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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 ? |
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.
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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 |
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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. |
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 |
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But please let that not inhibbit somebody to try it out. Given enough time it is very accurate. |
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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. |
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:
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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. |
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why it's such huge missmatch between overlay and a ruler ?! |
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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 |
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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 |
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bye |
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congratulations ! |
Did someone mention Etchasketch’s AoB finder wheel?
By the way, good job on your "3-Bearing AOB Finder" wheel, Pisces:up: cheers |
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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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