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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Watch
![]() Join Date: Nov 2012
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I haven't played without mab updates, but using basic geometry you should be able to get some idea. Eg. a merchant of any size will normally run at between 6 to 9 knots. This puts a target within a calculable range if at least 2 bearings are known, if you are stationary. If you totally lose a contact because you sit still for 5 minutes, you probably will never be able to intercept him anyway, so the steps to follow would be:
1. Get your first bearing. 2. Wait 5 minutes, and get your second bearing. Your hydrophone man will also tell you if the target is moving away or closing. If it's closing you will have more chance of making an intercept. 3. By plotting a min-max zone between the two bearings based on the likely speeds indicated above you will begin to get an idea of where he is possibly heading. That's about all you want to find out initially. 4. By moving to an anticipated spot where you can improve your intel, if the soundings get stronger and the bearings support your initial thoughts, you can then begin to firm up your estimates by moving quickly, stopping for a listen, and so forth. Eventually you should be able to get a visual on him and then correct your approach for attack. 5. By not having map updates you are simulating the real-life frustrations of real sub skippers of WWII. That's the downside. But if your educated guesses pay off, it would make a score much more satisfying. I'll have to give my theory a try though to find out if this is all just BS! |
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#2 | ||
Admiral
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Does anyone play with maximum difficulty? Why yes we do.
As pointed out in this thread, one of the more difficult ways to play is with the "No Map Contacts Updated" enabled. You still get the sub shown on the map (as you should.......you and your crew should know where in the world you are), but no other targets are placed on the navigation map. You'll have to manually plot a targets position on the map, and keep it updated to determine speed, and AoB. The speed is determined by knowing the distance between two different target positions, and knowing the time it took for the target to travel between the two points. The AoB is determined by the given angles of the sub, compared to the target, and by using the tools available on the nav map. With a good plot, the targets tract (its path of travel compared to true north) can be placed on the map giving you the exact position of where the target is and where it will be........giving you the information you'll need to make an intercept with the target possible. I highly recommend you read my "High Realism Tutorial" which outlines the way to make proper map plots, without the use of the game providing the targets position. You'll also learn how to use Manual Targeting as the way to effectively make a firing solution. On the above linked thread, you'll find a JSGME compatible "High Realism (practice) Mission" (exactly as the target within the tutorial is shown) so you can follow along. Also, there's a link to the "AoB Calculator" which will help in figuring a targets tract, or determining it's Angle on Bow, depending on which information you have available. A nice handheld device for those wanting a bit more information while at the nav map (although the same information can be gleaned from the American Position Keeper, if you know how to read it). The AoB Calculator is a "must" for the German side of play at 100% realism (no Position Keeper found here). Quote:
One other note, trying to figure an accurate firing solution manually depends on what you see through the periscope, or what you glean through the use of the sonar/radar. Unfortunately, the game misses the mark with giving wrong measurements due to having the visual views rendered inaccurately. In other words, a yard measurement doesn't measure a true yard, a mile doesn't measure a mile. Having authentic measurements doesn't count for much if your measuring tool (the periscope view) doesn't measure correctly. That's why I've created the "Optical Targeting Correction", to give the player a chance to use the tools the real life Captain used, without the errors the game puts in our path. Combined with setting your options with as high realism as possible, you'll get a better feeling of what the crews dealt with.
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The HMS Shannon vs. USS Chesapeake outside Boston Harbor June 1, 1813 USS Chesapeake Captain James Lawrence lay mortally wounded... Quote:
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#3 |
Bosun
![]() Join Date: Dec 2010
Posts: 66
Downloads: 34
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Did RFB incorporate Optical Targeting Correction?
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#4 | |
Admiral
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No, there are no corrections to the periscope optical views in RFB. LukeFF took great efforts to list known authentic measurements in RFB. The problem is, the scope views aren't rendered with the correct Field of View. You can list all the correct measurements you wish, but if the yard stick doesn't measure 36 inches (three feet) you'll never measure accurately with it. Having the periscope measuring divisions not measure accurately makes the whole process fruitless.
I'm working on a compatible OTC version for RFB 2.0 with RSRDC v575.
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The HMS Shannon vs. USS Chesapeake outside Boston Harbor June 1, 1813 USS Chesapeake Captain James Lawrence lay mortally wounded... Quote:
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#5 |
Bosun
![]() Join Date: Dec 2010
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Good to know. When your OTC upgrade for RFB is complete, I'll be first in line.
I assume the problem is with the range measurement and not bearing/azimuth. I know there is a thread on this somewhere... I need to go read it again. |
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#6 | ||
Admiral
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The lens themselves never change in size......the outside ("camera") view of the world does. Depending on what you've set your screen resolution/aspect ratio to, each of them have the world view "sized" differently. A target will measure differently at a specific distance depending on the screen option you choose. This issue occurs for both American and German side of play, and for all I know, is found in both SHIII and SH5. The OTC thread points out the particulars further down in the first post of the thread. As far as gleaning the range with the stadimeter, the world view doesn't make any difference. The measurement can be made accurate (least as accurate as can be done with a steady hand of placing the waterline onto the exact point that's supposed to be used) with having correct height measurements. Do each target height measurements need to be corrected? Well, they need to be checked. Take for instance TMO's 2.5 measurement of the Japanese Hiryu CV. It's listed at 20 meters tall to the top of the mast. To get an accurate range measurement at ANY distance, the mast height needs to be set to around 37 meters tall. Nearly double what it's listed measurement is. This means the TMO stadimeter range taken for the Hiryu is going to be only half the true distance it should be. You'll not get a good firing solution with that kind of measurement.
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The HMS Shannon vs. USS Chesapeake outside Boston Harbor June 1, 1813 USS Chesapeake Captain James Lawrence lay mortally wounded... Quote:
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#7 |
Ocean Warrior
![]() Join Date: Sep 2008
Location: Notify command we have entered the Grass Sea
Posts: 2,822
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There is nothing better than having your ass kicked at the end of the day.
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