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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
World's best
Join Date: Jun 2011
Location: schierling, germany
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Hello comrades,
Do somebody have a list with the lenght of the ships, because i want to play SH4 100%. Without Ship lenght its not possible to calculate the AOB. Thanks,Arnauld |
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#2 |
Captain
![]() Join Date: Oct 2010
Location: Oz
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Sorry arnauld, can't help with the list but am curious about your method for calculating AOB from ship length, what's the trick?
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#3 |
Stowaway
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100% realism means you DONT know the length so use the rec manual and use the visuals to guestimate your firing solution and you will have great success.
the whole point of realism is the unknown and the error factor that gives you that realistic immersion Last edited by Webster; 01-26-13 at 03:42 PM. |
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#4 |
Rear Admiral
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#5 |
sim2reality
![]() Join Date: Jun 2007
Location: AM 82
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The ratio between ship length and ship height can be used to determine the sob by use of a simple formula.
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#6 |
World's best
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In the download section i found the "simplified manual targeting 100% realism" by hitman. To use this, you had to know the lenght of the ship.I seem if you know the kind of ship you should know the lenght,too, but the recognition manual in TMO 2.5 do have the height of the mast, but not the lenght of the ship.
![]() Obviously Hitman have had it. Greetings, Arnauld |
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#7 | |
Rear Admiral
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Course, it's an obvious typo, but to "determine the sob" has a nice ring.. Anyway, there was once a list of ship lengths someone made up. |
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#8 | |
Captain
![]() Join Date: Oct 2010
Location: Oz
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Hmmm, this is the amazing thing about subsimming. Everyone's got so many ways of doing things, and even when you've been doing it for years you can still learn something as simple and obvious as this! Armistead, that's brilliant! I never thought of doing that! I've had a quick play around with it and came up this off the top of my head: sub heading + periscope bearing - 180 degrees - target ship heading = AOB, with positive being starboard and negetive being port. Is that what you're using or is there a simpler formula? It's so damned acurate I love it! ![]() Last edited by troopie; 10-25-12 at 06:44 AM. Reason: Fix typo |
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#9 | |
Sea Lord
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#10 |
Captain
![]() Join Date: Oct 2010
Location: Oz
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Yeah HEADING absolutely, whoops I better edit that.
![]() To get target ship's heading for the test I used map contacts and placed a mark on the target, waited a minute or two then used the ruler and toolhelper and dragged from the mark to current position. (SH3) |
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#11 |
Captain
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Of course at 100% you would have to use your range measurements and plot it yourself but same method would work.
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#12 | |
Ocean Warrior
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You could also draw the Target Course on the map, and measure the angle with the protractor.
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"Never ask a World War II history buff for a 'final solution' to your problem!" |
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#13 |
Captain
![]() Join Date: Oct 2010
Location: Oz
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#14 | ||
Admiral
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The ship lengths are listed in the Recognition Manual, measured to be accurate to what the view provides. The mod corrects a flaw with SH4 (and possibly the entire series of Silent Hunter games from UbiSoft) where the periscopes/TBT views aren't providing an accurate Field of View when measuring with the Telemeter Divisions of the scopes (the vertical and horizontal hash marks on the scope lens). To be clear, there are 32 divisions on the scope lens, as it should be for the American periscope. These divisions represent "angular degrees" in distance, each division equals one angular degree in measurement. However, the FoV that the game provides is off when measured at any distance. To measure accurately, an object at 1000 yards distance should read with each Telemeter Division 17.5 yards, or rounded off to 52.5 feet. The truth is, the FoV of the stock game isn't 32 degrees wide, it's 36 degrees wide in SH4. AND, what makes things worse is that a player who uses the 1280x1024 resolution will have a stock game periscope FoV at 38 degrees wide. The inaccuracy in the games FoV using an authentic 32 degree scope lens is apparent and should be clearly understood. You'll not be able to accurately judge measurements using the telemeter divisions until the Field of View is corrected for the periscope, for all possible resolution sizes a player uses. This inconsistency in resolution/aspect ratio becomes really apparent with the TBT/UZO views. They are off much worse than the periscope views. With each different resolution a player may choose (depending on his computer system) the TBT representation of the FoV changes like a person changes his socks! Each resolution has it's own viewable size through the TBT/UZO. Sorry to be long winded on this, but to understand why the Telemeter Divisions aren't used in the stock game is due to these flaws in the games optics. Optical Targeting Correction corrects these issues, giving a player the ability to measure accurately for either range distance, or AoB calculation. Yes, measuring AoB was taught and done through the use of the Telemeter Divisions. You might want to look at this "Handout" for understanding what tools were used to accomplish that goal. The "Torpedo Fire Control Manual" explains what a periscope FoV should be and how to judge range with it. It also explains how to check AoB when a range distance is estimated. The first several chapters provide definitions, and give an overall description of the "Fire Control Party" (no they aren't firefighters). Chapter 5 gets into the basics of the periscope and how to use it for calculating a firing solution. You'll notice the handout describes a tool called an Omnimeter that was used to help calculate range and figure AoB without using much math. The Omnimeter is also in the OTC mod.
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#15 |
Captain
![]() Join Date: Oct 2010
Location: Oz
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Wow CapnScurvy,
![]() Looks like I've got plenty of practice to catch up on! |
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