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#1 |
Ace of the Deep
![]() Join Date: Dec 2005
Location: Canada
Posts: 1,124
Downloads: 110
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I ran up the following pic showing bearing lines from the player location on the bridge (on a type VIIB) and running those lines for the most part through readily identifiable visual marks on the bridge.
![]() My inspiration (a possibly excessive term, as it may turn out to be thoroughly useless and merely illustrating a higher than average insanity level ![]() Obviously, you can put the bearings back in the binos (IIRC somebody put out a little mod to do that), or you can use the UZO. But I prefer not to put the bearings back in the binos, and while I use the UZO sometimes other than during actual attacks or prep for attack, the binos have a better field of view (or at least looks that way). So I figure that visual reference marks (which I'm guessing that in RL lookouts would have used) may help, thus the pic. The pic btw is on a VIIB layout. Some of the marks, notably lookout heads, are not realistic naturally, but they're in the way of other reference points. Most of the visual marks are obvious, so I haven't described them. But there are some that aren't. 018 is the voice tube. A couple of marks are the right or left shoulder of a lookout, others are forward, middle, aft on a safety rail, in between rails, the end of the bulwark etc. The selection of bearings is pretty arbitrary, ie doesn't follow any particular pattern of compass points. The ugly pink is the best I've come up with so far for contrast/readability. I don't pretend that this is 100% accurate. There are a number of variables. Player location on the bridge can change slightly depending how much you turn around; some of the reference marks, notably lookout heads, can change slightly. And then my drawing of the lines is not absolutely precise. And even if the lines were precise, when you pick your reference mark in bridge view and then switch to binos, or vice versa, you'll never be precisely on the bearing. But I tried it out a little last night and found that I was locating targets faster. ![]() Anyway, I thought I'd share my daft project in case it's of interest to anyone, and the full-size pic in jpg and pdf is here: http://files.filefront.com/Bearings+.../fileinfo.html
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#2 |
Navy Seal
![]() Join Date: Nov 2006
Location: Docked on a Russian pond
Posts: 7,072
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Thanks for the helpful work.
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#3 |
Admiral
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hmm, what about activating the bearing display in the binocs?? just edit menu1024_768.ini + search for "bearing2.tga" and replace it with "bearing.tga".
GWX had disabled it, but i find it useful and not killing realism..... |
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#4 | |
Ace of the Deep
![]() Join Date: Dec 2005
Location: Canada
Posts: 1,124
Downloads: 110
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#5 | ||
Admiral
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#6 |
Subsim Aviator
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good post.
with experience... you can see this in your mind's eye. eventually getting good enough at it that when you are in the command room, with no external view, and the sonar officer tells you a destroyer is on a 250 bearing increasing speed to attack, you know immediately where he is coming from... and subsequently what to do to remedy the situation.
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#7 |
Eternal Patrol
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If you know 90, 180, 270 and 360 (0), it's easy to approximate the bearing with the naked eye, relative to the conning tower, then use the binoculars. That's the way to do it in the real world, and it works fine in the game world too.
I do have one question, though: In your diagram you have 330 and 340 on the left, but on the right you have 18 and 24, rather than 20 and 30. Why is that?
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#8 | |
Seaman
![]() Join Date: Dec 2004
Location: Poland
Posts: 42
Downloads: 9
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