Log in

View Full Version : gwx ship manual


Bikedancer
03-12-09, 12:23 PM
Hi,

I installed SH3 on a different directory today to check out the new GWX 3.0. I fooled around a bit and something catched my atention. I noticed that a lot of ships have a double entry in the recognition manual, while the pdf file does not say anything about it. what's more bothersome is that these ships have a different mast height. Is this a bug or something intentional?

Sailor Steve
03-12-09, 01:52 PM
I think it might have something to do with the lighted Neutral ships, but I'm not sure. Jimbuna or bigboywooly will be along to set us all straight soon enough - you can count on that.

melnibonian
03-12-09, 04:19 PM
No this is intentional. Some of the ships you're talking about have their navigation lights on and some others are just different models with the same or similar name.

Threesixtyci
03-12-09, 04:52 PM
No this is intentional.
Isn't it's more like, they couldn't do anything about it when they adding the lighted ships, so they were forced to leave it like that. And they didn't want to dig into all the ships that were added to see how correct the rec data really is? Anyway, the second entry is the one you want to use for the enemy ships, you can expect all "lighted/first entry" ships to be neutral.

You'll also notice that mast heights toward the graphic scale display, and some times the other data in the dublicates themselves, don't match. Which makes me question if the mast heights entries are 100% correct for Range finding. I'm told that mast errors don't really play a factor when calculating torpedo solutions. That it can only cause errors the more off center the target is from the torpedo launch (forgot the term.... that angle degree number on the periscope screen, that I'm sure all of us wait until it reaches 000 before launching something, or within 20 degrees of.), but I'm still wary about that response towards any mast height errors that could be in GWX.

I mean, yeah range may not factor much to torpedo aiming once the speed and AOB are correct. But, when calculating everything manually (with the no updated map option, activated), how does one get an accurate speed, without an accurate range?

The way I see it, if you are using that "knott/time/distance traveled", chart, on the Nav map, the distance traveled can get a bit screwy with inaccurate ranging. Target, distance traveled is going to appear greater the farther the target is from you (and vice-versa), causing you to calcultate it's speed being greater (or smaller), because you are basing target distanced traveled, mainly by periscope degrees, which is converted into speed of the target. (A disk spins faster on the outer edge, than it does on the inner edge type of problem. So wouldn't speed, becomes reliant on the range?)

Regardless, no one seems to be complaining about Mast Height errors the mod may have, so... guess it's not a big deal. Although... I don't play with manual aiming enabled and Weapon's officer disabled, anyway... nor the disabling of the updated map thing. But, if I did... I wonder if it would be much of a problem.... Maybe, a close enough Mast height is all that is needed. Or maybe no one bothers trying to manual hit a target that's over 6,000 meters away.... Especially, when finding the top of the mast at those ranges are about impossible, anyway...

Bikedancer
03-12-09, 06:38 PM
(forgot the term.... that angle degree number on the periscope screen, that I'm sure all of us wait until it reaches 000 before launching something, or within 20 degrees of.)

you are probably talking about the gyroangle. the smaller, the better.

but I'm still wary about that response towards any mast height errors that could be in GWX.

The problem here, as you already outlined, is that it's not the only error in your calculations. It adds up on top of your own (small) miscalculations due to whatever reason (heavy seas, bad visibility, long range etc..) and it amplifies the error as you use it to determine other parameters as well..