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Old 11-15-12, 12:08 PM   #11
CapnScurvy
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Join Date: Apr 2005
Location: Dayton, Ohio
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Does anyone play with maximum difficulty? Why yes we do.

As pointed out in this thread, one of the more difficult ways to play is with the "No Map Contacts Updated" enabled. You still get the sub shown on the map (as you should.......you and your crew should know where in the world you are), but no other targets are placed on the navigation map. You'll have to manually plot a targets position on the map, and keep it updated to determine speed, and AoB.

The speed is determined by knowing the distance between two different target positions, and knowing the time it took for the target to travel between the two points. The AoB is determined by the given angles of the sub, compared to the target, and by using the tools available on the nav map. With a good plot, the targets tract (its path of travel compared to true north) can be placed on the map giving you the exact position of where the target is and where it will be........giving you the information you'll need to make an intercept with the target possible.

I highly recommend you read my "High Realism Tutorial" which outlines the way to make proper map plots, without the use of the game providing the targets position. You'll also learn how to use Manual Targeting as the way to effectively make a firing solution. On the above linked thread, you'll find a JSGME compatible "High Realism (practice) Mission" (exactly as the target within the tutorial is shown) so you can follow along. Also, there's a link to the "AoB Calculator" which will help in figuring a targets tract, or determining it's Angle on Bow, depending on which information you have available. A nice handheld device for those wanting a bit more information while at the nav map (although the same information can be gleaned from the American Position Keeper, if you know how to read it). The AoB Calculator is a "must" for the German side of play at 100% realism (no Position Keeper found here).

Quote:
Originally Posted by I'm goin' down
The problem is that, according to the unopinionated Rockin Robbins, the Americns did not know the correct lengths of Japanese ships. Thus, if one inputs the lengths, it is not realisitc.
I disagree, ONI (Office of Naval Intelligence) made sure the most up-to-date information was made available to a commander. Take a look at some of these images for the Japanese ships.......lengths are given. Are they accurate? My opinion is that if a Captain realized his torpedo's missed due to an error in given measurements, he penciled in his corrected estimate, for the next time he encountered the target. To him (and his crew), this wasn't a game to take lightly. Their lives depended on making each torpedo count, with the best estimated firing solution possible. If a given measurement was decided to be inaccurate, I'll guarantee you the word would have gotten to every other Captain on the return to base.

One other note, trying to figure an accurate firing solution manually depends on what you see through the periscope, or what you glean through the use of the sonar/radar. Unfortunately, the game misses the mark with giving wrong measurements due to having the visual views rendered inaccurately. In other words, a yard measurement doesn't measure a true yard, a mile doesn't measure a mile. Having authentic measurements doesn't count for much if your measuring tool (the periscope view) doesn't measure correctly. That's why I've created the "Optical Targeting Correction", to give the player a chance to use the tools the real life Captain used, without the errors the game puts in our path. Combined with setting your options with as high realism as possible, you'll get a better feeling of what the crews dealt with.
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The HMS Shannon vs. USS Chesapeake outside Boston Harbor June 1, 1813

USS Chesapeake Captain James Lawrence lay mortally wounded...
Quote:
.."tell the men to fire faster, fight 'till she sinks,..boys don't give up the ship!"
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