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Old 10-28-22, 02:32 AM   #1
MarkShot
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Default Best TDC instruction?

I realize there are different methods?

I mainly played SC/DW where you TMA a solution or AOD/SCHCE will it glows brighter when you have one. So, what are the best materials people recommended.

Thanks?

SH3/GWX/ONEALEX 1.52 (I have purchased all SHx titles starting with SH1.)
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Old 10-29-22, 09:53 PM   #2
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Click on my signature. I have many videos for SH 3/5 and they work for both!
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Old 10-30-22, 01:42 AM   #3
MarkShot
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Quote:
Originally Posted by bstanko6 View Post
Click on my signature. I have many videos for SH 3/5 and they work for both!

Thank you!


Searching on my own last night, I found about 20 useful YouTube videos on analogue computer; slide rule disks. How to cheat and have the game do it all for you. How to cheat and do it all off the map with geometry using perfect info from the game. How to use dead reckoning techniques of the period. I plan to send the afternoon watching all.


--- I have one important question ---


Originally, I went with the game does all as I intended to just practice my approach and evasion in my first career. Can realism options be altered in port by editing your career.


I want to use OLC's approach MANUAL=ON and WE=ON (but only reports ship type to save 15 minute with the reference book).

--- By the way I wrote very useful code for the above approach at 1080p ---


This AHK allows you to keep a key depressed flipping through looking for the name at about one every 2 seconds. Very convenient and sehr schnell.


Note, the key binds could be changed, and coordinates could be changed for other non 1080p UIs. GWX has like 60-80 merchants listed.



#IfWinActive,SilentHunter3,

-::
{
Sleep 100
MouseMove, 542,800,0,
Sleep 250
Send {Click Down}
Sleep 250
Send {Click Up}
Sleep 100
Return
}

=::
{
Sleep 100
MouseMove, 542,822,0,
Sleep 250
Send {Click Down}
Sleep 250
Send {Click Up}
Sleep 100
Return
}
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Old 10-30-22, 05:01 AM   #4
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Originally Posted by bstanko6 View Post
Click on my signature. I have many videos for SH 3/5 and they work for both!

I watched 4 bearing method. During that time an escort could in theory cover 7-8 miles ... might this be a little dangerous in setting up a convoy attack which will take almost 15 minutes?


Thanks.
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Old 10-30-22, 06:32 AM   #5
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Quote:
Originally Posted by MarkShot View Post
I watched 4 bearing method. During that time an escort could in theory cover 7-8 miles ... might this be a little dangerous in setting up a convoy attack which will take almost 15 minutes?


Thanks.
The 4-bearing method is not the best option, nor is it historical to World War II. It’san early form of TMA (called Spiess TMA) that was invented in the 1950s as submarine warfare was transitioning to stalking with passive sonar.

The historical methods below are really all you need, shouldn’t get any more complicated than this. Here were the primary ones:

1. Ausdampfen: this is matching course and speed at a distance, on the surface. Can be done in game even without map contacts by carefully watching the target and adjusting own course and speed until a) the bearing no longer changes and b) the target appears to stay at the same range. To be accurate, best to do it over 30 minutes. 10 can suffice. It is most accurate at AOBs near 90, or near zero. The target course and speed are then your course and speed.

2. Koppeln: this is plotting based on exact bearings and estimated ranges. The real guys were able to accurately estimate range based on how much mast was showing over the horizon and could use a Peildiopter (a pelorus) to get accurate true bearings. Also can be done in game with adequate practice estimating ranges by eye.

3. Schätzung: plain old seaman’s eye estimation, but also could include the “fixed wire” method of estimating speed by timing how long it takes for the target to transit the vertical line. They estimated length for this purpose based on an estimate of tonnage. The real guys (same as the Americans) did not rely on or have good rec manual data.
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Old 10-30-22, 07:43 AM   #6
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I liked the metallic circular slide rule method around the scope. I would say about 90 seconds to get a solution.
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Old 10-30-22, 08:04 AM   #7
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I liked the metallic circular slide rule method around the scope. I would say about 90 seconds to get a solution.
The RAOBF. Yes indeed, is very quick. In my personal play style I don’t use the recognition manual because it makes the game far too easy. It’s perfect information. Makes it far more interesting for me and forces historical procedures. Plus saves flipping though the rec manual. The RAOBF did indeed exist on early attack periscopes. It was interwar technology or possibly 1918. The C/2 attack scope (big one with pedals you see in game) didn’t ship with the RAOBF since by then (1938 or so) they realized scope exposure would be an issue at the ranges they intended to shoot at, as well as the unwillingness to rely on any ship data.
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Old 11-01-22, 03:28 AM   #8
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Originally Posted by bstanko6 View Post
Click on my signature. I have many videos for SH 3/5 and they work for both!




In this video, you appear to be using the periscope disc made by OLC for GWX at 1024x768. Would have a mod or link to such a disk made for GWX at 1080p?


Thank you very much?
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Old 11-07-22, 12:13 PM   #9
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Magui is a widescreen GUI, or atleast there is a variant of it. It for sure includes a variant of those RAOBF scales. But there are a bunch of mods I think. I lost track of the names. Just search for RAOBF.

OLC and JoeGrundman made the first mods with these disks. Aided by Hitman. Then all other mods kind of took this over. Even into other games like SH4, SH5 and even Uboat I think as a mod. What Stosstrupp said, it preceeded WW2.
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