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CaptainNemo12
12-31-06, 03:55 PM
Recently, I almost lost all faith in the 3 min 15 sec method...:cry:

The problem is, range always plays a role in determining speed, and calculating range during rough weather conditions can be a real pain in the ass if you know what I mean. To maximize realism, I have the stabilize view turned off, with the boat rising and falling almost constantly, it's almost impossible to get an accurate reading! Plus, by the time I do get the stadimeter to line up with the waterline, a lot of time has just been wasted! Is there another method out there that can be used to calculate speed without trying to figure out range?

Thanks.

Sailor Steve
12-31-06, 04:01 PM
They usually didn't make attacks in extremely rough weather. It was even a bigger pain in real life.

Other than that, I don't know what to say.

Dimitrius07
12-31-06, 05:40 PM
I use different tacticks for calculate speed.

you will need a small exp. in mathematic

Thise how i do it

first you need to know the leight of the ship.

Lets take a medium cargo for example - her leight is 140.5 meters
now use our vertical line in uzo our periscop view.
Symply start to count in for how much time the ship will pass thise line without moving it (i` am sorry English is not my mother language and its very difficult for me to explaine properly).
Now
Lets the matematic begin
Lets say that the medium cargo pass the line in 55 sec
now we have 2 infos
140.5 (the leight of the ship)
and 55 sec
now for the fune part
140.5 to divide 55 = aprox 2.554545 ok - thise is miters in sec
Now lets convert thise in knots
2.554545 To increase 1.946 = 4.97 knots

Thise is the speed of your target. Sorry again for my very pure English but if some one found my metod interesting i can make a small tutorial with screenshots ;)

Albrecht Von Hesse
12-31-06, 05:43 PM
I use different tacticks for calculate speed.

you will need a small exp. in mathematic

Thise how i do it

first you need to know the leight of the ship.

Lets take a medium cargo for example - her leight is 140.5 meters
now use our vertical line in uzo our periscop view.
Symply start to count in for how much time the ship will pass thise line without moving it (i` am sorry English is not my mother language and its very difficult for me to explaine properly).
Now
Lets the matematic begin
Lets say that the medium cargo pass the line in 55 sec
now we have 2 infos
140.5 (the leight of the ship)
and 55 sec
now for the fune part
140.5 to divide 55 = aprox 2.554545 ok - thise is miters in sec
Now lets convert thise in knots
2.554545 To increase 1.946 = 4.97 knots

Thise is the speed of your target. Sorry again for my very pure English but if some one found my metod interesting i can make a small tutorial with screenshots ;)

Dimitrius, don't apologize for your English. It's actually very good. :) And considering English is one of the most difficult, mish-moshed, cobbled language out there, I've a great deal of respect for anyone that manages as well as you do with it when it's not their native birth language. Heck, I blush to say there are Murikans who aren't as literate as you are.

Lanzfeld
12-31-06, 06:04 PM
Unfortunatlely, Dimitrius07's technique only works when you are 90 degrees from the target.

I use the "Assisted Plotting Mod". The target is on the map only if my cursor is over it. So I can still be surprised by DD's I may not have spotted. Just mark on the plot where the target is and start a watch. 1, 2, 3, or 3:15 later mark again (whatever time you like) and measure. Easy math. Now you have the speed.

I like this "Assisted Plotting Mod" in NYGM because it is a fine balance of having me do work and still have help from a "crew".

Dimitrius07
12-31-06, 06:26 PM
Lanzfeld lets say that my technique will be more accurate when the ship is on 90 degrees - but its not unposible to calculate speed when the ship in lets say 75 or 80 degree.

Dont forget that thise is a quick metod ;) .

andy_311
12-31-06, 08:05 PM
You are all braver than me I even won't attack a convoy anymore in heavy fog.

Dimitrius07
01-01-07, 12:55 AM
andy_311
off topic
Least time i tryed atack Convoy in heavy fog i almost end up in the bottom of the sea. Liky to me i manage to spot a DC just before he start to shoot on me with all guns.:D

jimmie
01-01-07, 03:24 PM
yeah, I too think avoiding attack in a storm is most realistic approch. Chasing a convoy for days in a storm while hoping the weather turning good is very frustrating, and that seems like how the real life was. And don't attack under day light as well...

unterseemann
01-01-07, 07:04 PM
I use the same technic as Dimitrius07 for calculating target speed. You just need to be perpendicular to your target direction and 0 knot speed. I use this method since SH2 and it works very well!

dinadan122
01-01-07, 07:31 PM
try to match thier speed with a paralel course then go for a close range(500mish) 90deg shot , set bearing to 10deg AoB +/-10deg from their 90 estimate speed and range, when really close in theres alot of room for error so its not that hardl.when he crosses the 350/10deg mark (whichever way he is going) let loose with at least a 2 spread of torpedoes with about 2 or 3 deg split.this is definatly a submerged attack btw since you need your hydrophone in the worst weather but once he is within visual range you can usually surface with little risk of being spotted. also use T1 to increase accuacy

DiscoStu
01-02-07, 05:41 AM
Recently, I almost lost all faith in the 3 min 15 sec method...:cry:

The problem is, range always plays a role in determining speed, and calculating range during rough weather conditions can be a real pain in the ass if you know what I mean. To maximize realism, I have the stabilize view turned off, with the boat rising and falling almost constantly, it's almost impossible to get an accurate reading! Plus, by the time I do get the stadimeter to line up with the waterline, a lot of time has just been wasted! Is there another method out there that can be used to calculate speed without trying to figure out range?

Thanks.

I have a small "cheat" to solve that problem. Just use Pause and TC x1 until you line up the stadimer with the waterline, then, with the game in Pause you still can mesaure the height of the mast.:roll:

kurtz
01-03-07, 11:45 AM
Unfortunatlely, Dimitrius07's technique only works when you are 90 degrees from the target.



Is that correct? I can't prove it mathematically, but as a thought experiment if you are not at 90 degrees the ship appears truncated, however it will take a longer time to traverse your crosshairs so maybe (?) it works out the same. Can't check this as my computer is dead and I'm doing this at work!

Corsair
01-03-07, 04:36 PM
Head south and look for better weather...:D

AVGWarhawk
01-03-07, 05:23 PM
Do what I do, shoot from the hip and see what happens!:up:

_Seth_
01-03-07, 05:33 PM
I use different tacticks for calculate speed.

you will need a small exp. in mathematic

Thise how i do it

first you need to know the leight of the ship.

Lets take a medium cargo for example - her leight is 140.5 meters
now use our vertical line in uzo our periscop view.
Symply start to count in for how much time the ship will pass thise line without moving it (i` am sorry English is not my mother language and its very difficult for me to explaine properly).
Now
Lets the matematic begin
Lets say that the medium cargo pass the line in 55 sec
now we have 2 infos
140.5 (the leight of the ship)
and 55 sec
now for the fune part
140.5 to divide 55 = aprox 2.554545 ok - thise is miters in sec
Now lets convert thise in knots
2.554545 To increase 1.946 = 4.97 knots

Thise is the speed of your target. Sorry again for my very pure English but if some one found my metod interesting i can make a small tutorial with screenshots ;)
Where did 1.946 come from, mate?

Dimitrius07
01-03-07, 08:18 PM
_Seth_

I found thise information in some Russian websait, not long ago :) , and i think it sems to be correct :hmm:

meters per seccond To increase 1.946 = knots.

_Seth_
01-03-07, 08:25 PM
_Seth_

I found thise information in some Russian websait, not long ago :) , and i think it sems to be correct :hmm:

meters per seccond To increase 1.946 = knots. Thanx, mate, but how could i use it in calculating..? Shall i first take the meters pr seconds and add or divide with this 1.946 , or...?
I am a little stupid on this, sorry mate..:oops:
Edit: My bad, i have to multiply m/s with 1.946 to get knots...
Sorry mate!!

Dimitrius07
01-03-07, 08:29 PM
No problem i will make a small tutoriall with screenshots later ;)

_Seth_
01-03-07, 08:30 PM
No problem i will make a small tutoriall with screenshots later ;)
Lookin' forward to that, mate! :oops: :up::up::up::up::up::up: