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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Weps
![]() Join Date: Nov 2006
Location: London, England (Usually in a pub...)
Posts: 358
Downloads: 49
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Calculating Speed - Correctly??
Hi all,
After getting rid of the stuttering gremlins and finally having a smooth-ish installation of SH4 I decided to begin from the beginning using all realism settings except for external camera (for the eye candy). I quite understand the TDC and can accurately track a course and locate distance etc. but the main problem I have is accurately finding speed of the target. For example, with a cargo merchant in calm seas, using the bow wave and travel across the periscope you can roughly guess a good speed - say 6 knots - in bad weather it's a lot harder! But, when faced with naval ships - especially destroyers, cruisers and battleships etc. that can go up tp 30 knots it is much more difficult! Countless times I have a good target track and waiting to shoot 90 degrees off their port or starboard, but the speed gets me most of the time. ![]() The 'manual' says to click on the chronometer for as long as possible and by magic it works out a good estimate of the speed - this has never worked - I guess one of the restrictions with high realism settings. So, without a nomograph (like SH3) I find it extremely difficult to to get the speed - a crucial part of the puzzle, without getting so close that every escort is on top of me. Can anyone please advise? What has (and hasn't) worked for others here? Cheers! Px3000 |
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#2 |
Sea Lord
![]() Join Date: Jul 2002
Location: Pacific NW
Posts: 1,894
Downloads: 6
Uploads: 0
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If you've got the time, plot the bearing and range of the target over several points and use time X speed = distance. If you're short on time (which is most of the time engaging TFs) get as good as a solution as you can by just guessing, and a minute later check the targets actual bearing against the position keeper computed bearing. Assuming you have a decent range/AOB estimation and the ship hasn't changed course speed will be your only variable. If the computed bearing is close to observed bearing, you know you have a good solution, if the observed bearing is in front of the computed bearing you know your speed estimate is too slow and so on. The position keeper is your friend.
PD |
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#3 |
Mate
![]() Join Date: Mar 2007
Location: Arizona
Posts: 57
Downloads: 0
Uploads: 0
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Yup the speed is what killed me in the beginning.....
However what I do now is kinda 2 part. Basically I follow Neal's advice by reviewing the recognition manual and dividing it in half based on the total knots that the vessel can actually go. Next I place the periscope or TBT crosshairs in front of the vessel by the water line until the vessel passes into the T of the crosshairs. Then I click on the stopwatch or chronometer. When the vessel clears the T then I click on the stop. Based on the seconds I have an estimate if I believe it is going fast, medium, or slow. I follow this logic and most of the time the bad guy is at the bottom swimming with Davey Jones. ![]() |
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#4 |
Loader
![]() Join Date: Mar 2005
Posts: 90
Downloads: 0
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It sounds like they shipped it without the chronometer working. Hopefully it will be patched soon. I'm supprized it wasn't done in the first patch.
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#5 | |
Fleet Admiral
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This sounds like a good technique to use and I would truly like to understand it. |
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#6 |
Sea Lord
![]() Join Date: Jul 2002
Location: Pacific NW
Posts: 1,894
Downloads: 6
Uploads: 0
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#7 |
Mate
![]() Join Date: Mar 2007
Location: Arizona
Posts: 57
Downloads: 0
Uploads: 0
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Sorry. The seconds that I stated is the estimate based on how fast the enemy ship is traveling. If the stopwatch states 15 seconds from end to end, (and also review the wake in the periscope) then I will estimate that the enemy ship is moving slow.
If the stopwatch stated 40 seconds then I would estimate that the ship is traveling fast. Hope this helps! |
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