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-   -   Torpedo Spread Angle Calculator (https://www.subsim.com/radioroom/showthread.php?t=143030)

Rockin Robbins 10-13-08 06:40 PM

Working out some glitches that I can't explain. Did two cruises without seeing a single target. Rerolling pristeen SH4 and reapplying all mods. Love the device! Too bad SH4 doesn't lend itself to making an in-game pulldown like SH3 does. A slide rule with no moving parts that you can use without drawing on it. It's great!

breadcatcher101 10-13-08 06:43 PM

I thank you as well. I'll see how good I am with it. Is this by chance what was sometimes called a banjo?

Nisgeis 10-14-08 03:10 AM

I'm not sure what this is called, but it's not a banjo. A "Banjo" is the name given to the 'Torpedo Angle Solver Mk. VIII' and it is described, with drawings here:

http://hnsa.org/doc/banjo/index.htm

As you can see, it looks a bit like a banjo.

The Is/Was (Submarine attack course finder) is described here:

http://hnsa.org/doc/attackfinder/index.htm

Pisces 10-14-08 09:42 AM

Quote:

Originally Posted by Nisgeis
Looking forward to feedback. One really useful thing is the maximum torpedo run time. You can use this to see if your shots will actually reach the target. I was a bit surprised how low some of the run times were for maximum range. It'll cut down on some wastage I'm sure.

If you want more feedback, why not make your beta test open so more people can download it. I don't have Sh4 on my pc but I'm allways a sucker for these kind of tools.

Matilda 10-14-08 01:06 PM

Initial impressions
 
So far I like the system. It is better than just throwing torpedos away (ones that never have a chance to hit). I am successful with it at shorter distances (no big suprise there). I have been trying it at extreme ranges, right out at max run, and wish the measuring gradient was more precise. Well I'm thinking that is more a problem of how the game is set up than the tool. I'll keep using it and see if I can come up with an idea, because even if the tool has a finer gradient how could I translate that into the game? Thanks for the oportunity to help. I'll be in touch.

Nisgeis 10-14-08 01:24 PM

Quote:

Originally Posted by Pisces
If you want more feedback, why not make your beta test open so more people can download it. I don't have Sh4 on my pc but I'm allways a sucker for these kind of tools.

It's open to anyone who wants to have a look. My working theory is if someone can't bring themselves to post 'I'll test this', then they are unlikely to post any feedback ;).

Nisgeis 10-14-08 02:04 PM

Quote:

Originally Posted by Matilda
So far I like the system. It is better than just throwing torpedos away (ones that never have a chance to hit). I am successful with it at shorter distances (no big suprise there). I have been trying it at extreme ranges, right out at max run, and wish the measuring gradient was more precise. Well I'm thinking that is more a problem of how the game is set up than the tool. I'll keep using it and see if I can come up with an idea, because even if the tool has a finer gradient how could I translate that into the game? Thanks for the oportunity to help. I'll be in touch.

Which measurement scale? I'm going to be making the 'Torpedo Track Angle' into 5 degree increments, instead of 10 degrees. Would that help?

I think the longest range shot that was successful was about 4,500 yards, any at longer range weren't succesful, the torpedo run is very long and any innacuracy is magnified. If you aren't sure of your data you should increase your spreads.

The spread calculator will give you the angular target length, so if you look at the value of 900 foot target length with a torpedo run of 3,000 yds, at a track angle of 90 degrees, it says the angular target length is 6 degrees. So if you did fire three torpedoes, a 100% coverage would be 3 degrees right, 0 degrees for MOT, 3 degrees right. But that would give you a situation where a slight error would make either of the 3 degree torpedoes miss. So, if you have a really good solution, go for a 75% spread to get hits along most of the length, with a bit of give. If you are less confident, use 100%, which will give you 2 out of 3 hits of your data is resonable. If your data is shaky, use more coverage, 150% or 200%.

Using a higher coverage, you'll get less hits for certain, but you are more likely to get some hits. I'm wondering if I should put in some sort of coverage calculator, so you don't have to work this stuff out.

I'm also considering removing the torpedo run lengths higher than 4,000 yds as it's probably not a good idea to be shooting at that range... Hmmm, I'll have a think about all this stuff. The feedback is great, as it makes me think.

Hitman gave me some good ideas as well.

Hitman 10-14-08 02:11 PM

One thing I forgot to mention in the PM (Now that I see this is being discussed in public): The vertical scale goes up to 1200 feet, but I don't think that any WW2 ships was that big. In my opinion you could limit it vertically to 800 feet, that's enough to get a good salvo at the Yamato. By doing that and also eliminating the lines for extreme ranges you could expand the table to a bigger size and allow for better precision and extra lines without cluttering it :up:

What format are you working with? tga, BMP? :hmm: I think I could put it in the game if you can provide a graphic in one of those formats.

Nisgeis 10-14-08 02:20 PM

Quote:

Originally Posted by Hitman
One thing I forgot to mention in the PM (Now that I see this is being discussed in public): The vertical scale goes up to 1200 feet, but I don't think that any WW2 ships was that big. In my opinion you could limit it vertically to 800 feet, that's enough to get a good salvo at the Yamato. By doing that and also eliminating the lines for extreme ranges you could expand the table to a bigger size and allow for better precision and extra lines without cluttering it :up:

Yes, I wondered about that myself, however the first version is a replica of what the Torsk has - and that goes up to 1,200 feet. You'd save a small amount of space by taking it down, but you'd still need the first part for the higher angle shots or shorter craft. Thinking about this made me spot a mistake and I need to check something :hmm:.

Quote:

Originally Posted by Hitman
What format are you working with? tga, BMP? :hmm: I think I could put it in the game if you can provide a graphic in one of those formats.

Corel Draw, as i can use it and it's vector graphics, so it can be easily scaled without messing it all up. It also produces very small PDF files :D

Matilda 10-14-08 05:39 PM

5 degrees would be better
 
Yes I think 5 degree gradient would be better. The problem I was talking about the game having was that the gradient there is 1 degree. You can adjust in between those gradients, however it only takes like an hour, and it isn't consistent. At 4000 yd even a 1 degree spread gets pretty large. I like it so far. I would say it has given me a 15% improvement outside 1500 yd, and about a 20 to 25 % improvement inside that range. I don't think I've improved alot outside 3000 yd but I'll keep trying.

Hitman 10-15-08 04:38 AM

I lack the necessary skills in maths to tell for sure, but I somehow think that the scales are not all completely correct :hmm:

The separation between some of the torpedo runs doesn't seem proportional (Even if it becomes shorter the longer the run).

Have you verified it mathematically, or is just a direct copy of Torsk's instrument? :-?

Hitman 10-15-08 04:47 AM

Nisgeis,

I can confirm that is is indeed possible to put this scale as a graphic in the in-game Attack Map :D

I did a quick test with positive results, but will need to tweak the position a bit.:rock:

Hitman 10-15-08 06:25 AM

I have it working as a fixed image, I suppose it could be done as draggable image, but I would need to learn how to do it :hmm:

Here is a sample:

http://img357.imageshack.us/img357/4461/testcd0.th.jpghttp://img357.imageshack.us/images/thpix.gif

Nisgeis 10-15-08 06:56 AM

Quote:

Originally Posted by Hitman
I lack the necessary skills in maths to tell for sure, but I somehow think that the scales are not all completely correct :hmm:

The separation between some of the torpedo runs doesn't seem proportional (Even if it becomes shorter the longer the run).

Have you verified it mathematically, or is just a direct copy of Torsk's instrument? :-?

Yes, I did verify it, however... I made a very small error, the degrees along the top go 8, 9, 10, 12. Either I didn't put it in, or I accidentally deleted it. Funny how I never noticed. The 2,000 yds anmd below lines consequently a small amount out. I'll correct that.

Nisgeis 10-15-08 07:07 AM

Quote:

Originally Posted by Hitman
I have it working as a fixed image, I suppose it could be done as draggable image, but I would need to learn how to do it :hmm:

Here is a sample:

http://img357.imageshack.us/img357/4461/testcd0.th.jpghttp://img357.imageshack.us/images/thpix.gif

That looks quite readable. I think though it would be better if it was larger and a pull out version. i don't know how to do it either :D .


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