you dont have to alt tab out.
Speed = Distance/Time
take the distance the target displaced, and divide by the time it took for the target to cover that distance, you now have your speed.
but in SH3 you have to worry about the conversion of speed in KMph to Knots. which takes a little longer.
What i have done, is plot solutions on paper in my full real campaign:
just make calculations before hand and create a chart as i have done...
1 minute observation chart
distance / speed
100 meters = 3kts
150 meters = 5 kts
200 meters = 6 kts
250 meters = 8 kts
300 meters = 10 kts
350 meters = 11 kts
400 meters = 13 kts
450 meters = 15 kts
500 meters = 16 kts
550 meters = 18 kts
600 meters = 20 kts
(etc. up to 30 knots)
repeat for 2 minute observation up and if you like 3:15 observation, print the chart and play SH3... now, whenever you are plotting the solution, you kow that when the ship covered X distance... the approx speed is XX kts.
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on the other hand you are partly correct, a game is for entertainment... but what you are dealing with is a "simulation" which in some people's book is played for realism, challenge, historical accuracy and educational purposes. if you went out on a patrol and sank 150K tons without manual targeting you really didnt do anything but click a red button :hmm: - true you may have had some close calls and done a great job in the stealth department, but the PC did all the real work... but if you accomplish the same feat with manual targeting... you worked for and earned every ton.
Edit: on sailor steves comment - i cant stand the perfection and accuracy of the weapons officer, in my non -full realism campaigns i have adopted the following policy... when i tell the WO to plot a solution, i start the clock, and i run the time for 3 minutes. once the 3 minutes is up i have him plot another one (for the most recent data) and then i shoot. this simulates the fact that it takes the weapons officer a couple of minutes to gather target data and enter it into the TDC etc.
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