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Old 12-23-08, 06:34 AM   #8
Pisces
Silent Hunter
 
Join Date: Dec 2004
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I'm afraid counting screwbeats with the above mentioned mod is out of the question for GWX 2.1. IIRC it was made for GWX v1.02 or thereabouts. The GWX 2.1 ship sound settings are not compatible.

Your best bet is do bearing analysis (either visual or hydrophonical) to see how it is moving, meanwhile trying to keep up with it. And deduce course and speed along the way. For which plotting, or better 'drawing lines' since you don't have range, on the map is very usefull.
The following link gives crude AOB (when you are stationary) and as such crude course. Which I know is not what you wanted, but that makes the above that much more easy to do to get speed. Turn parallel course. Flank him until he is on your 90 or 270 degrees (it's best to have him just outside his detection range or it's going to take ages). Then mark your own position on the map, and adjust/settle your speed to keep him on that 90/270 degree. After some time your speed does not need changing, so measure your own moved distance (and time taken) during the adjusting speed period and presto!, his speed. Give or take, since the course was crude to begin with. The more time you take for taking the 3 bearings, the better the AOB acuracy.

http://www.subsim.com/radioroom/show...260#post875260


If within visual range, and positive ID, this is your best bet:

Quote:
Originally Posted by von Zelda
Length of target ship in meters divided by seconds x 1.943844 = knots (this equation assumes you are at stand still and are observing target through the scope)
Small correction! Not moving ACROSS your periscope viewing direction. Completely at standstill is a bit too restrictive than neccessary. Moving along the viewing direction is no problem. So make sure the scope is at 0 or 180 bearing when you do it moving.

Last edited by Pisces; 12-23-08 at 08:50 AM.
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