Quote:
Originally Posted by Rockin Robbins
Quote:
Originally Posted by badaboom
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I see that metric stuff and I get nauseous. The method is OK if you have correct ship lengths (how do you confirm that? Real ship lengths or game ship lengths? Are they different?)
I'd rather time for 3 minutes and measure the distance traveled in hundreds of yards to find knots. Then I'm not dependent on information which could well be wrong.
If you insist on using those metric excuses for measurements, find the distance traveled in 3 minutes 15 seconds. The number of hundred meters traveled is the speed in knots.
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Aah yes RR, but this is because you use map contact updates on, which gives instant hyper-accurate ranges to target with your specially developed infra-red laser rangefinder

(although as we both know a proper in-game radar system with usable ranges would help)
For those of us who don't, and also spurn the use of the OOD bearing and range to target option in TMO (range to target 31,347 feet Sir!), plotting can be a real pain, especially if there are course changes, which happens some times. Plots took a lot of time and effort to get an accurate result.
Anyway, if you want to do the fixed wire method in feet, do as i do:
Large merchants = 500 feet
medium merchants = 400 feet
small merchants = 250 feet
divide by number of seconds.
1 knot = 1.7 f/s
2 knots = 3.4 f/s
3 knots = 5.1 f/s
4 knots = 6.8 f/s
5 knots = 8.5 f/s
6 knots = 10.2 f/s
7 knots = 11.9 f/s
8 knots = 13.6 f/s
9 knots = 15.3 f/s
10 knots = 17.0 f/s
11 knots = 18.7 f/s
I have that table above taped to the back of my desk lamp, as well as the metric version for playing SH3 .
I hope the imperial measurements de-nausify you RR
joe