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#1 | |
Stowaway
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![]() but you can try it out yourself. I cant do it any better then you can. Run a game with manual tdc and map updates, you can then try wich alot of different settings and see how it affects your position keeper marker. |
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#2 | ||||
Sea Lord
![]() Join Date: Jul 2002
Location: Pacific NW
Posts: 1,894
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#3 | |
Ace of the Deep
![]() Join Date: Nov 2002
Location: No-good Missouri scum
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"When Gary told me he had found Jesus, I thought, Yahoo! We're rich! But it turned out to be something different." - Jack Handey |
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#4 |
A-ganger
![]() Join Date: Mar 2005
Posts: 78
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Whats up with the auto-solution? I'm not exactly sure why its not working...But i'm hardly hitting ships here!! At the moment I'm using the torpedo school to debug the situation. I lock up the cruiser. I wait till the carrot is green. Set torpedo speed at high. Set fuse to contact and depth to about 10 feet and open the door. I shoot but the torpedo goes way left or misses...WTF? Shouldn't the auto-solution work dead center every time?
I'm getting so frusterated with this game...It's almost unplayable...But it LOOKS SO GOOD!!! Waaahhhhh..... |
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#5 |
Sailor man
![]() Join Date: Mar 2007
Location: Grid Reference CA
Posts: 47
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leave your torpedo's on slow, they have more range and you can still hit a fast moving target with one. try to lead the cruiser a little bit, give yourself some steam and aim for shots at no more than 1400 meters range. remember to use the position keeper to update your solution JUST before you shoot. (also open your tube door before you shoot)
i do it in this order just to make sure i dont forget a step: lock target-open tube-do your torpedo programming (depth, set pistol, speed (if needed))-hit position keeper-depending on your tastes and the range to ship you might wait here and keep updating the position keeper-launch your tube. just rinse and repeat for any other tubes you want to shoot at the same target (just remember that if you switch tubes, your door will close and you have to reset all programming on a torpedo if you switch tubes before you shoot) hope that isnt too confusing. good luck mate. |
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#6 |
Grey Wolf
![]() Join Date: Apr 2005
Location: Sweden
Posts: 835
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Sorry, but I have read all the info about this and still can´t understand how to calculate speed in manual TDC. I hav used the navimap and mesured the time between two known points, but it could be done using "left click on the clock icon in the data tool" as it says in the manual. Can someone explain this to me in a better way. Im probably stupid but I can´t get it to work.
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#7 |
Officer
![]() Join Date: Mar 2005
Location: South Wales, UK
Posts: 237
Downloads: 2
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Bug in game, Auto speed measurment isn't implemented.
Use the chart method for now. |
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#8 |
Swabbie
![]() Join Date: Feb 2004
Posts: 9
Downloads: 3
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I really don't want to use the point and shoot option where it's all done for you nor do I want to sit there and do math or guess randomly. Is there another way or am I SOL till they fix the chronometer?
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#9 |
Watch
![]() Join Date: Mar 2007
Posts: 27
Downloads: 5
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One way to get the speed of the target is via the following.
1. Look for the ship you want to target on your map and get the CLOCK ready. 2. Take the pencil tool and place a marking towards the front of the ship. 3. When the ship touches that mark, start the timer and wait TWO minutes. 4. After the two minutes, place a marking where the ship was after the two minutes. 5. Use your ruler and connect your two markings and record the nautical miles. 6. Multiply the NMs by 60, then divide by two. That's the speed. Example: (.4nm x 60) \ 2 = 12 Knots Another example: The Mogami in the torpedo training mission moves at .3 NM for every two minutes. .3 x 60 is 18. 18 divided by two is 9. The Mogami is moving 9 knts. I put auto aiming on to see what the speed really was. 9knts. This is of course if you're using map contact updates. |
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#10 | |
Weps
![]() Join Date: Jan 2007
Posts: 356
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#11 | |
Swabbie
![]() Join Date: Feb 2004
Posts: 9
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#12 | ||
Samurai Navy
![]() Join Date: Mar 2005
Location: Fort Worth, Texas
Posts: 597
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__________________
-AKD |
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#13 |
Ace of the Deep
![]() Join Date: Nov 2002
Location: No-good Missouri scum
Posts: 1,223
Downloads: 43
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I use two methods depending on how fast I need to shoot.
1) 3 Minute Method - Mark contact's location and start the stopwatch running (or, if show on map is off, then mark range and bearing on nav map & start timer). After 3 minutes, repeat the process for his new location. Measure the distance between the 2 and multiply by 20.. (or multiply by 2 and take out the decimal point). This is the speed in knots. It has an extra added bonus of giving you a decent heading of the target if you extend the line through the second one too. This can also help you get an AoB estimate if you measure from the line in front of the target.. to the target.. and point at your own ship to get the angle. 2)Quick shot Table - The table in this thread is great for estimating speed at short ranges. I only use it if under 1750 yds range and near a side shot for the 10 second estimation. The table is in this thread: http://www.subsim.com/radioroom/show...timation+table I think Ims_oid worked it up but I could be wrong. It's helpful.
__________________
"When Gary told me he had found Jesus, I thought, Yahoo! We're rich! But it turned out to be something different." - Jack Handey |
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#14 |
Swabbie
![]() Join Date: Mar 2005
Posts: 8
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What is the most reliable way to reset the TDC and get a 'dead bearing' shot? I was engaging a docked frieghter in a port, and even though I set the target speed to 0, the torp wasn't shooting along the exact bearing of my periscope.
Also, I hate how the speed dial doesn't let you turn counterclockwise if you tick one past the zero speed mark. Is there another way to enter speed other than this dial? |
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#15 | |
Stowaway
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