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Old 04-12-07, 01:50 PM   #1
mookiemookie
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Originally Posted by DJSatane
Noone is whining or complaining, we are trying to verify whether chronometer might be fixed in 1.2. Its not listed in that early readme but hopefully that is not final.

In fact I will do the opposite, with all those fixes listed if chronometer was to be fixed this game would be a pradise now!
The 3:15 method is about as easy as using the chronometer. put an X on the ship you're tracking using the marker on the navmap, wait 3 minutes 15 seconds, make another X where the ship is now, measure the distance and multiply by 2 and drop and decimals. bam. there's your speed. No math involved aside from doubling a number.

Pretty easy workaround for no chronometer, eh?
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Old 04-12-07, 01:54 PM   #2
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Quote:
Originally Posted by mookiemookie
Quote:
Originally Posted by DJSatane
Noone is whining or complaining, we are trying to verify whether chronometer might be fixed in 1.2. Its not listed in that early readme but hopefully that is not final.

In fact I will do the opposite, with all those fixes listed if chronometer was to be fixed this game would be a pradise now!
The 3:15 method is about as easy as using the chronometer. put an X on the ship you're tracking using the marker on the navmap, wait 3 minutes 15 seconds, make another X where the ship is now, measure the distance and multiply by 2 and drop and decimals. bam. there's your speed. No math involved aside from doubling a number.

Pretty easy workaround for no chronometer, eh?
Yea and I can also guesstimate too, but thats not the point. Point is if we could get this feature to work in 1.2, then you could also get pretty good speed estimation in much less time. In any case, we all know there are ways to workaround everything but we talking here about fixing a key feature of the game in manual TDC.
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Old 04-12-07, 02:10 PM   #3
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Quote:
Originally Posted by DJSatane
Yea and I can also guesstimate too, but thats not the point. Point is if we could get this feature to work in 1.2, then you could also get pretty good speed estimation in much less time. In any case, we all know there are ways to workaround everything but we talking here about fixing a key feature of the game in manual TDC.
They're aware of the issue. But what WE may not be aware of is the possibility that fixing the chronometer may have possibly been a huge undertaking, digging deep into complicated lines of hard coding with the potential to mess up more things than it fixed? What if fixing just the chronometer issue would have delayed the patch another 2-3 weeks? Would you feel as strongly then?

But hey, the chronometer may indeed be fixed and this whole discussion may be moot. Let's see next week.
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Old 04-12-07, 02:17 PM   #4
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i can wait 3 weeks more to get the chronometer to work. That ist broken are a game breaker for me. i rather get working chronometer then AA.
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Old 04-12-07, 02:23 PM   #5
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Patch looks good!

I dont know how I feel about the chronometer fix actualy. I kinda like ploting X's on my map and observing the ship while using the chrono's timer. I almost feel it's better than just hitting the button and sending the data to the computer. Adds a sense of suspense when i'm running change in bearing vs time speed bearings.

Then again, it does make it easier for players not wishing to use this method
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Old 04-12-07, 08:40 PM   #6
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Default Chrono Fix

Quote:
Originally Posted by DeePsix501
Patch looks good!

I dont know how I feel about the chronometer fix actualy. I kinda like ploting X's on my map and observing the ship while using the chrono's timer. I almost feel it's better than just hitting the button and sending the data to the computer. Adds a sense of suspense when i'm running change in bearing vs time speed bearings.

Then again, it does make it easier for players not wishing to use this method
AAh! Someone from the old school.......
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Old 04-12-07, 08:55 PM   #7
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Very, very good news A big to the dev team !!


They are working hard to correct the game, they can't fix all the bugs, had feature in a month .. Let them work on it, things are on a good way


Imagine if they corrected the speed calculation, and not the monolith bug for exemple ( who drive me crazy when i have it in periscope ) .. What would be your reaction :hmm:



Great, great news
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Old 04-12-07, 09:00 PM   #8
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Default 2 Dusty

Dusty, i m skilled guy in manual targeting using 3.15 min rule etc
But what I and some guy were saying is chtonometer "tool" is letting you to be just a commander of the ship, while navigator or weapon officer doing math with target speed( and notice aob and distance are still on our responsibility). May be there are several definition what is a realism in targeting. :-)
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Old 04-13-07, 12:47 AM   #9
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Quote:
Originally Posted by Dustyboats
Quote:
Originally Posted by DeePsix501
Patch looks good!

I dont know how I feel about the chronometer fix actualy. I kinda like ploting X's on my map and observing the ship while using the chrono's timer. I almost feel it's better than just hitting the button and sending the data to the computer. Adds a sense of suspense when i'm running change in bearing vs time speed bearings.

Then again, it does make it easier for players not wishing to use this method
AAh! Someone from the old school.......
Hehe, I got hardcore subskipper on the subsim quiz. I don't mind using math to find out speed. Most the time I estimate or use the little short cuts, but if it is an important target, i'll break out the old school methods. I find it is the only time I ever really use trig...
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Old 04-12-07, 10:57 PM   #10
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Quote:
Originally Posted by mookiemookie
What if fixing just the chronometer issue would have delayed the patch another 2-3 weeks? Would you feel as strongly then?
Absolutely.

Heck, I'd wait another 4 to 6 weeks if need be. I've been quite happily playing the game using manual targeting and a manual method of calculating my target's speed. Although I will continue to use this method, that doesn't change the fact that the chrono is currently broken and not working as intended. What may be a non critical issue for you and I, makes it no less a high priority for others.

The bottom line is, if given a choice between a short wait and a quick fix patch, or a longer wait for a thorough and comprehensive patch, I'd choose the latter. Before anyone gets all bent out of shape, I'm not suggesting the upcoming patch is of the sloppy and quick fix variety, quite the contrary -- just the casual musings of a fan of the game.

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Old 04-12-07, 11:17 PM   #11
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No matter what set of fixes they made for this patch, someone would complain that thier pet issues wasnt addressed. We undoubtably still have another patch or two after this one so dont get your panties in a wad if your pet issue didnt make it in THIS one.
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Old 04-13-07, 03:15 AM   #12
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Quote:
Originally Posted by flintlock
Quote:
Originally Posted by mookiemookie
What if fixing just the chronometer issue would have delayed the patch another 2-3 weeks? Would you feel as strongly then?
Absolutely.

Heck, I'd wait another 4 to 6 weeks if need be. I've been quite happily playing the game using manual targeting and a manual method of calculating my target's speed. Although I will continue to use this method, that doesn't change the fact that the chrono is currently broken and not working as intended. What may be a non critical issue for you and I, makes it no less a high priority for others.

The bottom line is, if given a choice between a short wait and a quick fix patch, or a longer wait for a thorough and comprehensive patch, I'd choose the latter. Before anyone gets all bent out of shape, I'm not suggesting the upcoming patch is of the sloppy and quick fix variety, quite the contrary -- just the casual musings of a fan of the game.

Whilst I generally agree, I prefer to see them focus their efforts on a small number of areas at any one time - get it out the door working, and then refocus on something else. As opposed to one giant leviathan where everything is being worked on.
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Old 04-12-07, 06:26 PM   #13
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Quote:
Originally Posted by DJSatane
Quote:
Originally Posted by mookiemookie
Quote:
Originally Posted by DJSatane
Noone is whining or complaining, we are trying to verify whether chronometer might be fixed in 1.2. Its not listed in that early readme but hopefully that is not final.

In fact I will do the opposite, with all those fixes listed if chronometer was to be fixed this game would be a pradise now!
The 3:15 method is about as easy as using the chronometer. put an X on the ship you're tracking using the marker on the navmap, wait 3 minutes 15 seconds, make another X where the ship is now, measure the distance and multiply by 2 and drop and decimals. bam. there's your speed. No math involved aside from doubling a number.

Pretty easy workaround for no chronometer, eh?
Yea and I can also guesstimate too, but thats not the point. Point is if we could get this feature to work in 1.2, then you could also get pretty good speed estimation in much less time. In any case, we all know there are ways to workaround everything but we talking here about fixing a key feature of the game in manual TDC.

A much less cumbersome method (and faster i might add) is to use Kim Ronhoff's Course Calculator Mark 4B. With that one you can get the speed of a target in 10 sec's if you have AOB (within a reasonable range) and your own speed. Its a really cool way of getting it and a lot more realistic as well. I can understand that the chronometer needs to be fixed for those playing with lesser realistic settings, but in the real boats there were no such magic "speedfinder" - they had to use the available things, namely - Plotting or Calculating. To me there are three ways

Plotting with the 3 min rule (Imperial measurement, only meters are 3:15)

Calculating via measured time over LOS (for 90 AOB shots)

Calculating via the Course Calculator (best for shots around 45 AOB)

To me this works (as long as i stay on the left side of the target untill 1.2 is out ) pretty well. Hits are around 70% of shots and from reading the book Silent Service that i'm pretty sure that is well over avarage. Hell some skippers sailed 9000nm shot 24 torpedoes and credited nothing......THAT is when you have something to complain about..
 
Old 04-12-07, 06:34 PM   #14
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Quote:
Originally Posted by Mav87th
I can understand that the chronometer needs to be fixed for those playing with lesser realistic settings, but in the real boats there were no such magic "speedfinder" - they had to use the available things, namely - Plotting or Calculating.
Too many people look at the chronomoter as a black & white issue, that is, as some sort of magic tool that doesn't exist in reality. Rather, the chronometer should be seen as an abstraction - when you've locked on to the target and started the timer, in essence you've called out the range and bearing to your plotting officer and are telling him to estimate the target's speed once you've stopped the timer. Seen that way, the chronomter isn't a "magic button" only suitable for less-realistic settings.

Now yes, I think the ten-second rule should be seen as an absolute minimum. The longer I time the target (at least 30 seconds), the more accurate the speed estimate should be. What's wrong with that?
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Old 04-12-07, 06:46 PM   #15
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Quote:
Originally Posted by LukeFF

Too many people look at the chronomoter as a black & white issue, that is, as some sort of magic tool that doesn't exist in reality.
Totally agree :-) LukeFF but from other point of view to make a realism even more real we have to play SH4 in bathroom sitting in Tube full of water and turn on shower ( according weather report)
Its just a joke
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