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Old 01-01-13, 03:03 AM   #1
ColonelSandersLite
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Edit; Now irrelevant, see below.

Last edited by ColonelSandersLite; 01-01-13 at 03:17 AM.
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Old 01-01-13, 03:09 AM   #2
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Actually, here's a program gutted wrote to get them all, and since it'll get them from your current install, it's pretty much garaunteed to work with whatever mods you're using.

http://www.subsim.com/radioroom/down...o=file&id=1602
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Old 01-01-13, 05:00 PM   #3
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Good evening fellow sailors!

Thanks ColonelSandersLite, but i prefer this method
Attention sailors! All of these ships lengths are taken from the stock game! This list also includes the lengths of the ships from the 1.5 patch or "U-Boat missions"

Here are the lengths of the Warships:

Battleships:
- King George V Battleship - 244M
- New Mexico Battleship - 190M
- Tennessee Battleship - 190M
- Tennessee Battleship - 190.2M
- Nevada Battleship - 190.2M
- Colorado Battleship - 190.2M
- Pennsylvania Battleship - 190.2M
- West Virginia Battleship - 190M
- North Carolina Battleship - 220M
- Iowa Battleship - 270.4M
- Kongo Battleship - 220M
- Fuso Battleship - 212M
- Ise Battleship - 220M
- Ise Battleship (Late War) - 220M
- Yamato Battleship - 263M
- Pocket Battleship - 183M

Heavy Cruisers:
- Takao Heavy Cruiser - 204M
- Furutaka Heavy Cruiser - 188M
- Maya Heavy Cruiser - 204M
- Mogami Heavy Cruiser - 200M
- Northampton Heavy Cruiser - 183M
- Baltimore Heavy Cruiser - 205M
- Kent Heavy Cruiser - 183M

Light Cruisers:
- Dido Light Cruiser - 156M
- Fiji Light Cruiser - 169M
- Brooklyn Light Cruiser - 185M
- Cleveland Light Cruiser - 185M
- Omaha Light Cruiser - 168M
- Kuma Light Cruiser - 163M
- Agano Light Cruiser - 175M
- Naka Light Cruiser - 162M

Aircraft Carriers:
- Akitsu Escort Carrier - 152M
- Fleet Carrier - 250M
- Shokaku Fleet Carrier - 256M
- Hiryu Fleet Carrier - 223.3M
- Taiho Fleet Carrier - 253M
- Casablanca Escort Carrier - 156M
- Bogue Escort Carrier - 152M
- Attacker Escort Carrier - 152M
- Chitose Seaplane Tender - 183M

Destroyers:
- Akizuki Destroyer - 135M
- Shiratsuyu Destroyer - 108M
- Fubuki Destroyer - 118.5M
- Mutsuki Destroyer - 102M
- Minekaze Destroyer - 102.6M
- Asashio Destroyer - 118M
- V&W Destroyer - 95M
- Fletcher Destroyer - 115M
- Tribal Destroyer - 115M
- J Class Destroyer - 108.5M
- Clemson Destroyer - 95M
- Somers Destroyer - 116M

Destroyer Escort:
- Evarts Destroyer Escort - 89.5M
- Buckley Destroyer Escort - 93.2M
- JC Butler Destroyer Escort - 93.3M

Corvettes:
- Flower Corvette - 60.6M

Sloop-of-war:
- Black Swan Sloop - 91.3M
- Elite Black Swan Sloop - 91.3M

Frigates:
- River Class Frigate - 91.5M

Other warships:
- Large Minelayer - 123.4M
- Minesweeper - 70M
- Subchaser - 65M

Good hunting! And good luck hiding from anti-submarine ships! Juicy convoys to everyone!
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Old 01-01-13, 05:58 PM   #4
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Those length figures come from the game's configuration files (.cfg).....found in each of the specific ship files of the "Data/Sea" folder.

The problem in using them is with the size of the view you'll be trying to measure these lengths with. The in-game views (periscope/TBT) are not accurately portrayed to give these dimensions an accurate measurement. It's like trying to measure with a yard stick that's not 36 inches long. What does it matter what the given lengths are if the tool to measure with is inaccurate?!

Read the "Discussion" section of the Optical Targeting Correction mod for details (you'll find the explanations further down the first post, in the OTC thread). I'm always available to answer your questions.
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Old 01-01-13, 07:51 PM   #5
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Yes, those lengths come from there Well, i don't know, but i've used this method for a long time now and i've never missed my target, always hit the ship in the center, never miss, unless the torpedo is dud. I'd say this method is accurate enough to take a ship to the bottom and i'm very pleased with it. And this method is much more reliable than "Auto speed" in TDC or guessing.

Good hunting! Happy New Year sailors!
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Old 01-01-13, 11:26 PM   #6
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While those lengths are good enough to get a speed estimate from a stop, Scurvy is interested in distance/AOB as well I think.

You actually can still use the stock optics for this purpose, you just have to figure out the correct constants to use in the formulas to compensate for the FOV differences between real life and the way the sim displays with your specific optics & screen resolution combination.
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Old 01-01-13, 11:47 PM   #7
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What I'm talking about is the width of the view you have when at the periscope. The stock game (and any other mod not using OTC) gives you a width of 36 degrees from side to side (up to down) using the various resolutions a player may choose with his computer system......except one, the 1280x1024 resolution gives you a 38 degree width. The width is commonly called "Field of View" (FoV).

To correctly read an authentic dimension, the FoV should have a 32 degree width. When measuring a degree of angle using a 32 degree FoV, one degree of angle at 1000 yard distance subtends 52.4 feet distance. This means the object that exactly fills the Field of View at 1000 yards distance is just under 1677 feet wide (or long, which ever you like to put it). The game measures this same object at it's incorrect FoV of 36 degrees at 1886 feet long. That's an inaccurate measurement of 209 feet within a target range of only 1000 yards! The inaccuracy is 314 ft for those using the 1280x1024 resolution. Again, I'm talking abut the periscope view. The TBT FoV is worse yet!

My point is, if your getting results that are satisfactory to you in measurements, then perhaps it's not because your measurements are spot on (because I know they aren't). But rather, the game is more forgiving than you think. As my dad told me, "Even a blind hog will find an acorn once in a while".
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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:
.."tell the men to fire faster, fight 'till she sinks,..boys don't give up the ship!"
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Old 01-02-13, 04:49 AM   #8
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Well, here's the thing. Buddy's interest is measuring relative speed (which is absolute from a dead stop) by timing the time it takes the ship to cross the wire. The fov inaccuracy is irrelevant for his purpose simply because this method measures time, not an angle. It should be noted though that this method is of highly suspect historical accuracy (at least for a submerged sub) as it requires the submarine to be stopped. For reference the formula is:

Target Speed in Knots = 1.944 * ( length in meters / time to cross a bearing in seconds )
or
Target Speed in Knots = 0.592 * ( length in feet / time to cross a bearing in seconds )




Getting accurate measurements without fixing the fov works like this.

As far as measuring a distance, the formula I get from a navy source for a the periscope on high power is Range = 76.2 X Masthead Height or Length (in feet) / Divisions

The part that the FOV issue makes suspect is the constant 76.2. You can come up with a working constant for any combination using some measuring and algebra. For example, supposing we know that a Conte Verde Liner with a length of 570 feet is 5275 yards away and takes up 10 divisions (this is actually what I got using TMO 2.5 with a 1080p res).

Constant to use = 5275 * 10 / 570 = 92.54

So supposing you're running tmo at 1080p, this formula will work for the scope at high zoom (assuming the Conte Verde's length is actually what the game files list):
Range = 92.54 X Masthead Height or Length (in feet) / Divisions

Of course, in that thread (I only skimmed, I must admit) you talk about errors such as the POV not being in the right spot and etc, but this will *only* effect issues where you are actually measuring the target's length in degrees and not where you are measuring the target's transit time afik.



Please feel free to correct me if I'm wrong in any way though.
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Old 04-04-25, 05:21 PM   #9
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Quote:
Originally Posted by ColonelSandersLite View Post
Actually, here's a program gutted wrote to get them all, and since it'll get them from your current install, it's pretty much garaunteed to work with whatever mods you're using.

http://www.subsim.com/radioroom/down...o=file&id=1602
Holy crap that's awesome. Told chatGPT to turn it into a spreadsheet, add a "Type" column, (in which a few corrections were required), and convert the dimensions into feet...
https://docs.google.com/spreadsheets...it?usp=sharing
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Old 04-05-25, 01:03 AM   #10
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Does MaxOptics, GFO or any of the mods in the Berbster's package fix the issues discussed here? Or do I need to install OTC?

From the GFO readme: "Ship data was accurately calibrated so that ships can be more accurately targeted now"

Is that it?
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