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Old 05-22-07, 04:09 PM   #23
LukeFF
Silent Hunter
 
Join Date: Apr 2005
Location: Riverside, California
Posts: 3,610
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Quote:
Originally Posted by Target
I'm working around the stated problem. But in the real world the skipper didn't do all the work himself. IIRC there were three men in the attack team. Having a working Chronometer would simulate one member of that team. So in reality a working chronometer simulating a member of an attack team is closer to real life than not.
You are exactly right. This is what I posted on this issue a while back:

Quote:
Too many people look at the chronomoter as a black & white issue, that is, as some sort of magic tool that doesn't exist in reality. Rather, the chronometer should be seen as an abstraction - when you've locked on to the target and started the timer, in essence you've called out the range and bearing to your plotting officer and are telling him to estimate the target's speed once you've stopped the timer. Seen that way, the chronomter isn't a "magic button" only suitable for less-realistic settings.
Having a working chronometer is a must-have fix for this game. It is as much of a valid option as is using other methods to calculate speed.
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