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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Weps
![]() Join Date: Jan 2011
Posts: 359
Downloads: 61
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I'm curious to know the formulas for figuring distance using the TBT, and also figuring speed of a target using the fixed wire method. I can't find any topics that discuss this.
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#2 | |
Navy Seal
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Not sure about visual other than guessing but if youre running TMO 2.5, the radar range unit will get you a distance.Don't mind cheating a little, can measure the distance on your nav map from your sub to the map contact and then insert it into TDC. Pretty much like using the periscope, obtain speed, range/bearing, AOB, input into TDC, take a final bearing and fire, adjust spread accordingly.Major difference is TBT is easier to spot targets with at long ranges. |
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#3 |
Weps
![]() Join Date: Jan 2011
Posts: 359
Downloads: 61
Uploads: 0
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I turned map contact updates on as I figure in real life sub skippers wouldn't have to do all the sighting and plotting by themselves. Being a 100% realism player, I finally awarded myself the ability to have map contact updates to simulate a weapons officer jotting the map plots while I call out the numbers. This alone makes my hunting much more accurate and the tonnage is already racking up. Convoys and TF's don't stand a chance against me now. I can shoot effectively until all torpedoes are expended, surface, end around, and attack the same convoy again later, scoring multiple ships hit each time. I once reduced a Convoy of 10 ships to 3 ships over the course of three attacks. That's a pretty decisive blow I must say
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#4 | |
Navy Seal
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I play 100 realism also.Are you running TMO the map contacts dont give away everything like stock etc, in fact they simulate having a plot made by your crew but it still not perfect, which is a good compromise I believe. The radar range unit in TMO 2.5 is great, really helps with night surface attacks. |
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#5 | |
Weps
![]() Join Date: Jan 2011
Posts: 359
Downloads: 61
Uploads: 0
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#6 | ||
Admiral
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Gi_dan you've asked a simply question, which requires a complicated answer.
To begin, the game makes the use of the telemeter divisions (either in the periscope or TBT) useless. Depending on the resolution/aspect ratio you view the game with, the telemeter divisions actually "count" differently when looking at the same target, at an equal distance from the sub. This fact becomes evident if you happen to make a simple edited mission with a target set in front of a sub, and take various measurements using different game resolution/aspect ratio settings. The particular resolution/aspect ratio setting one player uses will produce different measurements when compared to another players settings using a different resolution/aspect ratio. This is also the case when expecting to use "real world" formulas of trigonometry and thinking they will work in providing accurate measurements in a "game world" that doesn't provide correct optical dimensions. The game does not, for either periscope's, or the TBT. To make my point, the following can be found in the "Optical Targeting Correction" thread found HERE, under the "Discussion" section. Quote:
The point is, you'll find this issue with the "supermods" the same as you will with the stock game. Basicly making the telemeter divisions only providing "eye candy", having no relationship to making an accurate measurement at all.
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#7 | |
Silent Hunter
![]() Join Date: Sep 2010
Posts: 3,975
Downloads: 153
Uploads: 11
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I don't know what the telemeter marks on the TBT corrispond to, but here is a general formula for calculating range: Here is a post with a formula for obtaining speed with the fixed wire method (see post 21), there are also some screen shots of different torpedo attack course finders. If you haven't seen them take a look. |
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