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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Seaman
![]() Join Date: Apr 2005
Posts: 39
Downloads: 28
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Ok so I've been trying to hit this ship (the troop transport, armed cruiser one with two funnels)
I've sunk one before with no problems, Identified it, checked the speed using the 3min 15 s trick it came out at 1500m exactly 15 knotts. I used the map for range, and then drew a line out of her bow and fed back on the protracter, to her centre, then out to the centre of the sub, for AoB. This has worked so many times at similar ranges. Every single shot misses, they all arrive too soon, passing in front of the ship as though she was going slower than 15. they are all very close though not much more than a ships length or so out. I've even tried firign them with the periscope pointed behind her and they still just slip by in front. I'm undeteched so she isn't wiggling. I'm thinking I may give up, reload and hit with the TDC off, but I'm intrigued as to why this method isn't working? |
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#2 |
Navy Seal
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Are you using any mods?
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#3 |
Sea Lord
![]() Join Date: Mar 2010
Posts: 1,845
Downloads: 184
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The 3.15 trick is not working good because the watch is linked to the game, not to the OS. So if your game is lagging, the time/stopwatch will lag too. I found no solution to this problem except using map "contact on". It's a cheat, but a moderate one. Better than using mods where automation will do all the hard work...
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#4 |
XO
![]() Join Date: Jul 2002
Location: Florida
Posts: 400
Downloads: 126
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When you enter the AOB like that its a little tricky because the ship is moving and the AOB changes by the time you get done charting it. The scope bearing and AOB must be calibrated. The easy way to do that is to set up a 90 degree approach and set the AOB ahead of time. Aim the scope at 0 and set AOB to 90. Then when you swing the scope the AOB will adjust to the new bearing. Takes a little practice.
If you don't do the fast 90 approach you can calibrate from any angle using the AOB slide rule or doing the math in your head. The math is simple add/subtract but my brain goes dead under the excitement of the kill. I love the AOB slide rule (I actually use a real paper print out) but find I prefer to set up 90 degree when time permits. Of course if you get spotted and they begin to zig-zag the only hope is to send out a spread. You can see why the zig-zag works for there side. |
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#5 | |
Navy Seal
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Hi Magnum, I have just tested this by making a mission with one ship set at 10knots. 3.15 = 1000m Then added 40 ships to same mission (i got some lag but not that much) 3.15 = 1000m I have a new PC and did not get much lag so not sure how good this test was. What range of errors have you noticed due to lag? |
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#6 |
Sea Lord
![]() Join Date: Mar 2010
Posts: 1,845
Downloads: 184
Uploads: 2
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If your target is close, the lag should not alter too much the speed results, but on great distance.. better use a real watch. Use TC with the stopwatch on and you will see that the watch will also start to rotate faster. So without any doubt, the stopwatch is worthless for the 3.15 solution on slower machines, its linked to the game, not the OS.
AoB is really a simple thing to set up if you have a basic sense of directions and the errors are minimal if your not very precise.. most important is to have the AoB set on the correct quarter of the ship, at least on the correct side. But speed and range.. is a whole different story, you have to be very precise on those. |
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#7 |
XO
![]() Join Date: Jul 2002
Location: Florida
Posts: 400
Downloads: 126
Uploads: 0
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Also a real watch doesn't tick, unless its quartz. All hands should run smoothly around the dial with mechanical gears. But at least it doesn't hurt the game play.
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#8 | |
Navy Seal
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If stopwatch is linked to game time - thats good If game lags - ship movment stutters but so does watch (at same time) If I put on TC - watch goes faster(so does the ship) Thanks for you patience ![]() |
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#9 |
Seaman
![]() Join Date: Apr 2005
Posts: 39
Downloads: 28
Uploads: 0
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not YET but I will be...
I actually think it is something else... I did not have any of these problems before I assigned my crew points! I have maxed my torpedo guy (passive abilities), so the torps swim faster and do more damage... this is the problem I think! I think the tdc isn't taking into consideration the extra spedd of the fish. I thin kthis is it, because I noticed that by maxing my engine room guy, I can now do 24 knotts... but if I swtich to advanced controls and set any specific speed, the boat travels a few knotts faster. if I want 15 knotts I have to order 11... As I said i noticed both after applying the crew skill upgrades! Is this fixed in any mods? cos it's a real game breaker... |
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#10 |
Navy Seal
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#11 | |
Eternal Patrol
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You couldn't hear it unless you put it right against your ear, but it was there.
__________________
“Never do anything you can't take back.” —Rocky Russo |
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#12 |
XO
![]() Join Date: Jul 2002
Location: Florida
Posts: 400
Downloads: 126
Uploads: 0
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What you are hearing is the beating of the mainspring and balance wheel. Typically 1/5th of a second is the beat depending on the wheel. This causes what appears to be a continuous sweep of the second hand. All hands actually. Modern quartz watches snap to the marker each second. That's what we see in all SH series but that didn't come about until early sixties.
Last edited by Harmsway!; 12-28-10 at 10:32 PM. |
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