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Old 01-20-08, 09:37 PM   #1
schnorchel
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Quote:
Originally Posted by joegrundman
Quote:
Originally Posted by u.Prestige
Quote:
Originally Posted by joegrundman
Finally the circular slide rule, modelled on the Speed Omnimeter of the USN SACF, but converted for metric distances

This must be great in estimating target's range!
Is this historically realistic in U-Boats?
They used all manner of sliderules for all sorts of problems, but i didn't have good images of them and i wanted to avoid having too many specialised sliderules.

This one is, as i said, modelled on the sliderule on the back side of the USN ISWAS.

Basically, sliderules are sliderules no matter which country made them. they do the same things really. I chose this design because firstly i had clear templates, secondly it provides accurate measurment of degrees 1-6, thirdly because this slide rule +the aob finder (which is also a slide rule) pretty much cover all your slide rule needs.

There really is no liimit to the problems that can be solved by the use of these two tools, but the manuals in the mod package deal with the main uses you will come across.
Hi I want to say great work!
Is it possible to change this tool by that the origanal type german use?
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Old 01-21-08, 05:48 AM   #2
Abd_von_Mumit
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I think "U-jagd1.3.1_GWX.7z" (no patch, not DIY) is missing on your site.

The packages contain 2 U-jagd manuals, I believe.
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Old 01-21-08, 07:24 AM   #3
joegrundman
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The U-jagd1.3.1GWX should be up now. thanks for the heads up.

@Schnorchel

There are two things I wish to say.

Firstly I'm not 100% sure here, but from my discussions with Hitman, I understand that the tool you show is also not 100% authentic KM equipment. I believe, but i'm not certain, that it is a hybrid that Hitman made between a KM whiz wheel for determing speed/aob on a constant bearing and the time wheel from the US Navy Speed Omnimeter that I based the in game circular slide rule on.

Secondly, it will be very easy to change the in game sliderule to resemble the one that you made from Hitman's templates. you could do it yourself in fact, if you feel like trying. But anyway, for me it would only be half an hour's work, so I'll make a conversion and offer it as an optional download. How's that?

joe
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Old 01-21-08, 08:50 AM   #4
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Great mod i think its more easy to learn thant The OLC Gui, il give it a try
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Old 01-21-08, 11:24 AM   #5
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...is it just my end of the world or is anyone else experiencing slow response times with the SubSim webpage and File Front download speeds!

I tested my pings and bandwidth and my speeds are normal.
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Old 01-21-08, 05:03 PM   #6
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Quote:
Originally Posted by Wilcke
...is it just my end of the world or is anyone else experiencing slow response times with the SubSim webpage and File Front download speeds!

I tested my pings and bandwidth and my speeds are normal.
In my PC Subsim works OK ( as Usual) but filefront is not so good.
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Old 01-21-08, 05:10 PM   #7
Wilcke
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...all back up to speed and File Front is downloading well again...
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Old 01-21-08, 08:09 PM   #8
joegrundman
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Default Alternative slide rule

Here's the alternative sliderule that schnorchel wanted. It's at my filefront. Look for U-jagd_alternatve_sliderod.7z.

It's a DIY installation. You must make three edits to the menu file yourself.

Gute Jagd

joe

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Old 01-23-08, 08:55 AM   #9
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I have some questions Joe, first im using GWX 2.0 and testing the mod in the torpedoes training mission to take the stationary tramp steamer i cant read in the Zielkurswinkel because its not numbered in the left half so i cant take the AOB number the other question is how do we shoot targets at 1.5x Zoom?
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Old 01-23-08, 10:13 AM   #10
joegrundman
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For stationary targets, AOB isn't relevant. Only range and bearing, but I guess that's not your point.

The AOB should always be on the right side. If it isn't then you have a badly wrong range estimate, or else you have the scope on the wrong magnification, or finally you have the wrong magnification for the tool. For example, if you are using the GWX version, this is set for a high power magnification of 10x.

Some mods will change the GWX magnfiication back to x6. Sergbuto's free camera mod, forexample. If this is so, then the settings are no longer correct. Do you have other mods which affect the magnification of the scopes?

As to your final point, again you need to know what you scope magnfication settings are.

If you have stock then it is x1.5/x6 if GWX it is x1.5/x10 on the attack scope.

The tool is always calibrated for the scope on high power. If you wish to use it on low power, you must multiply the measured length of the target to scale it to high power. So for stock, youmust multiply the measured length by 4, if for GWX by 6.6

This multiplication can be done with the AOB finder, as described in the manual. It takes just a second.

Gute Jagd

Joe
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Old 01-24-08, 10:46 AM   #11
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AOB will not be messed up if you use the wrong magnification setting, either by ingame choice or camera settings. The AOB calculation is basically to compare:

1. Known relation between real height and real length of target. (nothing short of torpedoes can change this relation)

2. Relation between observed height and observed length of target, which is also unaffected by magnification.

Range will be wrong if some other magnification is used and no correction for that is made, but not AOB as long as everything else is done correctly.
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Old 01-24-08, 07:00 PM   #12
joegrundman
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I'm afraid this is not correct, because the method you mention is not actually how the wheel does it, although the effect is the same (the manual is misleading in this respect, but i only actually learned how it works when i built the new version from scratch, rather than using templates). In order to make wheels for GWX and stock i've had to make three different wheels. If you use the wrong one, you get the wrong answer.

However, in the appendix of the manual, there is a section which shows how to correct for using low magnification. You use the AOB finder to do it and the process takes less time than it does to type into a digital calculator, because as we all know sliderules operate by the power of black magic...
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Old 01-24-08, 07:40 PM   #13
Abd_von_Mumit
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Quote:
Originally Posted by joegrundman
I'm afraid this is not correct, because the method you mention is not actually how the wheel does it, although the effect is the same (the manual is misleading in this respect, but i only actually learned how it works when i built the new version from scratch, rather than using templates). In order to make wheels for GWX and stock i've had to make three different wheels. If you use the wrong one, you get the wrong answer.
:hmm: I can't understand that to be honest. The Zielkurswinkelrad (the "no arms" side of the tool) works just like a regular circular slide rule, based on logarithmical calculations. If you skip the "marks" scale and stick to degrees, speeds and distance, it has to work like any other instance of similar slide rule. In the above example the mark scale is not used at all, as it's the proportions that are taken into consideration, not number of marks, so... why it shouldn't work?

Correct me if I'm wrong, I'm still not accustomed to these tools, using your manual as one of sources of reference (really good job, I think the manual is the best part of your mod + Zielkurswinkelrad in the periscope view).

EDIT: I've been trying to write a comprehensive opinion about your mod for a few days, but still some other things distract me - like playing with your mod that I really enjoy much. But I have a major problem with it and I can't find a solution. Screenshot follows:



The same with "yellow range scale". I've checked the files - yellowrangescale.tga and optischelange.tga are where they should be, files are not corrupted. It can have a connection with my very low spec. PC, and in fact I had similar problems with other files, like bearing overlay. But I don't have them anymore now BUT with these two.

Any ideas?:hmm:
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Last edited by Abd_von_Mumit; 01-24-08 at 07:54 PM.
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Old 01-24-08, 07:59 PM   #14
Storabrun
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Quote:
Originally Posted by joegrundman
I'm afraid this is not correct, because the method you mention is not actually how the wheel does it, although the effect is the same (the manual is misleading in this respect, but i only actually learned how it works when i built the new version from scratch, rather than using templates). In order to make wheels for GWX and stock i've had to make three different wheels. If you use the wrong one, you get the wrong answer.
Unless your wheels function in some way fundamentally different from the one in OLC GUI I'm correct and you are wrong

I'm not saying that it was a waste of time to make different wheels, because you get the range wrong if it's not scaled to the magnification. But the AOB will always be correct if your measurements and handling is correct.

The thing is that the range is NOT important if you just want AOB.

1. You measure range by aligning observed marks with 90
2. Read range at mast height (or double mast height in OLC GUI)
3. Turn range to real length of target.
4. Read AOB at the observed ship length (or half ship length in OLC GUI)

The thing is that in part 3 it doesn't matter if the range is correct or not if all you want is the AOB. What you really do is turn the wheel from mast height (on outer scale) to ship length (on outer scale). Both of those values are independent of magification and therefore you always turn that wheel an set number of degrees for a specific target.
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Old 01-27-08, 08:05 PM   #15
Puster Bill
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Quote:
Originally Posted by joegrundman
Finally the circular slide rule, modelled on the Speed Omnimeter of the USN SACF, but converted for metric distances

Would it be possible for you to make this more amenable to printing out?

I use a physical version Hitman's wheel, but I sometimes find it more convenient to use the US version (I pause the game, convert the ranges from meters to yards, then use the wheel). This generally happens with either very small AOB values, or when I only have time to make two quick observations because of bad weather or such.

Also, using this version would also make the AOB more than 90 degrees issue easier, in that I don't have to do the math in my head, it's right there.

I like having the physical wheel in my hands though. Using a virtual one is like kissing your sister: You go through the motions, but it just isn't the same.

I am sure I am not the only one who would like a version that can be printed out. Really, all you would need to do is place a small cross in the exact center of the three wheels.

Pretty please!


PS: Your wheel is slightly off. The conversion for meters per second to knots is .51444, you have it set at about .52. Probably not enough to make you miss close up, but certain it might at longer ranges when you consider rounding issues. When I use my linear rule, I use .515 which is close enough.
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