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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#31 | |
Pacific Aces Dev Team
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One day I will return to sea ... |
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#32 | |
Silent Hunter
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Location: AN9771
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#33 |
Ace of the Deep
![]() Join Date: Jun 2005
Location: Palm Beach, Florida
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I was told that's what the "Utilities" section is for...
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#34 |
Silent Hunter
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I see, ...now.
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#35 |
Fleet Admiral
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Thanks for posting this technique (Coughcoughstickycoughcough)
On paper, a tool called a 10 point divider could be used for this. The concept of a 10 point divider is that no matter how wide it is extended, each point still remains in the same proportion. http://www.landfallnavigation.com/n1188.html For a picture of what I am talking about. A proportional divider, which has only two points, could also be used, but a 10 point divider makes it a lot easier. It would be awesome of some smart modder could introduce a 10 point divider (or any other number) in to the plotting tools in the game. I *think* the game 688 attack sub had it (but it could have been Fast Attack, I get them confused sometime). So I know it is possible to code. Whether it can be coded in to SH3/4 is another story. Your way of using the circle function is innovative and imaginative. Well done! My only issue is trying to do these steps while the game is running. Remember I am not that smart. Tools that will help the player implement these techniques in the game are what is needed when .. ahem.. newer versions of submarine simulators are being designed. I will be trying your method of altering the speed of the submarine. That never occurred to me. It is counter intuitive. I have always tried NOT to alter my speed. ![]() ![]() And much thanks for taking the time to put together a nice easy to follow PDF. ![]()
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#36 | |
Watch Officer
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Platapus,
Thanks for the compliments. I can't take credit for the ideas though... they're all from other people... I just took them all and organized them into one spot. Quote:
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#37 | |
Ace of the Deep
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Location: Palm Beach, Florida
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A fairer argument might be that because you have to use the limited drawing tools it takes longer than it would in realtime, therefore it's not so much cheating as leveling the playing field. |
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#38 | |
Watch Officer
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It's all a matter of personal preference, though.
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#39 |
Ocean Warrior
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Location: Notify command we have entered the Grass Sea
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Radarman: Enemy contact, captain. Sounds like a BB.
I'm goin' down (with captain's hat on backwards): get MoBo out and give me course, bearng, and range. We're goin' to sink that sucker...Yea! I'm goin' down (doffs captain's hat, and dons MoBo hat): 10 degrees, 190 degrees, 3,000 yds. I'm goin' down: (discards MoBo hat, and is now hatless): where the hell is my captain's hat. Ensign: The mascot ran off with it. I'm goin' down (still hatless): The Yamato is getting away, damn it. We can't fire torpedoes until I am wearing the Captain's hat. Radarman: Sound contact lost sir. I'm goin' down: @!%#&* |
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#40 | |
Ace of the Deep
![]() Join Date: Jun 2005
Location: Palm Beach, Florida
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You're at depth, the captain is basically looking over the shoulder of the tracking party. ![]() |
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#41 | |
Watch Officer
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#42 |
Commodore
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This is outstanding, very informative and well explained.
![]() It's given me a new insight on using sonar with SH4. What amazes me most, is that while viewing this, it occured to me that the theory is no different than using the TMA analysis in modern sims, such as "Janes 688i" or "Dangerous Waters" where we align the arrow and dots to arrive at the most probable solution. ![]() ![]() Thanks for your efforts. You know.....I gotta say.... This community is fortunate to have such smart people within these forums. Certainly above average intelligence ! ![]()
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#43 | |
Silent Hunter
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#44 | |
Nub
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So guys... The download link its broken... Can I download this anywhere else? |
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#45 | |
Ensign
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Location: NY Harbour, Periscope depth.
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