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View Full Version : Angle On Bow Tutorial (Pictures)


GoldenRivet
05-27-07, 01:56 AM
This is my manual AOB calculation tutorial for those who are interested.

Let me know what you think, or if there is anyone else that uses this method?

http://ritterphotos.blogspot.com/

PS: to use this method you either have to have map contact updates ON... OR you have to actually plot the ship's approximate position.

Chock
05-27-07, 04:49 AM
It's nice of you to make the effort to help people with this GR, and although I don't actually use that method, since you asked for feedback on it, I thought I would chime in. I think it's a great little tutorial and probably will be a big help to many.

On the subject of other methods, I'm fortunate enough to be one of those people who is good at drawing and painting, and so I have a good head for spacial perception and perspective, this means I can usually determine the AOB purely by eye and usually get it pretty close. My method is not much use to people who can't draw to save their lives I know, but there you go, it's the way I do it.

Nice to see another pilot on these forums too by the way, but unlike yourself flying is purely recreational for me rather than work.

:D Chock

Brag
05-27-07, 05:52 AM
Simple and clear to understand. May I add the link to my webbie? :know:

Dietrich
05-27-07, 06:28 AM
Yes. Very good, very clear. Thanks!

GoldenRivet
05-27-07, 01:27 PM
Simple and clear to understand. May I add the link to my webbie? :know:

you may - i dont update that page very often so im not sure how long it will be a good link though. :up:

IDUboat
05-31-07, 10:42 AM
Very interesting, this is about the same method I worked out last night, tinkering around last night in the torpedo academy mission. Can I ask what mod is the stopwatch for the chart view?

kurtz
05-31-07, 10:56 AM
Very Nice. Can I suggest running the stopwatch for 3'15" to get the speed at the same time. (Kms equates to knots over this period)

Mike

Crimguy
05-31-07, 11:08 AM
I've seen that mod with the GWX package. Very handy.

This tutorial seems to assume you keep "map updates" on. I don't have map updates enabled, so it's probably of little use to me, yes?

Very interesting, this is about the same method I worked out last night, tinkering around last night in the torpedo academy mission. Can I ask what mod is the stopwatch for the chart view?

Nuoz
05-31-07, 12:47 PM
Yes but contacts updating defeats the porpuse of doing this simply because you can point and shoot in the TDC (you don't even need to see the target in peris ou UZO)

GoldenRivet
05-31-07, 07:53 PM
TO KURTZ

Good call - I use one minute, two minute or 3:15 timing and have made a chart and printed it that gives me a very accurate indication of speed given distance traveled over the time indicated. Which unit of time i use just depends on the situation - shots that are the now or never type i use one minute... if time is not so critical i will go with higher time values. All are very handy depending on the situation because every situation can be different and you dont have to commit to 1, 2 or 3:15.

TO CRIMGUY

It is assumed that map contacts are ON, however you can use this method with Map contacts OFF. your first step should be to gather bearing and range information on the target. your second step should be to plot the bearing and range on the map and use the pencil tool to draw a "point 1", this will give you an imaginary point where the ship is theoretically located. then wait one or two or 3:15 and repeat, this gives you point two... now all you have to do is use the method in the tutorial... if you wish to of course.

TO NUOZ

Map contacts being ON does defeat the purpose of doing this - UNLESS - your shooting at long range... anyone can move the little black line on the plotting map to point it at a ship, but beyond a certain distance your more or less "guessing" at the values to put into the TDC UNLESS that is that you gather the information manually.

It is important to remember - a sub commander has many tools and people at his disposal that we dont have in this game. Weapons officers, Sonar Officers etc who are assisting him in keeping a keen situational awareness of the battle around him, and it is just my opinion that some of the realism options that are supposed to make the game more realistic only serve to place too much of the work load on the player... making the game LESS realistic... because in a way you rule out the ability to have some of this information presented to you by those who's job it is to keep track of target bearings and ranges etc.

I guess what im trying to say is that at some point in SH3 - you really corner yourself with some of the realism settings and suddenly SH3 becomes a one man show instead of being a team effort on the part of the "crew".