View Full Version : Can I get some help with getting the speed from a ship
McKvack
10-11-15, 09:26 AM
Hello
I wonder what methods can you use to calculate the speed of a ship? :)
I'm using the wolves of steel mega mod.
Regards
McKvack
Herr Graf
10-11-15, 05:11 PM
Here is one method.
http://www.subsim.com/radioroom/showpost.php?p=2212809&postcount=108
:arrgh!:
McKvack
10-13-15, 03:42 PM
Here is one method.
http://www.subsim.com/radioroom/showpost.php?p=2212809&postcount=108
:arrgh!:
Thank you :)
vincentz
10-13-15, 04:54 PM
Another way is to get the position of enemy ship (if you dont know what type it is). Mark it, and start timer. Get second position 1 minute after. Measure distance, multiply with 60 (per hour), divide with 1000 (m to km) and divide with 1.85 (knots).
Example : ship travels 300 meter in 1 minute. (300/1000x60)/1.85 = 9.7 kn.
The longer time (and therefore distance) gives imho more precise reading as measurements are done in steps of 50 meters.
So a ship travelling 2 km in 10 minutes is travelling 2 x 6 /1.85 = 6.5 kn.
Tbh I usually dont use 1.85, but a rounded 2, and then adding a bit to the final result. That way its no 100% correct, but then again, I kinda like to sneak up really close, so a little on or off doesnt matter ;)
THEBERBSTER
10-14-15, 04:15 AM
Hi vincentz
The most popular and probably the simplist way if you are using map contacts is to use the 3 minutes and 15 second method.
With the game paused and the ship diagram on the map opened you make a X mark on the bow.
Start the stopwatch and un-pause the game.
When the stopwatch reaches 3 minutes and 15 seconds pause the game and place another X on the bow.
Measure the distance between the 2 X's.
600 metres = 6 knots
1300 metres = 13 knots and so on.
Peter
vincentz
10-15-15, 09:47 AM
cheers :D
I AM using map contacts atm (its been awhile, and needed to catch up on the AIs sensors etc, but if i recall it also works without map contacts enabled, it just takes a bit longer to pinpoint enemy ship.
I thought about, when writing the other post, to reverse the calculation to get it with either "when travelled 1000 meters, how long time" and also the above. Maybe I'm doing it all wrong, but I usually doesnt have 3+ minutes to calculate, which is why I do in 1 minute. But I recently installed theDarkWraiths UI, which have the Ujagd, so might try that one.
On a side note, I do like the fact that such a "small" mod can change so much for the better in SH5. Im actually having a great time with SH5 now :D (iirc I wasnt very happy for it back when it came out ;))
THEBERBSTER
10-15-15, 02:41 PM
Hi vicentz
You do not need 3 minutes and 15 seconds in real time you just use a bit of TC. :up:
Peter
KirinFrost
10-26-15, 12:07 PM
Yeah the 3mins 15 sec method works real well.
or just use half if you are really short of time lol
I wait for the full 3mins though for realism :p
Getting the AOB is actually harder than the speed since it might have changed significantly by then. Took me a long time to realise that my torpedoes were missing because of the AOB and not the speed lol
Sjizzle
10-26-15, 12:12 PM
best mod for new guys to find out the speed and solution solver download (http://www.subsim.com/radioroom/downloads.php?do=file&id=1358)
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