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#1 |
Planesman
![]() Join Date: Mar 2007
Location: Salford, Manchester, UK
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Hi guys...
A quick question about OLC's GUI calculation of AoB, for those who use it. I was hoping someone could go through my method and check my working because I can't understand where I'm going wrong! Below you can see me lining up for a shot at a Large Merchant. You can see that the AoB is somewhere close to 90 degrees. The range is estimated via use of the vertical ticks (about 1.5 ticks) ![]() Now, I move the centre ring so that 1.5 is opposite 90deg on the bottom ring: ![]() ...and can estimate the range from the mast height (33.2m) on the outer ring. The range is just over 5000m ![]() Now I drag the 5000m+ mark round to meet the ship's length on the outer ring (155m)... ![]() As the ship is 10 points from the centre, the AoB should be indicated on the lower wheel by the 10 on the bottom centre wheel. But it's not! Why??? ![]() Please could someone explain why this isn't working for me, as it's driving me nuts! I'm relagated to setting up a position so that ships pass in front of me at as close to 90 deg actual AoB as possible and this is very limiting when I need to take a shot at funny angles or zig-zagging targets!
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Using GWX 3.0 at 100% realism, OLC's 'Ubermod' & Torpdamagefinal ![]() |
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#2 |
Watch Officer
![]() Join Date: May 2007
Location: as far away as possible
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siber
have you watched olc's tutorial it does take time to get used to it i have watched it god knows how many times and i still mess up on occasion. i dont have a very good brain for storing that kind of info - i have to go back and watch it again. edit: are you using manual targetting, i see your dials are not up to fix aob and range
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[SIGPIC][/SIGPIC] ' We are here on Earth to fart around. Don't let anybody tell you any different.' Kurt Vonnegut Last edited by flag4; 05-18-08 at 02:22 PM. |
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#3 |
Watch Officer
![]() Join Date: May 2007
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you are at 1 and a half times magnification - this means you line up with the scratch mark down at 15 on the inner ring at certain points in your working out...
i cant expalin any more i'll just confuse you ! also i dont understand how you are working it out - go back to the tutorial and study it. all those rings to spin certainly got my head in a spin too !
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[SIGPIC][/SIGPIC] ' We are here on Earth to fart around. Don't let anybody tell you any different.' Kurt Vonnegut |
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#4 |
Maverick Modder
![]() Join Date: Aug 2007
Location: England
Posts: 3,895
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flag4, he's using OLC GUI Special. There's no "1.5X procedure" there.
siber, you've shrunk the screens - that doesn't help! In spite of this I can see the problem in your first screen. That's not 1.5 marks, it's 2 marks. Even in those tiny screens I can see that the funnel (which, on a large merchant, isn't as tall as the masts IIRC) is easily 1.8 marks, so the masts are about 2 marks tall. If you had used 2 instead of 1.5 for the range, you'd end up with 10 (horizontal) marks lining up more-or-less with 90 on the AOB calculation, which looks correct judging from those small screens. Cheers OLC
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#5 |
Planesman
![]() Join Date: Mar 2007
Location: Salford, Manchester, UK
Posts: 182
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Ahhhhhh! You're SO right!
That makes all the difference. I play without periscope stabilisation, so I suppose my mistake in range determination is making the difference. To be honest, I have been wondering whether the torps run to time, as they always seem to overrun before hitting... If I'm getting the range wrong, that makes sense... Thanks OLC... for both the help, and this fantastic mod! ![]()
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Using GWX 3.0 at 100% realism, OLC's 'Ubermod' & Torpdamagefinal ![]() |
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#6 |
Dipped Squirrel Operative
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Hello,
you could use the "stabilize view" option in SH3's settings - the periscope movement in SH3 is a bit overdone and makes things unnecessarily hard. As well commanders were told to go in as near as possible, 400 to 600 meters would be a good idea. A target at a range of more than 4000 meters is not easy to hit unless you have the exact speed and AOB - which would mean hours of shadowing in reality. Greetings, Catfish |
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#7 |
Planesman
![]() Join Date: Mar 2007
Location: Salford, Manchester, UK
Posts: 182
Downloads: 3
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Hi Catfish.
Normally I'll try to close to <1000m for a shot. But, when I'm hunting targets normally, I never remember to get screenshots. This Large Merchant, however, is one of the target ships in August '39, and is stationary. This allowed me to use long range, and check whether the calculation would work, and also to repeat (taking screenshots of the process) when I realised I was going wrong somehow. Do you feel that the persicope motion (when not stabilised) is over-the-top? Would you feel that it's more realistic to play with or without stabilisation? :hmm: Thanks! Siber
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Using GWX 3.0 at 100% realism, OLC's 'Ubermod' & Torpdamagefinal ![]() |
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#8 |
Dipped Squirrel Operative
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Hello,
the OLCE with the GUI is really excellent, and the wash of waves over the periscope with the drops etc. makes up for the a-little-bit over-stabilized view. The stabilized view is closer to the real thing than the jumping of the unstabilized is, at least IMHO. Thanks for your post, Catfish |
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