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View Full Version : simplest way to caculate speed?


Drewcifer
06-21-10, 06:25 PM
What is the fastest, or simplest way to figure the speed of any single vessel. I'm talking within visual range, after I've already a rough idea of course, and range. I'm just having some issues really dialing down speed... as the estimate speed button in game is fubar... and always inaccurate ATLEAST by a few knots at all times and the further out the worse it is. I find if it says six, its probably 4, or less.. etc.

scratch81
06-21-10, 06:36 PM
I had a stationary battleship at 1500m (give or take) register at 1429 kts once...:o

I think there is a tutorial for this though in the manual targeting section of one of the faq stickies.

Lister471
06-21-10, 06:48 PM
I was told.

Length divided by time.

You put the crosshair in front of the boat, once it touches the bow start counting until it reaches the stern. This gives you time.

So lets say 120 seconds.

Next you need to identify the boat in the ship book thing, lets say its 200 long.

so you have 500 / 100
Witch gives you 5
Now you times that by 2 and you get

10 so its 10 kts

Hopes that clear ish.

kylania
06-21-10, 07:39 PM
Plot it's position, range and bearing. Wait 3 minutes 15 seconds and plot it's position again. Draw a line between the two spots. Measure the length of the line by 100 to get speed in knots. So if the ship moved 800m in 3m 15s, it's traveling at 8kts. If it moved 1500m it's moving 15kts.

Pictures of this method here:

http://www.subsim.com/radioroom/showpost.php?p=1303693&postcount=4

Drewcifer
06-21-10, 07:43 PM
The problem with that is you would need to know the length of the ship. via Darkwraiths mod or some such.. which is beautiful. I'm just for the life of me trying to finish a campaign in stock, at 100% because I have the need too. That being said I've no problems being blind and I can generally figure out course and range.. roughly enough to get into a firing position not always perfect but well... anyways the problem is speed needs to be pretty damn on the money in order to score a successful hit... and with the options availble to me in stock SH5... getting a speed is like pulling nails. I generally end up eyeballing it and guessing which tends to be not wholey smart nor efficient use of Germany national property..

Drewcifer
06-21-10, 07:48 PM
Hmm again with map contacts off and with stock SH5.. getting a position on the map to measure while the ship moves would be nothing more then a guess... so the 3/15 rule is something I can't functionally use.

Paco
06-22-10, 02:00 AM
Hmm again with map contacts off and with stock SH5.. getting a position on the map to measure while the ship moves would be nothing more then a guess... so the 3/15 rule is something I can't functionally use.

Hm, take it like a real U-Boat-Man:

You know the speed-charts, like they are in TDWs mod, or a printable version for calculating.

http://pinguin.selfhost.de/linked_pics/Tabelle_Min.jpg

Ok, you have them, then we can start:

You have spotted a single merchant and you are close enough to identify him and could use the stadimeter.

You have the bearing from scope or UZO and the range from stadimeter. Put these facts as a little arrow in the map. So you have the current position.

Then You wait for 5 or better 10 minutes, perhaps you have to travel at the horizon besides the target, or better, you rush ahead to the desired place to finally attack the ship.

At this position, after a coffee or some beer, you do the same things as described above -> bearing, range and mark it into the map.
Finally you have to messure the range between the markers. No calculator needed now, only look at the speedchart, hhhhm, 10 minutes, ca. 3400 m, lets have a look at the charts, ok 11 knots.

Also You could use the line between the points for calculating aob, etc.

I hope this helps You,
Paco

Zedi
06-22-10, 03:18 AM
It is impossible to play at 100% realism with stock game, there is no way to do that no matter what. I was struggling for more than a week to find a way to do so, but is simply impossible. These amateurs designed the game to be played only in n00b style, with dot targeting. The retards from ceo managed to sink a ship with dot targeting, then they considered the game is ready for release.

First of all, the recon manual has no ship length on it, so you can't use the divide time/lenght solution. Second, the rulers are wrong, you can't measure precise distance on map from A to B because the rules can measure only by 50 to 50 m. So the 3.15m solution is also obsolete. Not to mention that the stadimeter is buged and I was reading on mod forum that it's a pretty much hardcoded bug.

So, there is no way to play this game without mods... that actually means only TDW or Reaper mod that will add a lot of needed or non needed things to your interface. I gave up on 100% realism and I use the map contacts on and the only hope is that a future patch will deal with this problem.. if there will be any.

I was reading somewhere that Ubi Romania have a strong testing department.. funny, eh? This game was never tested, not even by the devs .. because is hard for me to believe that they used a mod to test the 100% realism before the official release ...

kylania
06-22-10, 08:31 AM
You guys that insist on 100% realism, but won't play with mods needs to stop complaining. Stock is nothing more than a platform for mods to improve upon, not the intended gameplay.

You have a way of getting what you want, just use mods. It's a sim, it's intended that you use mods. Not using mods is ridiculous. :roll:

Zedi
06-22-10, 10:42 AM
I'm not complaining, I'm f'ing angry on devs and whoever let this crap to hit the market claiming this a finished product. I just can't explain how come these amateurs from Ubi worked out a sim without testing it at 100% realism... how TF you can develop a sim and never play/test it on 100% realism, now that's ridiculous!! :damn:

And about mods, there is none for playing 100% realism. TDW is a big mod pack, also Reaper's one. Only hope is a new patch or.. Reaper's WIP on stadimeter and the hope he will release it as a standalone mod. That one and his recon manual mod... can help playing with 100%.

Drewcifer
06-23-10, 06:24 PM
How is it 'required' that I use mods? Now I'm not saying I don't. I have, and always will use mods. The point is I am, and will finish a vanilla campaign at 100%.. as it IS the intended platform as that is the state it was released and offered to me.

Granted Mods make it better, or more playable the game is not INTENDED for mods. These are unofficial mods not DLC and EVEN if they were DLC that stand alone product SHOULD work as is. And it does work... I'm scoring kills and making my way through the campaign its just annoying to miss so much due to having to eyeball speed is all. But I work within the limitations the game gives me.

Zedi
06-24-10, 03:22 AM
You can't do that. I finished all campaign with all options turned off but external camera and map contact. The map contact replace the bugged stadimeter, is the only tool available in the stock game. If you turn that off.. u can go and do only fishing tonnage, nothing else.

More than that, I did not even managed to complete the first tutorial mission only with the stock game, simply because is no way to calculate the speed and bearing of a ship, all my torpedoes missed. You have no ship length in recon manual, the map tools can calculate only by 50 to 50 m, stadimeter is broken.... so there is no way to play 100% realism with the stock game.

After all these years, SH5 was downgraded. The stock game is now designed for kids and retards, align the dots and shot. You have to love Ubi :dead:

reaper7
06-24-10, 11:55 AM
Hence the reason I have only got 15min game time in SH5. It was utterly unplayable as I had all the options set at 100%. It worked in sh3 and sh4 so why not sh5 - what a dissapointment.
But that is the reason I started to learn to Mod to make SH5 playable at 100%.
I have released V1.5 of the Mod that has the Stadimeter fix - can only get it working 100% with the SH4 Recon Manual and about 90% Accuracy with the Sh5 XO dialog Manual :nope: (Not used in V1.5 of the Mod).
(Sh4 version needs some scripting to get around a ctd bug.)

But don't forget the Range & Angle On Bow Finder [RAOBF] is included in the Mod. This was the Method used by Uboats not a stadimeter (The stadimeter was removed from all but early war U-boats).
Also the Stadimeter thats in SH5 is actually the American type stadimeter with simulating the dual prism method of the paciffic boats - just another SH4 part used :nope:.

Untill I can Mod SH5 to be playable at 100%, I will only be turning it on to test the WIP Mod. ;)