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Old 10-08-09, 09:21 PM   #91
gutted
The Old Man
 
Join Date: Apr 2005
Location: New Orleans, LA.
Posts: 1,379
Downloads: 487
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Basic instructions for the speed solver:

For this to work with any accuracy, you need to be able to CLEARLY see the tips of the Bow & Stern of the target. You are going to time it takes for the ship to travel a distance equaled to it's length. It's best done when the target is at a 90AOB (+/- 30 to 40 degrees).

So as a rule of thumb.. say between 50-140 AoB (60-130 would be better). Best accuracy will be at 90AoB, but if this ship is at 90AoB he's usually directly infront of you and you should have fired already.

Note: You can do the steps below while moving, but the scope needs to be at bearing 000 for the entirety of this process to cancel out any relative movement of your ship.

so here we go...


1. Stop the sub.
2. Put the vertical line of the periscope on the tip of the targets nose.
3. Start the in-game stopwatch and dont move the periscope.
4. Stop the watch when the rear of the schip crosses the vertical line.
5. Put the second's hand on the speed solver at the time taken with the right mouse button.
6. Read the speed in knots off the scale that best represents the length of the ship.

or...

If target ship's exact length is known, enter it into the length entry box, and read the speed of the ship to the right of that box. Yuo can also enter the length guesstimate into the entry box to get a digital readout if you so choose to.

If you have a second PC, you can ignore the in-game stop watch to get the number of seconds, and instead use the Speed Solver itself by left+clickomg to start and stop the timing.

or...

If you prefer.. you can use the speed solver's timer and just ALT-TAB back and forth to start/stop it at the right intervals. you will however have to shave a second or two off the time using the right mouse button to account for the time lost in the ALT-TAB's. If the target is slow enough, you won't see much speed difference from second to second.
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