TorpX
10-27-15, 09:24 PM
This is just a short post to tell everyone in this neck of the woods that I uploaded an exterior ballistics program to Subsim. It is explained briefly HERE (http://www.subsim.com/radioroom/showthread.php?p=2354033#post2354033). Anyone interested in artillery, ballistics and the like, should check it out.
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AutoTarg_1.0 (http://www.subsim.com/radioroom/downloads.php?do=file&id=4809)
Also, I finished a small mod for Auto-Targeting play in SH4.
It uses the Torpedoes_US.sim file to incorporate a small error to the gyro angle. This simulates routine human errors involved with computing a firing solution.
As the game comes to us in stock form, we have essentially 3 ways to play:
manual targeting, no map-contacts
manual targeting, with map-contacts
auto targeting
None of these options are ideal. In the first case, we are likely to have errors aplenty, range and AoB, often being very uncertain. This is realistic, but also laborious. Many don't like the work involved, or are not especially good at math. In the second case, errors are likely to be almost eliminated, unless we make a mistake in our calculations/measurements. This would be realistic if Ubisoft had designed some human factors into the process, but they did not. In the third case, errors are zero, since Ubisoft didn't see fit to model any errors in the plotting, or observations. This makes the game highly playable, but also very unrealistic. So, what can be done?
With AutoTarg, you at least have the option to add in some errors for the last two cases. Ideally, the errors would be a function of the particular skills of your crewmen, the circumstances present, weather, and such, but we are limited as to what we can do here.
AutoTarg_1.0 adds some small errors to the gyro guidance factors. I was able to make the error change with the date, so your accuracy will improve as the war goes on.
************************************************** ************************************************** *******
AutoTarg_1.0 (http://www.subsim.com/radioroom/downloads.php?do=file&id=4809)
Also, I finished a small mod for Auto-Targeting play in SH4.
It uses the Torpedoes_US.sim file to incorporate a small error to the gyro angle. This simulates routine human errors involved with computing a firing solution.
As the game comes to us in stock form, we have essentially 3 ways to play:
manual targeting, no map-contacts
manual targeting, with map-contacts
auto targeting
None of these options are ideal. In the first case, we are likely to have errors aplenty, range and AoB, often being very uncertain. This is realistic, but also laborious. Many don't like the work involved, or are not especially good at math. In the second case, errors are likely to be almost eliminated, unless we make a mistake in our calculations/measurements. This would be realistic if Ubisoft had designed some human factors into the process, but they did not. In the third case, errors are zero, since Ubisoft didn't see fit to model any errors in the plotting, or observations. This makes the game highly playable, but also very unrealistic. So, what can be done?
With AutoTarg, you at least have the option to add in some errors for the last two cases. Ideally, the errors would be a function of the particular skills of your crewmen, the circumstances present, weather, and such, but we are limited as to what we can do here.
AutoTarg_1.0 adds some small errors to the gyro guidance factors. I was able to make the error change with the date, so your accuracy will improve as the war goes on.