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#1 |
Silent Hunter
![]() Join Date: Sep 2010
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Idea for stadimeter range estimates
Those who use manual targeting, doubtless already know that long range stadimeter use is exceedingly difficult, bordering on utterly useless, due to the masts seeming to grow or shrink moment to moment. I was thinking that, maybe it would be possible to change the ship models by adding something like a black knob on the top of the highest mast(s), and thereby permit us to see them better. (Think of something along the lines of a flagpole knob in black.) |
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#2 |
Torpedoman
![]() Join Date: Sep 2009
Location: Bay Area, California
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Sorry, but not really a fan of this idea at all.
Getting accurate stadimeter ranges at extreme rages "should" be difficult, and "is" useless, because you wouldn't hope to get accurate solutions at those ranges anyway. You can get a general idea of what's going on, then further refine it as the target gets closer and become easier to observe. By the time the target is 2000-4000 yards away, then you can conduct a series of observations accurate enough to fire a torp. Artificially adding a visual aid to make long range stadimeter settings accurate is obviously unrealistic. It's along the same lines as the hated old red triangle. We don't need that. |
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#3 | |
Silent Hunter
![]() Join Date: Sep 2010
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![]() I would agree, except that we should be able to see the masts much better than we do. I don't expect stadimeter estimates to be dead on, but they should be half way useful. Even at moderate ranges, if I watch them for awhile, I can see them grow and shrink. This is mostly a graphical element of the game; not something realistic or intended. |
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#4 |
Silent Hunter
![]() Join Date: Sep 2010
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![]() Okay, it seems my idea is not going anywhere. I'll concede it is neither elegent nor ideal, but then not being able to make a fair range estimate on a plainly visible ship, on a clear day, isn't ideal either. |
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#5 |
Rear Admiral
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I don't know a fix for it, except for max opticss and scaf.
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#6 | |
Pacific Aces Dev Team
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One day I will return to sea ... |
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#7 |
Silent Hunter
![]() Join Date: Sep 2010
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![]() Perhaps Max Optics and/or using the funnel is the best availible way, but I was hoping someone had come up with something better. I used the alternate reference pt., but was not very happy with the results. 40% of the ship is hull down, 40% is invisible due to crappy graphics, so I'm trying to sight on the remaining 20% sliver as the horizon bounces around. |
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#8 | |
Silent Hunter
![]() Join Date: Apr 2002
Location: standing watch...
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You don't need a mod, you can use basic trigonometry to determine range visually.
This is the theory behind the Stadimeter, namely that the visual height of a ship in the scope is a function of the range. The horizontal bars in the scope are there to allow you to calculate this. I use this technique regularly in SH5, with Arclight's periscope mod, the formula at hi-power (6x) is: mast height in meters x 200 / horizontal bars in scope = range in meters I don't use this in SH4 since I rely on Nisgeis' Radar mod, but through tests, you should be able to determine the formula. For this to work, you need a recognition manual which gives you correct height to the reference point you use. SCAF or OTC should have this. This technique was used by both German and U.S. skippers during WW2, both as an alternative and a double check on the Stadimeter. Quote:
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#9 |
Silent Hunter
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![]() The problem I'm having isn't math related or really related to technique; it's a graphic/visual problem. I can work out the formula for using the mast ht. to get range, but I can't see the mast tops consistently, unless I'm very close. |
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#10 |
Silent Hunter
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So I just setup a quick mission to check, using the default scope that comes with TMO 2.5 and SCAF_RSRDC_502, you can calculate range manually. The formula at Hi-Power is:
(reference height in feet) x 100 / horizontal bars in scope = range in yards SCAF gives you a reference point on each ship with the height above the waterline to the reference point in feet. Use that point to calculate range. There seems to be no problem to ID ships or see masts out to 8,000 yds. I did not test farther out. Manual calculation gives me the range with an error of less than 5%.
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#11 |
Silent Hunter
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![]() Well, I play RFB. |
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#12 |
Sea Lord
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Me, too. For now, it's the old normal approach method, period.
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#13 |
Silent Hunter
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yes, its more of a problem with RFB, there is no RFB SCAF version. OTC might work, but I have not checked it out. From what I remember, the RFB 2.0 recognition manual had similar info. There is a problem with RFB though, especially when used with RSRDC, many ships have the wrong info in the CFG file, so your stadimeter range will always be off. AFAIR, the Mogami, some of the carriers and escorts are off. SCAF gives you the correct info on all ships.
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#14 |
Rear Admiral
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RSRD has a few ships wrong with TMO as well. I remember attacking the Shoho and knew right away the stad was wrong. It actually made the attack fun figuring out range with contacts off.
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![]() You see my dog don't like people laughing. He gets the crazy idea you're laughing at him. Now if you apologize like I know you're going to, I might convince him that you really didn't mean it. |
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