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View Full Version : Couple of noob questions about speed and GWX scripted campaigns


pino69
01-22-08, 04:06 AM
Hi,

At first, I apologize formy bad english. But for sure, extended use of this forum will lead to better posts I assume ...
Second: there is a couple of questions I expect tyo find an answer in this thread.

I can't just figure out how to use the stopwatch to make speed measures. I often obtain absurd measures like 0 kts or 18 lts for a cargo... So I must rely on map measures only, which are not practical because of the ruler missing precision, leading to a tedious process and loosing precious time. So, how do you realize good measures with the stopwatch tool in the notepad (how long, which AOB, which own speed?...).

I would like too to know how I can play scripted campaigns enhancements in GWX 2.0, like operation Neptune or Dynamo i.e ? Are they missions that I must launch from the starting screen or are they radio messages in the course of the game ?

Thanx 4 the reply.

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GWX 2.0 + fix french + 16km - 89%

Abd_von_Mumit
01-22-08, 04:28 AM
As to the speed measures, this method is quite innacurate and you coul obtain better speed information in some ways (Wazoo's manual targeting manual describes the most acurate method of getting target speed, but this is mainly tor these who decide to do it only manually).

If you use the games method, keep in mind that your own boat should never move while taking the target's speed. The faster you move, the more innacurate the measure. Even at 2 knots you'll get weird results, unless you aim your bow right towards the target (but in this case it's still better just stop for a while).

vedrand
01-22-08, 04:32 AM
If you play with contact updates on the map, you can do the following:

Mark the position of the target on the map with X and start the stop watch immediately. Wait for 3 minutes and 15 seconds (3:15). Put a new X on the ships new position.

Measure the length of the line between the two. The distance in hundreds of meters is his speed in knots. So if you measure 0.7, that corresponds to 7 knots.

It's simple and works good.

Have fun

Tobus
01-22-08, 04:54 AM
In GWX2 (I gather you use it from your sig) you have a nomograph in your mapscreen, on the right hand side. I use my own stopwatch on my wristwatch. Zoom maximum in on target and put a marker on it, start stopwatch, let it go for 1 minute, then put marker on new position. Measure the range between the marks. The longer time you use, the more accurate your reading, but I find it accurate enough in 1 minute.

Now use the ruler with the nomograph. Put beginning of rule on 1 minute and draw a line from there to the distance you measured between the 2 markers. Extending the line, you will find the corresponding speed in knots.

Also, find the most excellent OLC GUI mod in the SH3 Mods forum. It gives you much better manual targetting tools used in real life than what's stock in SH3. I couldn't do without it anymore. With this tool, it is fairly easy and accurate to measure speed, range and AOB from the attackperiscope.

pino69
01-22-08, 05:20 AM
Thank you all for the replies !
No info sur how to use the scripted campaigns in GWX 2.0 ?

Nerazzurri
01-22-08, 07:48 AM
Thank you all for the replies !
No info sur how to use the scripted campaigns in GWX 2.0 ?

Hello Pino,

the scripted campaigns cannot be accessed in isolation, they are encountered during campaigns.

You could start your career as near to a campaign start date as necesary if you are determined to get involved with them individually.

I have a downloadable file here http://hosted.filefront.com/Nerazzurri07 which provides approximate dates in chronological order for easier planning. you should however read the appropriate section of the GWX manual for more detailed info.

Pisces
01-22-08, 12:26 PM
First, no need to appologize for your english. It's not my native language either but it looks pretty good to me.

Simple Speed measurements can be done in a fast way and a slow way, aside from the way using the notepad thingy. (and there are even more that are a quite advanced)

Fast way:

1. Turn course to aim your bow (or stern/rear end) at the target.
2. Set the scope reticle line just infront of the target.

Preferably you move slowly (or dead stop) to prevent closing to fast, and also to improve the accuracy of this measurement. But you don't really need to if your bow is pointing directly at the target, and the target is far away. If your bow is not pointing close at the target while moving you are distorting the speed value.

3. Let the moving target approach the vertical scope line by itself.
4. Start the stopwatch when the tip of the bow crosses the line.

5. Wait until the stern (end) of the target also crosses the line, then stop the stopwatch.

6. Look up the length of the ship in the recognition manual (You need to have a good identification)

7. Divide the length by the time to get speed. Since length is in meters and time in seconds the result is in meter/sec, NOT knots. But to get knots you simply double it. It's not precise but very close (only 3% higher than true speed in knots).

Highly recommended: If you do not want to do the calculation yourself in your head, or want to use a calculator, get and learn how to use the OLC Gui or Ujagd-mod to do this. Or use the nomograph found on the map. Those three work on the same mathematical principles (logarithmic scales).

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Slow way:

Allready explained by Vedrand. Plot the position of the target on the map based on your uboot position and range and bearings taken at regular intervals. In 3 minutes 15 seconds you do get the knot value as the length of the line (between those target positions), but the number is displaced by one decimal and not very accurate. (i.e. 7 knots is shown as 0.7 km) I only use it to get a quick idea on the speed and general course the target is on. And then turn to a parallel/overtaking course. I prefer to measure with an interval of 31.5 minutes using a real-life stopwatch (patience is a virtue in this game anyway, and naval warfare is slooowwww!!!) so you get an accurate value for average speed (and course) needed for the attack. And because now the length of the line in km is the same as the amount of knots (time interval is 10 times longer) it is fool-proof and giving you enough time to take it easy. The course is very accurate too. The only drawback is the target can make a course change in that time (because of reaching a waypoint), causing you to have to start over again. But that isn't very likely in my experience.

Don't know for sure about the scripted missions. I think some where both available as standalone as wel as scripted in the campaign. I'm sure the right answer is in the GWX2 manual.

von hally
01-24-08, 02:54 PM
to narazzuri

thanx mate

this will come in handy!!!!:up: a chronilogical order of operations!!!brilliant