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