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Does anybody know some formulas for using the TBT?
I'm curious to know the formulas for figuring distance using the TBT, and also figuring speed of a target using the fixed wire method. I can't find any topics that discuss this.
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Not sure about visual other than guessing but if youre running TMO 2.5, the radar range unit will get you a distance.Don't mind cheating a little, can measure the distance on your nav map from your sub to the map contact and then insert it into TDC. Pretty much like using the periscope, obtain speed, range/bearing, AOB, input into TDC, take a final bearing and fire, adjust spread accordingly.Major difference is TBT is easier to spot targets with at long ranges. |
I turned map contact updates on as I figure in real life sub skippers wouldn't have to do all the sighting and plotting by themselves. Being a 100% realism player, I finally awarded myself the ability to have map contact updates to simulate a weapons officer jotting the map plots while I call out the numbers. This alone makes my hunting much more accurate and the tonnage is already racking up. Convoys and TF's don't stand a chance against me now. I can shoot effectively until all torpedoes are expended, surface, end around, and attack the same convoy again later, scoring multiple ships hit each time. I once reduced a Convoy of 10 ships to 3 ships over the course of three attacks. That's a pretty decisive blow I must say :yeah:
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I play 100 realism also.Are you running TMO the map contacts dont give away everything like stock etc, in fact they simulate having a plot made by your crew but it still not perfect, which is a good compromise I believe. The radar range unit in TMO 2.5 is great, really helps with night surface attacks. |
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I don't know what the telemeter marks on the TBT corrispond to, but here is a general formula for calculating range: Here is a post with a formula for obtaining speed with the fixed wire method (see post 21), there are also some screen shots of different torpedo attack course finders. If you haven't seen them take a look. |
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Gi_dan you've asked a simply question, which requires a complicated answer.
To begin, the game makes the use of the telemeter divisions (either in the periscope or TBT) useless. Depending on the resolution/aspect ratio you view the game with, the telemeter divisions actually "count" differently when looking at the same target, at an equal distance from the sub. This fact becomes evident if you happen to make a simple edited mission with a target set in front of a sub, and take various measurements using different game resolution/aspect ratio settings. The particular resolution/aspect ratio setting one player uses will produce different measurements when compared to another players settings using a different resolution/aspect ratio. This is also the case when expecting to use "real world" formulas of trigonometry and thinking they will work in providing accurate measurements in a "game world" that doesn't provide correct optical dimensions. The game does not, for either periscope's, or the TBT. To make my point, the following can be found in the "Optical Targeting Correction" thread found HERE, under the "Discussion" section. Quote:
The point is, you'll find this issue with the "supermods" the same as you will with the stock game. Basicly making the telemeter divisions only providing "eye candy", having no relationship to making an accurate measurement at all. |
The point is, you'll find this issue with the "supermods" the same as you will with the stock game. Basicly making the telemeter divisions only providing "eye candy", having no relationship to making an accurate measurement at all.[/QUOTE]
Alright well I just thought I would ask. There's only so much realism that can be put in a video game I suppose. |
Given enough time, I'm suspecting the developers would have corrected their errors with the different resolutions. Also, they should have corrected their basic periscope "Field of View" size to allow for "real world" measurements and tools (like the Omnimeter) to be used in manual targeting.
These issues mean nothing to a player who uses the "auto targeting" option. The games auto targeting firing solution doesn't rely on the correct optical views and dimensions for providing an accurate measurement. However, when a player elects to use manual targeting, gleaning information on target bearing, range, speed, and AoB all require some use of the optics for an estimate in the firing solution. The fact that the games field of view for the periscope is set at 36 degrees width (except for the 1280x1024 resolution, it's 38 degrees wide) but in real life, the periscope had only a 32 degree field of view. This makes a huge difference in measurement. In real life, the periscopes telemeter divisions would have measured exactly 1 degree in width, making 32 divisions across the lens. It's a known fact that at 1000 yards distance, 1 degree of angle measures 52.3 feet wide (or tall). It's this basic knowledge that makes a formula like the one TorpX provided work. The trouble is the game doesn't play by the same real world dimensions. Grant you, you can count 32 divisions across the periscope lens (but its just eye candy). The game sets the field of view larger than it should when looking through the periscope, or has a number of sizes when looking through the TBT (depending on your game resolution). This makes using real world measurements, and dimensions worthless. A mod that boasts it uses WWII ship dimensions for manual targeting is only fooling those that use it thinking its realistic play. Not until the optical views are set to real world sizes (for all resolutions) will real world height or lengths measure as expected. Optical Targeting Correction does this. |
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To get speed by the fixed wire method it is best to turn your sub to get the bow or stern/tail in front of the target first.
It is also important that the sub doesn't turn while you measure the time. So submerged would be the most stable way. Then set your periscope directly forward or backwards (if the stern is pointed to the target), so on 0 or 180. Now the line is as fixed in space as can be. It only moves along itself (your course), and not sideways that would mess up the target speed. (due to your own motion) The vertical line of the periscope creates sort of a virtual wall along your course. The target takes some time to pass this wall based on it's length. AOB doesn't enter the equation this way. Wait for the target to touch the 'fixed' periscope line with the bow, start the clock. Stop the clock when the target passes the periscope line with it's rear end. The ratio between feet per second and knots is 0.6, or times 6 then remove the lowest digit. You want to multiply feet per second times 0.6 (0.59248380129589632829373650107991 ... to be exact ;) ) So let's say the target is 300 ft long, and takes 30 seconds. Then the speed is 300 divided by 30, times 6, divided by 10, equals 6 knots. [EDIT] in metric you do the same but mutliply meters per second, times 2 (1,9438444924406047516198704103672 ... to be exact) |
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Here is a list of the current mods I'm running over stock SH4 v1.5: Optical Targeting Correction OTC_German PPI Screen OTC_Metric Tools OTC_Realistic Scopes OTC_Tokko's Revenge OTC_US Radar from Start Crew Rank Fix with Narwhal Mod Speed and Depth, US Submarines No Trembling Water Real Clothes v2 Merchant Skinpack Release _MACOSX CSL Custom Map Colors CSL Deck Gun Optics Mod More Contrast for the Design Instruments Jap Merchant Routes Map v2 Increased Submerged Speed Mod SensorsWakeSplash_PreWar_Midway_Career NSM4 Classic (Surprisingly it works with v1.5!) 360 Degree Bearing Plotter, Imperial It's definitely an ala carte selection, but IMO it's actually serving me better as far as immersion is concerned than other major mods such as RFB2.0 |
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