link to a post by 6SJ7GT about a tool that will help solve time/speed/distance problems. I downloaded and made this last year. The link to the version I made is dead but I see on the celestial navigation thread

http://www.subsim.com/radioroom/showthread.php?t=135215

that he is reuploading his files so I'll bet if you asked he would upload the version of the TSD circular computer that has the yards on it.

http://www.subsim.com/radioroom/showthread.php?t=134994

Here is a link to a.pdf file that is still available to download so you can see what it looks like. The one tat is not available is better.

http://www.subsim.com/radioroom/show...86&postcount=3


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