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Originally Posted by sublynx
Perhaps I could turn weapon officer shooting solution on, and enter the number s into my phone to get randomized values. Then feed the numbers into TDC manually. I could use different randomization values as the crew gets more experienced. That way I could even simulate a Topp as first officer - or Bernard... Man, it would hurt if SH3Commander would transfer away my Topp and give back a Bernard as a replacement!
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There exists a very nicely designed and mostly neglected add-on for SH called Tracking Party 1.1.
http://www.subsim.com/radioroom/down...o=file&id=4236 It does all the calculations and plotting the tracling party would do. It has an option to specify tracking party efficiency, which affects both the accuracy of the solution and the virtual game time the tracking party takes to generate it.
The reason it is neglected is that it runs asynchronously. You have to ALT-TAB out of SH to run it, then hand-enter the solution. Still, it's a nice piece of work. Might be an alternative to the hand calculator.
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Originally Posted by Tupolev
H.sie's patch places accuracy restrictions on the WO range numbers. Does that also apply or the WP?
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It sure does. From h the readme.pdf from V16B1-Patch-Kit:
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2. WO and WP Range Inaccuracy
Inaccurate range estimations for WatchOfficer (→ Nearest visual contact) and Weapons Officer (→ Solution to target). No gods-eye firing-solutions anymore. Before this mod: "Range: 8932m, Herr Kaleun". Now: "Range: 9000m, Herr Kaleun". The range estimations now are displayed (and of course internally used for firing solution) in certain range-steps, which become larger (more inaccurate) for larger ranges.
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If so, maybe we could place similar restrictions on AOB and speed inputs too. Say, nearest 10° for AOB and speed to 1/2 (or even full) knot.
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AFAIK, all ships in SH3 move only at integer knots anyway. I always estimate speed to the nearest knot and have never had an indication that greater accuracy was needed. And AoB is based on target heading, which IIRC in SH3 is always in 5-degree increments. So, when using h.sie's patch, I believe we're pretty close to your desired restrictions now. But the Weps is still pretty accurate and wicked fast. How can we slow him down?