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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Medic
![]() Join Date: Oct 2009
Location: Grid AO27
Posts: 161
Downloads: 27
Uploads: 0
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First off, hi all, i am new here, and this is my first thread. i started subsumming with SHIII a while back, then SH4, then i got bored of it, and went back to SHIII with GWX3.0. everythings great so far, except my best save was corrupted >:C
so i was wondering here, always when i've tried full realism, there is always one thing that never ever works unless im stationary - the speed calculation. from what i understand, its based on the bearing changing in relatoin to range, but if my sub is moving too, the calculation gets screwed. 2 knots can become 11 knots, wich is unacceptable! ![]() so i wonder to all you people who plays at 100%, help me tick the last box so i can rightfully earn my next 100K tons, mwahaha! ![]() |
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#2 |
The Old Man
![]() Join Date: Mar 2008
Location: Phx. Az
Posts: 1,458
Downloads: 24
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The TDC takes your speed into account. Although it loses accuracy the faster you go so keep it under 2 knots and your golden.
If at periscope depth 2 knots is good...no periscope wake to spot. |
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#3 |
Admiral
![]() Join Date: Sep 2006
Location: Denmark
Posts: 2,395
Downloads: 23
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what i used to do when i played on 100% was i marked the ship when i spotted it, then i stalked the ship for up to 10 hrs, placing a marker on it every hour and measuring the distance. after the 10 hours passed i would measure the distance from the first mark to the last, i would then check a speed chart and see what speed would travel that distance in 10 hrs, only missed 1 shot doing it this way
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#4 |
Medic
![]() Join Date: Oct 2009
Location: Grid AO27
Posts: 161
Downloads: 27
Uploads: 0
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well if the TDC takes my speed into account, how come that when i was travelling at six knots, the enemy went 11 knots, then i stopped to 0, and using the same range and AOB got me 2 knots...
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#5 |
Stowaway
Posts: n/a
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The notepad method never worked for me.
Morts has a more foolproof method than I. That'll yield you a result as close to 100% accurate as possible. I don't do any plotting. Generaly, I gather my information at long range, on the surface. It requires a-lot of time, heading changes, and eventualy speed variations. I do use The Watch Officer as knowing whether the range is increasing, decreasing, or constant throughout the proceedure is the key. On first sighting a contact, it can be helpful to dive and listen. Following him on the hydrophones can save a-lot of time, and risk of detection, while improving your intel on his general course. Then surface again and gather more intel. The simplest, and more accurate, way is to follow him. (This is still not as accurate as Morts' method.) The fastest way is to keep him at 090/270 tracking his range. When you think you're running paralel to his course work on matching his speed. Once I get this information I decide on an attack plan. F.eks. I'm attcking his starboard side, with my bow straight on. UZO pointed at 000. Next I go to the TDC. Bearing: Should already read 000. AOB: 90 Starboard. Range: 1000 meters. Speed: 7 knots. Then I work my way in. In the final stage of the attack the UZO is pointed to where the Gyro Angle reads 000. When he gets there . . . . F I R E. Warning: Don't use the Weapons Officer for anything as he will void out all your inputs. Tak, Morts. Din måde er god. |
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#6 |
Medic
![]() Join Date: Oct 2009
Location: Grid AO27
Posts: 161
Downloads: 27
Uploads: 0
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ok, ill do one of those if i have the time for it, otherwise i just take the speed and see if its messed up, and change it to what it looks like from experience...
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