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Sea Lord
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The reason it is neglected is that it runs asynchronously. You have to ALT-TAB out of SH to run it, then hand-enter the solution. Still, it's a nice piece of work. Might be an alternative to the hand calculator. Quote:
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AFAIK, all ships in SH3 move only at integer knots anyway. I always estimate speed to the nearest knot and have never had an indication that greater accuracy was needed. And AoB is based on target heading, which IIRC in SH3 is always in 5-degree increments. So, when using h.sie's patch, I believe we're pretty close to your desired restrictions now. But the Weps is still pretty accurate and wicked fast. How can we slow him down? Last edited by BigWalleye; 03-15-15 at 02:33 PM. |
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#2 | |
Sea Lord
![]() Join Date: Mar 2011
Location: In the conning tower of my VIIC scanning the sea through the periscope
Posts: 1,698
Downloads: 173
Uploads: 7
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![]() Thanks for pointing this add-on out! It seems to be just what I would need. I don't mind Alt+Tab, as I play windowed with InfiniteScreen anyways. The program lets me change the window and still keep the message bar of SH3 visible. I do lose sound when I'm out of the game, but the game keeps running on the background, and if something happens, it will tell that in the message bar.
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[SIGPIC][/SIGPIC] NYGM+H.sie v16+Stiebler 4C+MaGui WS |
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#3 | |
Sea Lord
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#4 |
Sea Lord
![]() Join Date: Mar 2011
Location: In the conning tower of my VIIC scanning the sea through the periscope
Posts: 1,698
Downloads: 173
Uploads: 7
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No problem. I'll probably try using it on my next patrol, or maybe at the training mission.
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[SIGPIC][/SIGPIC] NYGM+H.sie v16+Stiebler 4C+MaGui WS |
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#5 |
Machinist's Mate
![]() Join Date: Dec 2010
Location: St. Louis, Missouri
Posts: 130
Downloads: 259
Uploads: 0
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Since I have zero math skills, I always use automatic.
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#6 | |
Sea Lord
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Manual targeting involves no math. It does involve some geometry. Just like, and about as much as, playing pool involves geometry. You have to be able to visualize the angles. And you have to get the right information into the TVR - range, speed, AoB. The TVR does all the math for you. That's what it's there for. It even calculates the lead angle for you. (Wish my shotgun did that!) All you do is aim and shoot!
There are procedures you have to use to find the range, speed and AoB. But in the stock game, and with most GUIs, these do not require any use of math on the player's part. It's just a bunch of mouse clicking and dragging. There's a gadget to measure range, another to measure speed, and the Mark 1 Human Eyeball to guess at AoB. That last one is a learned skill (again, like tha angles in pool). But it's not mathematical and there are various training aids around. You absolutely, positively don't have to do any math to use manual targeting. Quote:
The Approach Officer wasn't even in the same compartment as the plotting party. He was either on the bridge at the UZO station or in the conning tower at the periscope. At both locations, he could not even see the plot. The approach party would check the agreement between the plot and the TVR (which was set independently from the Approach Officer's observations) and would alert the Approach Officer if there was a discrepancy. Unfortunately, we either have superhuman crews or no help at all. Assisted Plotting helps alleviate that, especially when coupled with h.sie's WO and WP Range Inaccuracy Fix. But it still doesn't let you function as the Kaleun should during an approach. Last edited by BigWalleye; 03-21-15 at 07:17 AM. |
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