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Old 03-01-09, 11:31 PM   #1
mountainbikextremist
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Default EASY speed calulation

1. Mark ship position on map, and start timing for 30 seconds.
2. Mark ship position on map after 30 seconds
3. Measure distance between two points in yards
4. Multiply that number by .06 to get your speed in Knots

Example:
Ship traveled 150 yards in 30 seconds
150 x .06= 9 Knots

Simple as that, and it is pretty damn accurate. I just sunk 2 large passenger ships using this technique "3 torps each" consecutively and all 6 fish hit home. Using this mod: http://www.subsim.com/radioroom/showthread.php?t=111371, I pinged both ships, and manually inputted their ranges into the TDC. I guesstimated their AOB and sent both to the bottom. That's pretty damn impressive for me since I have just started using manual targeting. I just have to keep a calculator by the computer
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Old 03-02-09, 10:30 AM   #2
Fish40
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Seems like a good tip Looks as though you don't need to identify the target useing this method. I haven't had any luck getting precise range measurements useing radar, since as far as I know, there is no numerical readout of range. There is a mod out there that addresses this, but I don't think it was made RFB compatable yet. IRL, there was indeed such a readout.

I've also used the sonar ping method, but also found that faulty on occasion. The way I do it is time how long the ship takes to cross the 0 bearing line of the scope, and calculate speed useing the ship's length. There are lists out there which provide the lengths of in game ships. Of course you need to ID the ship, a challange to say the least on a pitch dark night, but it works like a charm
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Old 03-02-09, 11:13 AM   #3
Webster
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further down the thread in post #12 you will see a different version of the same fix that works much better than how otto shows it.
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Old 03-02-09, 12:26 PM   #4
mountainbikextremist
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Do know what the name of the mod that corrects the range issue is?

Quote:
Originally Posted by Fish40
Seems like a good tip Looks as though you don't need to identify the target useing this method. I haven't had any luck getting precise range measurements useing radar, since as far as I know, there is no numerical readout of range. There is a mod out there that addresses this, but I don't think it was made RFB compatable yet. IRL, there was indeed such a readout.

I've also used the sonar ping method, but also found that faulty on occasion. The way I do it is time how long the ship takes to cross the 0 bearing line of the scope, and calculate speed useing the ship's length. There are lists out there which provide the lengths of in game ships. Of course you need to ID the ship, a challange to say the least on a pitch dark night, but it works like a charm
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Old 03-02-09, 02:16 PM   #5
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Here's the thread, and included link: http://www.subsim.com/radioroom/show...ht=range+rings
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Old 03-02-09, 09:04 PM   #6
Rockin Robbins
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Why would you multiply by .06 and call that easy? Why not mark two positions three minutes apart and measure the number of hundred yards. 850 yards equals 8.5 knots. THAT's what's easy. Multiplying by .06 is not.
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Old 03-02-09, 10:29 PM   #7
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I'm just trying to find the perfect way without contacts on to mark without pinging....Still time the passing of the ship through the crosshairs and checking my book....or leave it to the stad. Would rather have it down before they get that close.
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Old 03-03-09, 12:21 AM   #8
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I am impatient and dont like having to wait 3 minutes to get my speed. 30 seconds is much faster

Quote:
Originally Posted by Rockin Robbins
Why would you multiply by .06 and call that easy? Why not mark two positions three minutes apart and measure the number of hundred yards. 850 yards equals 8.5 knots. THAT's what's easy. Multiplying by .06 is not.
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Old 03-03-09, 12:26 AM   #9
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One of these days when I have some time, I am going to figure out how to get range w/o pinging as well. I just need to dedicate some time to sit down, do some searching for different techniques, and actually read them through them all the way. I would like to figure out the mast height to calculate range, and ship length for speed, as well as a good way to accurately calculate the AOB. One step at a time....I'm definitely making progress
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Old 03-03-09, 04:54 AM   #10
Fish40
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Quote:
Originally Posted by Armistead
I'm just trying to find the perfect way without contacts on to mark without pinging....Still time the passing of the ship through the crosshairs and checking my book....or leave it to the stad. Would rather have it down before they get that close.

It takes alittle practice, but with time you'll be able to ID targets in plenty of time. The first thing I look for is the position of the funnel. A funnel that is more or less in the center of the ship is a freighter. Tankers have their funnel aft. A sound check will tell you if you're dealing with a merchant or warship way before you see it.

Another thing I do is time the ship as soon as possible, even if I don't have the ID confirmed. Once you know the time, you could concentrate on what it is. Believe me, do it a few times and you'll see you have more than enough time to excecute an attack.
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Old 03-03-09, 11:53 AM   #11
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Quote:
Originally Posted by Rockin Robbins
Why would you multiply by .06 and call that easy? Why not mark two positions three minutes apart and measure the number of hundred yards. 850 yards equals 8.5 knots. THAT's what's easy. Multiplying by .06 is not.
my dad always said those who take shortcuts work the hardest trying to work the least

but at the same time, different strokes for different folks, if its easier for him then go for it.

all i know is my brain hurts when i try to think so i do it as little as possible
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Old 03-03-09, 06:16 PM   #12
Rockin Robbins
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It would take me three minutes to multiply by .06!
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Old 03-03-09, 09:39 PM   #13
mountainbikextremist
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3 min even with the trusty calculator? TI83 Graphing Calculators are TOTALLY realistic...not that I need one to to multiply 150 by .06 though

We need angle on bow sir!!!
Here hang on a min....tap tap tap tap, enter....its 32 degrees to starboard.
Whats her range?
Oh hmmm, sin multiplied by what number again?
Give me that, here just use the range function!
Oh its that easy? Cool...
Range: 60 yards...fire tube one!!!

Thats the way it worked in WWII right?

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It would take me three minutes to multiply by .06!
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Old 03-03-09, 11:11 PM   #14
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Heh. In WW2, I'd probably be the guy sticking his wet pinky (finger) up in the air, checking for which way the wind's blowing. At 'scope depth, no less.
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Old 03-04-09, 06:03 PM   #15
Rockin Robbins
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Actually in WWII the plotting team had a collection of nifty analog slide rules that came up with the answer before you could go tap tap tap into your fancy plotting calculator. And their batteries never went dead!

Slide rules were cool before there WAS cool!
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