Thread: Manual Shooting
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Old 10-05-07, 06:56 PM   #7
ddiplock
Samurai Navy
 
Join Date: Jul 2002
Location: Scotland, UK
Posts: 552
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Quote:
Originally Posted by mrbeast
Correctly calculating the speed of the target is crucial. If you get that right errors in ranging and AOB wont matter so much as long as they are roughly correct. Conversley you could have perfect range and AOB data and still get a miss if your speed estimate is wrong.

Don't bother trying to get the game to calculate speed for you it rarely gets it right. Better to do it yourself. There are a few systems for doing this. I find the easiest is with a 'nomograph'. Its very easy to use, infact its as easy as litteraly drawing a line! Theres one you can download here for use in your game, enable it using JSGME:

http://hosted.filefront.com/ATR42/

But all you need is a time/distance/speed nomograph either metric or imperial depending on what you're using so if you found one on the net and printed it off it would do just as well.

Once you get calculating speed solved accurately you should find your hit rate increases.
Cheers, i'll give the nomograph a go. But i've found my hit rates sky rocket all of a sudden now because i'm putting the PK on AFTER i've collected all the data. Before, I put the PK on, collected the data, then fired, and they always just missed the ship, skimming the back propeller. Now, when i get the data and put the PK on when i've got it, i've never missed yet.

Although i'm wondering if the ship drafts are incorrect. in the training mission the Mogami cruiser has a draft of 22ft....yet I can have my torps set at 20ft, and they'll still run UNDER the ship. Now bear in mind the weather is dead calm in the training mission, so the crusier isn't bobbing in the water. I've had to reset the depth to about 18 feet, to have them just skim under the cruiser and detonate successfully. Anything below 20+ft, despite the 22f draft listing in the ID book, and the torps just sail right on under.
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