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-   -   AoB finder wheel (https://www.subsim.com/radioroom/showthread.php?t=150441)

Contact 04-10-09 12:25 PM

Okay. I decided to try U-Jagd tool first.

This is the link: http://www.subsim.com/radioroom/show...16&postcount=1

Will it be compatible with GWX 3.0 ?

Sailor Steve 04-10-09 01:00 PM

Should be, as it adds tools to the periscope and UZO stations and not much else. I used it with GWX 2.1 with no problems. Haven't put it on 3.0 simply because I have so little time to play manual targetting has become something of a bugbear for me.

Contact 04-10-09 01:26 PM

Quote:

Originally Posted by kranz (Post 1081338)
Dunno about dl section but if you don't find it PM me with your e-mail, I will send you the file.(it's quite small) To disable icons you have to turn off proper option in Realism settings.


Tried this tool and I like it :yeah:

Just intallation could be JSGME compatible :)

One more question I would still like to ask.

for example original NSS_Uboat2A_shp.tga is 1.16 MB while tweaked NSS_Uboat2A_shp.tga is 7.21 MB ?

Why is such big difference here if it only makes Bearing tool look bigger on nav map ?

Thank You

Contact 04-10-09 01:29 PM

Quote:

Originally Posted by Sailor Steve (Post 1081488)
Should be, as it adds tools to the periscope and UZO stations and not much else. I used it with GWX 2.1 with no problems. Haven't put it on 3.0 simply because I have so little time to play manual targetting has become something of a bugbear for me.

Excelent, could you pinpoint me which one of these i should download: http://hosted.filefront.com/joegrundman/ since there is at least two compatible with GWX ?

Puster Bill 04-10-09 08:19 PM

Quote:

Originally Posted by Sea Hawk (Post 1081372)
This looks fantastic
I will make one tonight

Great! The in-game versions work well also, and some people swear by them, but personally I prefer something solid in my hand.

You could also use a generic slide rule. I used both a linear slide rule and a circular one before Hitman gave us this great whiz-wheel. The only difference with using a regular slide rule is you have to do one extra step to convert meters per second to knots.

UberTorpedo 04-11-09 09:58 AM

Here's an interesting whiz wheel that only uses three bearings (at equal time intervals) to calculate the angle-on-bow. Speed and range are not involved.

http://files.filefront.com/3BearingA.../fileinfo.html

cheers

Pisces 04-11-09 10:56 AM

Quote:

Originally Posted by UberTorpedo (Post 1081931)
Here's an interesting whiz wheel that only uses three bearings (at equal time intervals) to calculate the angle-on-bow. Speed and range are not involved.

http://files.filefront.com/3BearingA.../fileinfo.html

cheers

Thanks UberTorpedo. (Since I made it) It is an AOB-finder tool. Though it's not exactly what the OP was looking for. He is looking for something that works like the bearing/course/aob side of the Attackdisk. (In the PaulWasserman link the "Etchasketch’s AoB finder wheel" is mentioned, which does that)

But please let that not inhibbit somebody to try it out. Given enough time it is very accurate.

Otto Heinzmeir 04-11-09 07:24 PM

Quote:

Originally Posted by UberTorpedo (Post 1081931)
Here's an interesting whiz wheel that only uses three bearings (at equal time intervals) to calculate the angle-on-bow. Speed and range are not involved.

http://files.filefront.com/3BearingA.../fileinfo.html

cheers

So you can get AOB without range and speed. But don't you still need those to enter into the TDC? Are you able to get speed and range after you have the 3 bearings?

See I don't get this whole wheel. People make it sound like you can get the AOB in 10 seconds and then just fire with no regard for target speed or range. Even if its s shortcut to get AOB, don't you still need 2 or 3 timed plots to get speed.

I am talking about a game with no nav updates so you don't have range by looking at ship icons.

Hitman 04-12-09 03:04 AM

Yes it only gets you the AOB, but between two observations you can use the fixed wire method (A method used n german U-Boats of WW1 and WW2 in certain situations) to get speed. With those two values (AOB and speed), as long as you shoot at a zero Gyro Angle, distance won't matter. :shucks:

Contact 04-12-09 03:23 AM

I feel like I'm using quite "ancient" way to measure distance, speed, AOB.
Without any whiz-wheel so far.

All I do is: lock the target with attack periscope at dead stop. ID the ship. Measure the distance with periscope, while keeping in mind its bearing on my periscope I mark the location of the ship on nav map. Letting the clock go for 3.15 min. Then the same procedure again measure distance, mark the target on nav map. When I already got two marks I draw a line through them to get a course and resolve AOB from last mark position on the map. I measure distance between those two marks I made, multiply it by ten and I get the speed. All whats left to do is to enter values to TDC and fire.

Disadvantages: when in heavy seas it is PITA to get accurate distance with periscope.

Contact 04-12-09 04:20 AM

Quote:

Originally Posted by kranz (Post 1081325)
I have Bearing Overlay 3.0. I raise the scope, I see the target-you can either use the stadimeter or mast height to get the range. E.g- small merchant 4500 meters, bearing-50 deg. You start the stopwatch and immediately go to navi map. You zoom enough to get nice precission and draw a like from the center of you sub to 4500 meters using Be.Overlay markings. Then you wait 3.15 and do the same. Now you have to connect those lines, I mean those "points" with a third line which gives you target course. That's the way how I do it.:yeah:

Hey I just noticed this: http://img7.imageshack.us/img7/2865/missmatch.th.jpg

why it's such huge missmatch between overlay and a ruler ?!

Pisces 04-12-09 05:26 AM

Quote:

Originally Posted by Otto Heinzmeir (Post 1082234)
So you can get AOB without range and speed. But don't you still need those to enter into the TDC? Are you able to get speed and range after you have the 3 bearings?

See I don't get this whole wheel. People make it sound like you can get the AOB in 10 seconds and then just fire with no regard for target speed or range. Even if its s shortcut to get AOB, don't you still need 2 or 3 timed plots to get speed.

I am talking about a game with no nav updates so you don't have range by looking at ship icons.

That tool I made definately DOESN'T allow a 10 seconds AOB fix. That can only be done by visual estimation, or maybe using the OLC Gui/U-jagd attack-periscope wheel. My tool takes quite alot of time to allow the bearing to move. Granted, the closer you are, the quicker it goes. But that also means things can get hecktic when you need to fire. I think it's better to use it to develop target course first. (and do the fixed wire method Hitman says in the meantime, IF the target is visual) Then use that to move ahead of the target at top speed.

If the target is still outside of visual range, I explain in this post (a bit, but in all honesty MittelWaechter made the image) how one can determine a (rough) figure for his speed:

http://www.subsim.com/radioroom/show...8&postcount=26

Hitman 04-12-09 05:33 AM

Quote:

All I do is: lock the target with attack periscope at dead stop. ID the ship. Measure the distance with periscope, while keeping in mind its bearing on my periscope I mark the location of the ship on nav map. Letting the clock go for 3.15 min. Then the same procedure again measure distance, mark the target on nav map. When I already got two marks I draw a line through them to get a course and resolve AOB from last mark position on the map. I measure distance between those two marks I made, multiply it by ten and I get the speed. All whats left to do is to enter values to TDC and fire.
The problem is that for that to work you need a superb accurancy in the distance reading in BOTH measurements. If you can ID the ship positively and conditions permit a good measurement, of course you will get a decent solution. But the thing is, those parameters hardly ever happened in real life, nor in the game. Many times you have moderate seas that difficult the reading, or you identify wrong the target, or whatever. Therefore in real life same as in the game, the best thing is to do several measurements of distance and bearing and then average the results by drawing a line that goes through the center of them. That way you minimize errors, delays in the measurement (You can't always measure exactly when the clock hits the 3:15 point) and such.

Contact 04-12-09 05:41 AM

True.. So I still in search for the best solution.

I need that U-jagd tool to try for GWX 3.0.

Downloading Pisce's Hydrophone Hunt tutorials now, will see what can I master of it

kranz 04-12-09 06:49 AM

Quote:

Originally Posted by Contact (Post 1082427)
Hey I just noticed this: http://img7.imageshack.us/img7/2865/missmatch.th.jpg

why it's such huge missmatch between overlay and a ruler ?!

because the scale of the bearing overlay tool is adjusted to ONLY ONE scale zoom position. So-if you pressed +/- button a few times you would find a matching scale-but only to one zoom value. This tool should be used only to get accurate bearing NOT range-only the ruler tool of org. SH3 is getting adjusted to zoom scale-no matter of what zoom your are you will always get good range-1000, 2000, 2350 or any distance.

makman94 04-12-09 09:09 AM

Quote:

Originally Posted by kranz (Post 1082491)
because the scale of the bearing overlay tool is adjusted to ONLY ONE scale zoom position. So-if you pressed +/- button a few times you would find a matching scale-but only to one zoom value. This tool should be used only to get accurate bearing NOT range-only the ruler tool of org. SH3 is getting adjusted to zoom scale-no matter of what zoom your are you will always get good range-1000, 2000, 2350 or any distance.

no Kranz ! the scale in Pato's image is in miles and the ruler is counting meters . (but for some reason ,that only Pato knows, he didn't consider that 1ml=1.852 km. he made his scale taking 1 ml = 1.55 km)

bye

makman94 04-12-09 09:28 AM

Quote:

Originally Posted by Pisces (Post 1081973)
Thanks UberTorpedo. (Since I made it) It is an AOB-finder tool. Though it's not exactly what the OP was looking for. He is looking for something that works like the bearing/course/aob side of the Attackdisk. (In the PaulWasserman link the "Etchasketch’s AoB finder wheel" is mentioned, which does that)

But please let that not inhibbit somebody to try it out. Given enough time it is very accurate.

Pisces, your tool is very good ! (need some tiny -tiny fixes at the scales , i don't know what formula you used to create the scales but here is what i used to check them : tan(aob)=sinA/(B-cosA) , where A=|b3-b1| and B=sin|b3-b2|/sin|b2-b1| )

congratulations !

UberTorpedo 04-12-09 10:24 AM

Did someone mention Etchasketch’s AoB finder wheel?

By the way, good job on your "3-Bearing AOB Finder" wheel, Pisces:up:

cheers

kranz 04-12-09 11:17 AM

Quote:

Originally Posted by makman94 (Post 1082539)
no Kranz ! the scale in Pato's image is in miles and the ruler is counting meters . (but for some reason ,that only Pato knows, he didn't consider that 1ml=1.852 km. he made his scale taking 1 ml = 1.55 km)

bye

according to what you say you should be always behind/ahead the difference between 1.852 and 1.55 so about 300 meters which is not true due to scale problem which I mentioned to be the most important reason why you shouldn't use bearing overlay to get range. Its scale works only for bearings, no matter where the mistake is.

Pisces 04-12-09 12:24 PM

Quote:

Originally Posted by makman94 (Post 1082547)
Pisces, your tool is very good ! (need some tiny -tiny fixes at the scales , i don't know what formula you used to create the scales but here is what i used to check them : tan(aob)=sinA/(B-cosA) , where A=|b3-b1| and B=sin|b3-b2|/sin|b2-b1| )

congratulations !

There's no sine formula in there. It's:

1/tan(AOB1) = 1/tan(B2-B1) - 2/tan(B3-B1)

or

cotangent(AOB1)= cotangent(B2-B1) - 2* cotangent(B3-B1)

I know for sure the formula is correct. But please don't ask for the derivation. :damn:

Oh well, it's in this pdf (page 3-4): http://files.filefront.com/NOE+Beari.../fileinfo.html


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