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#1 |
Soundman
![]() Join Date: Aug 2006
Posts: 143
Downloads: 75
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This is a good thread, and gets to the meat of helping us improve as Kaluens.
Payoff, does that work regardless of range? It has been a long time since I studied geometry, but it seems that range would affect knots given the time from bow to stern. I will say, that I am working on this one myself - as I had been using the 3:15 rule exclusively - but then I started playing with no map contacts - Yikes! Now the 3:15 rule is much harder - as it is difficult to guage the range perfectly. Also, with NYGM - the watch officer doesn't give you uber range estimations. Now I am working on a 6:30 rule, and dividing by two to get speed, but still the Fast 90 shots are very difficult. Anybody got any good tips? |
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#2 |
Grey Wolf
![]() Join Date: Feb 2003
Posts: 757
Downloads: 110
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im having the same problem, im almost tempted to to on the god's eye view to make it easier. how r u supposed to acurately mark targets on the map so u can do the 3.15 rule?
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#3 | |
Ace of the Deep
![]() Join Date: Dec 2005
Location: Canada
Posts: 1,124
Downloads: 110
Uploads: 0
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#4 |
CINC Pacific Fleet
Join Date: Sep 2003
Location: Down Under
Posts: 34,894
Downloads: 171
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You could try my Time-Distance-Speed chart that loads into the Nav map screen, very simple to use but requires a 1.5minute timer (stop watch etc).
![]() Cheers. Edit: PS. rename the downloaded file from hyperupload to "Minimods.rar".
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Sub captains go down with their ship! Last edited by Reece; 09-28-06 at 10:04 AM. |
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#5 | |
Captain
![]() Join Date: Mar 2005
Location: Nash Town, USA
Posts: 525
Downloads: 1
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Notewire
Quote:
I like this method because it can be done in short peeks, allowing for minimum scope exsposure.
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"Hit Shokaku class carrier with three out of six torpedos. Recieved 105 depth charges during three hour period. Heard four terrific explosions in the direction of target, two and one half hours after attack. Believe that baby sank!" Lieutenant Commander Herman Kossler USS Cavalla Last edited by Payoff; 09-28-06 at 11:55 AM. |
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#6 |
Captain
![]() Join Date: Jan 2006
Location: Ensenada, B.C., Mexico
Posts: 504
Downloads: 0
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For those who seem to have problems with the 3:15 method on higher realism settings (or even overall), try this link:
http://www.subsim.com/radioroom/showthread.php?t=90234 If you think it's usefull, post on it so other people can have easier acces to it. Need anoter example? look at the "Video Hunt" thread here: http://www.subsim.com/radioroom/showthread.php?t=97682 originaly I was thinking about doing more and better video hunt threads, but comunity interest in such threads seemed to die very quickly. Last edited by Dantenoc; 09-28-06 at 07:33 PM. |
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#7 |
XO
![]() Join Date: Jul 2002
Posts: 436
Downloads: 59
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Ok, about finding speed by counting the beats on the propellor sounds....is there a way to get this to work in those mods which disable it(i.e. GW 1.1a, etc)?? I think this is a cool feature and would be nice to be able to do...and have asked about it before, but could not get a definitive answer...I tried replacing some files in the sound folder, but I am not sure which ones to replace and what to replace them with. Should I use sounds from stock or from NYGM, i.e. was this feature available in stock 1.4b? I could do some trial and error, but in the event that I can be spared of that does anyone know?? thanks.
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#8 |
Captain
![]() Join Date: Jan 2006
Location: Ensenada, B.C., Mexico
Posts: 504
Downloads: 0
Uploads: 0
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stock game with patch 1.4b does support measuring speed with sound.
...as to the mods... well, only the modders themselves can answer that |
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