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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Seaman
![]() Join Date: Aug 2005
Posts: 40
Downloads: 0
Uploads: 0
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This game was released with so many bugs not even a double-shot of pennicilin will save it. Outrageous.
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#2 |
Silent Hunter
![]() Join Date: Jul 2002
Location: At periscope depth in Lake Geneva
Posts: 3,512
Downloads: 25
Uploads: 0
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No, it is really easy, start the watch and see how long it takes the target to cross your periscope...you know the length from the manual and can thus calculate it. Or using map contacts on, use the "3 minute" rule you can search on this forum for both methods.
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#3 |
Captain
![]() Join Date: Jan 2002
Location: Sweden
Posts: 493
Downloads: 15
Uploads: 0
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I usually just set the speed to half of what the target can do and go from there. If I miss I simply "re-guesstimate" the speed and so far I've been pretty successful using this method. I hate math.
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__________________
And God said: \"Let there be Narrowband!\" |
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#4 |
Lucky Jack
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Draft and Joea have two excellent methods. I'm more of a guesstimater like Draft. I use about half of the total speed the vessel can do but I get in close and dirty so if I'm off by a kt or two, it does not matter. Even with this said, I find it harder to guess in SH4 than SH3. To me, 7kts was about the most correct figure for every vessel in SH3. SH4, there is a wide range of speeds for each encounter and each vessel. Much more of a challenge.
At any rate, the chronometer is on top of the bug list that needs to be corrected. For now, guess or use Joea method mentioned and, if you get a message the convoy is doing X kts...usually they are so set you speed for what the message stated.
__________________
“You're painfully alive in a drugged and dying culture.” ― Richard Yates, Revolutionary Road |
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#5 |
Grey Wolf
![]() Join Date: Apr 2005
Location: Sweden
Posts: 835
Downloads: 8
Uploads: 0
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Will it be a 1.3 patch?? Any news on that?
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