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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Ensign
![]() Join Date: Jul 2007
Location: Otopeni, Romania
Posts: 233
Downloads: 942
Uploads: 0
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Hello
![]() I want to take a chance by playing at full realism settings and I would appreciate any advice the good people here can give. I know how to proper use the TDC and i am decent with the radar too, but i want to learn more about tracking and plotting course for a ship or a convoy after i have found them visually or with hydrophone. Thanks in advance! ![]() |
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#3 |
Silent Hunter
![]() Join Date: Sep 2010
Posts: 3,975
Downloads: 153
Uploads: 11
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![]() It's hard to give specific advise, since there is a big difference between playing with full realism settings, and playing realistically. |
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#4 |
Admirable Mike
Join Date: Mar 2004
Location: Canada
Posts: 1,338
Downloads: 421
Uploads: 0
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That's a great application. Well done.
Now full realism includes crew training. I, the player, can now train myself using your tool and testing at various skill levels. Wonderful. Another aspect of full realism, to many people, is avoiding the TC, meaning playing at real time. While this is realistic...nobody has enough time to do this at TC1 and have a normal life. What I do, and suggest, is play at TC1 until I am about to finish a session for the day. Then I speed up to get past a lot of empty ocean. The next time I start, I begin further into my patrol without wasting a lot of time.
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Game Designer: Close The Atlantic - World War Three https://boardgamegeek.com/boardgame/...orld-war-three |
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#5 | |
Admiral
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You might want to look at my "High Realism Tutorial" I've had floating around for a while. I explain many of the concepts you'll need to learn like determining AoB; the function/use of the Position Keeper; how to plot a target on the Navigation Map using the realism option of "No map contacts update"; there's a handy "Speed Chart" and "Worksheet" too.
This revised version, released in 2009, can be used with or without my "AoB Calculator". A hand held device that will aid in determining a target's bearing and course when at the Navigation Map. There have been several editions of the Calculator since I made it in 2007 (I see Gutted is using it in his Solution Solver), the latest was reproduced by Jerm138 in a PDF form found HERE. Along with the Tutorial, you may wish to download the "Practice High Realism Mission" which sets up the same target the Tutorial uses. Being able to follow along using the same target will get you up to speed in figuring out the mechanics of manual targeting, under a controlled environment. It's JSGME compatible, you just add the mission to the game as any other mod. As always, read the Documentation for all of the above. Good luck!
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#6 | |
Canadian Wolf
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![]() After I get done with my Real Navigation Mod, I plan to also go back to Manual Targeting and a higher level of realism. |
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#7 | |
Lieutenant
![]() Join Date: May 2012
Posts: 266
Downloads: 176
Uploads: 0
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I have read several posts, statimeter is not always a good, exact method in rough seas......and in addition the wrong in game mast height recorded in the recognition manual. The most logic I have read is to use periscope cross, take time in how long does the ship takes to move from bow to stern and make simple maths but the problem is that "cleverly" US navy forgot to record the ships lengths, (not cool). Plotting? Well, how are you supposed to estimate speed by plotting without updated contacts on the map? Thanks! ![]() |
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