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Old 04-30-09, 11:34 AM   #9
Pisces
Silent Hunter
 
Join Date: Dec 2004
Location: AN9771
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Quote:
Originally Posted by Sea Hawk View Post
Ive worked out how the geometry works with this slide rule, and I'm very impressed with it. I particularly like the fact that it does not religh on the unreal parts of the hydrophone such as me hearing a target at 34km but the sonar operator only hearing at 20km (I dont want to detract from what raduz has done with his excelant tutorial, I just want to try out what was possible in 1939-45)

Presumably you get from this an AOB and therefore the heading of the target, but you still have to use skills in listening to the hydrophone to gauge the range to target and his speed (which would help you gage his range in relation to the 3 bearings.
Yes, I didn't mention you can derive speed and range because I didn't want to complicate things. But if you read the last link (MittelWaechter's thread) you would have found a way to derive it after sprinting away perpendicular to the 3rd bearing line. My tool only replaces his 2-big-triangles-and-cirlces-drawing for determining AOB. (though also allows to see all bearingdifference-pairs at a glance for one AOB) The rest of the procedure is still the same. Just try to get big bearing differences to make the AOB accurate for use. Meaning you have to wait a while.

[later edit:] Maybe I misunderstand you, but I don't see what's 'unreal' about listening yourself upto 34km. The game is limited to allowing the crew to listen upto 20km, but you can get extra range by placing yourself temporarily in his seat. That extra range is too good (and probably more real based on the video reference above) not to use it because of such a stupid code limitation.

Quote:
Ive not tryed it out yet as I tried moving the hydrophone hunting tutorials into the program files, caused the game to crash and I have ended up having to reinstall the origonal version from my DVD. Its just finished reinstalling.

Thanks.
The solution to this crash issue was that the hydrophone tutorial missions were made for an old version of the GWX mod. With GWX 1.03 I noticed the Ammo-ship got a different database number which confussed Sh3 to end up crashing. Changing the ID number to the propper value in the mission files with a text editor would have fixed it. There should be a few posts about how and what exactly in the back of Raduz's Hydrophone thread.
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Last edited by Pisces; 04-30-09 at 12:10 PM.
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