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#1 |
Chief
![]() Join Date: Sep 2006
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Is there anyway to accurately measure a target's speed without the use of the notebook? I hadn't found one yet.
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#2 |
Mate
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Location: Chicago, IL
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you can measure by the way the smoke from the stack is moving or if your good enough, by pure eye
but the average of all lone merchants is between 3-12knts
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LOS LOS LOS! BOP BOP SHU BOP |
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#3 |
Captain
![]() Join Date: Jan 2006
Location: Ensenada, B.C., Mexico
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...are you asking for real?!?!
There are many, many different options: from the basic 3:15 rule, to the use of nomographs, and there's even an elegant method of telling speed by sound from the hydrophones (allthough I don't think it still works in heavily modded games) Try a look at this helpful start: http://www.subsim.com/radioroom/showthread.php?t=96026 |
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#4 |
XO
![]() Join Date: Jul 2002
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Well while were talking about speed--I use the 3:15 rule which can be found in Wazoo's tutorial if you're interested. It can be very effective in theory but I have found it difficult to get an entirely accurate speed reading myself. Occasionally the distance interval between one of my plots will be very different than most of the other intervals (difference of up to .5 or so km!), and the rest will not quite be the same (within .2 km). I guess this gets you close, but when I hear other people talk about this method it sounds like they can get dead on results...sometimes I wonder if I am doing something wrong (I'm just using the ranges from the Watch Officer precisely in sync with the stopwatch.). There is another method to determine speed by measuring the degrees between the fore and aft of the ship when at closer range, but it demands you be in a good 90 position and close etc. not ideal...Only other one I know of is by sonar which unfortunately doesn't work for me since I use GW.
Also---do you have Wazoos nomograph---look it up on the mod list page and get it! you can then measure speed in other intervals instead of 3:15 (like say 1 min.). Last edited by supposedtobeworking; 09-26-06 at 12:20 AM. |
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#5 |
Electrician's Mate
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#6 |
Officer
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I get "dead-on" results with the 3:15 rule. That is to say, the torpedoes go right were I aim them. (At least they do in calm seas
![]() When I first started playing the game, I thought it was crazy-talk to hear other players say they could target a specific area of a ship. I was just trying to hit a ship! I suppose it would be more correct from a simulation POV to judge the speed with the hydrophones?
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"I wish to have no Connection with any Ship that does not Sail fast for I intend to go in harm's way." - Captain John Paul Jones, 1778 |
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#7 | |
Ace of the Deep
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#8 | |
Sea Lord
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Location: San Martin de los Andes, Neuquen, , Argentina.
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If you know two sides of a triangle and the angle between them, with the Cosin Theoreme you can obtain the third side of the triangle, then if you take the time between the two ends of this side you can obtain the speed. You can do it manually : http://rotteufel.iespana.es/htdc_tut...ercise_006.htm Or... you can use a Whiz Wheel, a round slider calculator to do it. |
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#9 |
Captain
![]() Join Date: Mar 2005
Location: Nash Town, USA
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*1. Identify contact. Note Length in rec manual.
*2. Time contact bow to stern with stop watch. *3. Length divided by seconds = meters per second *4. Divided by .514 = Knots
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"Hit Shokaku class carrier with three out of six torpedos. Recieved 105 depth charges during three hour period. Heard four terrific explosions in the direction of target, two and one half hours after attack. Believe that baby sank!" Lieutenant Commander Herman Kossler USS Cavalla |
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#10 |
Soundman
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This is a good thread, and gets to the meat of helping us improve as Kaluens.
Payoff, does that work regardless of range? It has been a long time since I studied geometry, but it seems that range would affect knots given the time from bow to stern. I will say, that I am working on this one myself - as I had been using the 3:15 rule exclusively - but then I started playing with no map contacts - Yikes! Now the 3:15 rule is much harder - as it is difficult to guage the range perfectly. Also, with NYGM - the watch officer doesn't give you uber range estimations. Now I am working on a 6:30 rule, and dividing by two to get speed, but still the Fast 90 shots are very difficult. Anybody got any good tips? |
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#11 |
Grey Wolf
![]() Join Date: Feb 2003
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im having the same problem, im almost tempted to to on the god's eye view to make it easier. how r u supposed to acurately mark targets on the map so u can do the 3.15 rule?
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#12 | |
Ace of the Deep
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#13 |
CINC Pacific Fleet
Join Date: Sep 2003
Location: Down Under
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You could try my Time-Distance-Speed chart that loads into the Nav map screen, very simple to use but requires a 1.5minute timer (stop watch etc).
![]() Cheers. Edit: PS. rename the downloaded file from hyperupload to "Minimods.rar".
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Sub captains go down with their ship! Last edited by Reece; 09-28-06 at 10:04 AM. |
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#14 |
Grey Wolf
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i find the easiest way to measure speed is to simply count the rpm of the ships screws on the hydrophone, works perfectly every time for lone ships or very small convoys (sound is much too confusing in a large convoy though).
theres a great tutorial for this available in the downloads section of subsim (sound trainer mod) as someone already mentioned some mods may make this not work if they replace the ships engine sounds. |
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