SUBSIM Radio Room Forums



SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997

Go Back   SUBSIM Radio Room Forums > Silent Hunter 3 - 4 - 5 > Silent Hunter 4: Wolves of the Pacific
Forget password? Reset here

Reply
 
Thread Tools Display Modes
Old 03-23-07, 03:14 AM   #1
lms_oid
Swabbie
 
Join Date: Mar 2005
Location: France
Posts: 10
Downloads: 8
Uploads: 0
Target speed calculation made easy

Hi mates,

I received my deluxe version yesterday and tried it for 3 hours (with 1.1 patch installed) : it's very nice IMO! Then I came to this forum and discovered that many simers were complaining about the speed calculation broken in the TDC... Even if it is a bug as it is written to work in the manual, I believe that it is fairly more realistic that way. I were always asking myself in SHIII who was the guy in my uboat who was calculating the speed estimation while I was pushing "the little button on the chronometer"... So now in SH4 with manual TDC on, we can use the chronometer but the guy who was calculating like crazy in SHIII is gone. Not a big deal IMO. We will just have to work our trigonometry again .

There are several ways to do estimation of speed but I would like to present you the way I use. It's limited because it's only exact at an AOB of 90° and with the sub travelling slow. However, it is a very good estimation between 75° and 105° AOB. The interest of this method is that you do not need a calculator which would kill the immersion and that it is fast (no map drawing). You just need a "target speed estimation Table" that you can find below.

I find it to be immersive and far more realistic than the always accurate magic speed that you obtain in SHIII...

Hope it will helps some simers.



lms_oid

Edited : Table modified - 30 seconds for range from 1750 to 2000 yards.

Last edited by lms_oid; 03-23-07 at 09:52 AM.
lms_oid is offline   Reply With Quote
Old 03-23-07, 03:41 AM   #2
ijozic
Bosun
 
Join Date: Aug 2006
Posts: 61
Downloads: 47
Uploads: 0
Default

Quote:
Originally Posted by lms_oid
I find it to be immersive and far more realistic than the always accurate magic speed that you obtain in SHIII...
This is debatable depending on what is your impression of what are the tasks that you as a captain must do. I hope they fix this issue with chronometer for people who want to keep it simpler.

But this table is quite useful regardless, thanks.
__________________
I'm a bit slow at first, but by the time the crew starts screaming "Captain, we're all gonna die!", I'm in complete control.
ijozic is offline   Reply With Quote
Old 03-23-07, 04:39 AM   #3
P_Funk
Ocean Warrior
 
Join Date: Jun 2005
Location: Canada, eh?
Posts: 2,537
Downloads: 128
Uploads: 0
Default

It would be cool if you could make a few tables for different common AOBs. Like one for 45 and like 25 or something. You could have a few charts. Hell you could just give us the equation involved in that chart and we could all make our own custom ones.

Me personally I'd make one for every say 10 or 15 degrees. Probably need fewer too as you get closer to 90.
__________________


P_Funk is offline   Reply With Quote
Old 03-23-07, 04:49 AM   #4
nattydread
Captain
 
Join Date: Jan 2004
Posts: 498
Downloads: 2
Uploads: 0
Default

I'd think map plotting would be easier. Take a range and bearing of the target, start clock and mark it on the map. Wait a minute and repeat. Use the ruler to measure the distance travelled. Now you have time and distance, calculating speed is easy after that...granted it requires we have bearing info as a map plotting tool. I have yet to play the game so thats something im not sure we have. But if it is, its accurate under all conditions.
nattydread is offline   Reply With Quote
Old 03-23-07, 05:31 AM   #5
RedHammer
Loader
 
Join Date: Jul 2006
Location: Norway
Posts: 87
Downloads: 38
Uploads: 0
Default

I missed the Nagato battleship I was aiming at and instead hit a carrier far behind.

Sorry, It seems that none of us newbies can elaborate exactly how much we need the Auto Speed Determination of the chronometre to even get started using a manual tdc. Because the issue is this simple: We cannot hit anything of what we are aiming at. As in, nothing, maybe by luck, if I crazily enough manage to determine the speed, by a wild guess, then maybe I hit once or twice.

Right now, It would be easier for me to put everything on Zero on the TDC, and just aim ahead of the enemy ship I`m shooting at, and simply develop a feel for how many clicks in the periscope, ahead, of the enemy ship, I have to shoot, to get a hit.
But for real.. Who had time and resources enough to practice that.. that person would not be a sub captain for long..


S! to all


SK
RedHammer is offline   Reply With Quote
Old 06-14-11, 10:18 AM   #6
Dogfish40
Ace of the Deep
 
Join Date: Sep 2010
Location: LA Area, Central coast, California
Posts: 1,023
Downloads: 827
Uploads: 0
Default

Quote:
Originally Posted by RedHammer View Post
I missed the Nagato battleship I was aiming at and instead hit a carrier far behind.

Sorry, It seems that none of us newbies can elaborate exactly how much we need the Auto Speed Determination of the chronometre to even get started using a manual tdc. Because the issue is this simple: We cannot hit anything of what we are aiming at. As in, nothing, maybe by luck, if I crazily enough manage to determine the speed, by a wild guess, then maybe I hit once or twice.

Right now, It would be easier for me to put everything on Zero on the TDC, and just aim ahead of the enemy ship I`m shooting at, and simply develop a feel for how many clicks in the periscope, ahead, of the enemy ship, I have to shoot, to get a hit.
But for real.. Who had time and resources enough to practice that.. that person would not be a sub captain for long..


S! to all


SK
Ahoy RedHammer
After reading and rereading some of the the patrol reports of the Fleet boats from the war, You are not far off in your feelings on the matter. In the early part of the war especially, the skippers were frustrated by the very same thing (Apart from the fact that the fish were faulty). I have read too many instances to count of perfect setups at 1000 yrds, 90 degree or comparable AOB, firing 4 fish and ALL MISS!. This is with all the personal assisting the Skipper! Most all torpedos fired at enemy ships in the first year of the war were misses. I've noticed in the game that ship's are taking evasive manuvers as soon as the fish reaches some visable distance, particularly in daylight and it doesn't take the ship much to adjust it's course and have the fish miss. So when you take your calculation, best fire a spread if you attacking during the day.
Point is, don't be frustrated. This is what the Fleet boats in WW2 are all about.
Good Hunting
__________________
Dogfish40
Dogfish40 is offline   Reply With Quote
Old 03-23-07, 05:49 AM   #7
lms_oid
Swabbie
 
Join Date: Mar 2005
Location: France
Posts: 10
Downloads: 8
Uploads: 0
Quote:
Originally Posted by ijozic
This is debatable depending on what is your impression of what are the tasks that you as a captain must do. I hope they fix this issue with chronometer for people who want to keep it simpler.
Don't get me wrong, I totally understand that people want this bug to be solved. I just find that it's very realistic as this and I love it.

Quote:
Originally Posted by nattydread
I'd think map plotting would be easier. Take a range and bearing of the target, start clock and mark it on the map. Wait a minute and repeat. Use the ruler to measure the distance travelled. Now you have time and distance, calculating speed is easy after that...granted it requires we have bearing info as a map plotting tool. I have yet to play the game so thats something im not sure we have. But if it is, its accurate under all conditions.
Yes, this way is good too. You only have to multiply the distance travelled in one minute by 60 to have the actual speed. Depending on the speed you may have to wait a little longer though. By waiting 3 minutes between the two checks, you only have to multiply by 20... And it is a lot of fun to draw that on the map (very immersive IMO).

Quote:
Originally Posted by P_Funk
It would be cool if you could make a few tables for different common AOBs. Like one for 45 and like 25 or something. You could have a few charts. Hell you could just give us the equation involved in that chart and we could all make our own custom ones.

Me personally I'd make one for every say 10 or 15 degrees. Probably need fewer too as you get closer to 90.
The formula I use is only true at an AOB of 90 because it use trigonometry. The exact formula is :

1 yard = 3 feet
1 nm = 6080 feet
1 hour = 3600 seconds

BC = Bearing Change in degrees
S = Speed in knots
R = Range in yards (given by the stadimeter)
T = Time between the to bearing checks in seconds

S = (tan BC x 3 x R x 3600)/(T x 6080)

However, the more your AOB is far from 90° (more or less), the more the speed is underestimated by this table so you can guess that adding x knots to the estimated speed would be a good idea.

lms_oid

Last edited by lms_oid; 03-23-07 at 06:11 AM.
lms_oid is offline   Reply With Quote
Old 03-23-07, 06:11 AM   #8
P_Funk
Ocean Warrior
 
Join Date: Jun 2005
Location: Canada, eh?
Posts: 2,537
Downloads: 128
Uploads: 0
Default

After thinking it through and recalling all the old ways of getting target info in SH3, I still dig the functionality of the nomograph.

In SH3 if I needed speed I could take the range, mark it on the map, run the stopwatch for any period of time (longer the better) and then apply those numbers to the nomograph and get a solid speed out of it. And it works at any AOB.

If the stadimeter in SH4 is better than the one in SH3 then range shouldn't be an issue. That means that all you need is time, and thats a number that you can generate yourself.

But I dig the charts anyway. I want to work out a chart system that can spare me the need of a nomograph under as many circumstances as I can avoid.
__________________


P_Funk is offline   Reply With Quote
Old 03-23-07, 06:14 AM   #9
OS1Mac
Seaman
 
Join Date: Jun 2006
Location: Bozeman, Montana, USA
Posts: 31
Downloads: 0
Uploads: 0
Default

Thanks for the table!
__________________

USS Belknap CG-26 ('89-'93) & Task Force 67 P3-C ('93-'98)
US 6th Fleet "Power for Peace" - Gaeta & Naples, Italy
OS1Mac is offline   Reply With Quote
Old 03-23-07, 06:29 AM   #10
Ragtag
Seasoned Skipper
 
Join Date: Jan 2002
Location: Oslo, Norway
Posts: 654
Downloads: 163
Uploads: 0
Default

Quote:
Originally Posted by P_Funk
After thinking it through and recalling all the old ways of getting target info in SH3, I still dig the functionality of the nomograph.

In SH3 if I needed speed I could take the range, mark it on the map, run the stopwatch for any period of time (longer the better) and then apply those numbers to the nomograph and get a solid speed out of it. And it works at any AOB.

If the stadimeter in SH4 is better than the one in SH3 then range shouldn't be an issue. That means that all you need is time, and thats a number that you can generate yourself.

But I dig the charts anyway. I want to work out a chart system that can spare me the need of a nomograph under as many circumstances as I can avoid.
Nomograph?? what the heck is that? :P (yes, i'm green but wanna learn)
Ragtag is offline   Reply With Quote
Old 02-29-08, 11:54 AM   #11
RedHammer
Loader
 
Join Date: Jul 2006
Location: Norway
Posts: 87
Downloads: 38
Uploads: 0
Default

Hi all



After the new release of the SH4 Addon Uboat Missions. I believe I am experiencing what I hope to be just a nightmare in my sleep: Target speed again rendered useless...

and even if it did work.. its not like normal sh4 after it was fixed.. anybody got a clue on how to get it working?

Sincerely Yours

RH
RedHammer is offline   Reply With Quote
Old 02-29-08, 01:06 PM   #12
Rockin Robbins
Navy Seal
 
Join Date: Mar 2007
Location: DeLand, FL
Posts: 8,899
Downloads: 135
Uploads: 52


Default Oh No!!!!!

I'm afraid you're not in Kansas any more.
Rockin Robbins is offline   Reply With Quote
Old 02-29-08, 02:04 PM   #13
Wilcke
The Old Man
 
Join Date: Jan 2007
Posts: 1,441
Downloads: 234
Uploads: 0
Default

...that screen shot looks vaguely familiar.....
__________________
Wilcke


For the best in Fleet Boats go to: Submarine Sim Central. http://forum.kickinbak.com/index.php
Check out: A Brief Introduction to the Pacific Submarine War by Ducimus
http://www.subsim.com/radioroom/showthread.php?t=128185
Operation Monsun plus OMEGU, the #1 ATO Solution for SH4!

Signature Art by Gunfighter
Wilcke is offline   Reply With Quote
Old 02-29-08, 02:34 PM   #14
DevilThorn
Watch
 
Join Date: Oct 2005
Posts: 15
Downloads: 7
Uploads: 0
Default

It does not work like it did in sh3. But it works just like in the american subs. Get two range calculations and then hit the get speed button.
DevilThorn is offline   Reply With Quote
Old 02-29-08, 09:51 PM   #15
LukeFF
Silent Hunter
 
Join Date: Apr 2005
Location: Riverside, California
Posts: 3,610
Downloads: 41
Uploads: 5
Default

Quote:
Originally Posted by DevilThorn
It does not work like it did in sh3. But it works just like in the american subs. Get two range calculations and then hit the get speed button.
And then you have to enter in the AOB.
__________________


ROW Sound Effects Contributor
RFB Team Leader
LukeFF is offline   Reply With Quote
Reply


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT -5. The time now is 10:21 AM.


Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2024, Jelsoft Enterprises Ltd.
Copyright © 1995- 2024 Subsim®
"Subsim" is a registered trademark, all rights reserved.