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Old 11-30-08, 03:23 AM   #16
Rocks'n'Shoals
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Quote:
Originally Posted by AVGWarhawk
Anyway, RR is correct, the sub will either sink or submerge when propulsion is not present. I do not remember. GWX was able to implement that for SH3. Cool feature. Might be a good idea to drum up a mod to do this in SH4:hmm: This will then overcome the only critical point RR presented. So, at the very least, your sub would have to maintan 1 kt and that should not screw up your shot at that speed.
Another way around this problem, if you play that realistic: Set up your solution for the position where you plan to be at the time of firing. No matter where you currently are, no matter what you do in the meantime, just make sure to be there at the predetermined spot when the target crosses your constant bearing line. If you change your heading in the meantime, correct the periscope pointing to match your predetermined absolute constant bearing, and confirm the new relative bearing for the TDC. Again, it helps when you are moving exactly in the direction of your constant bearing line, small position errors in the direction of movement will be negligible that way.

Might require some calculation, or just steaming back and forth around the spot until the time arrives...
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Last edited by Rocks'n'Shoals; 11-30-08 at 05:15 PM.
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Old 11-30-08, 07:11 AM   #17
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Am I mistaken here or you just reinvented the Dick O'kane method as explained by Rocking Robins?

The only difference I see is that you don't ask for a 90º angle between the course of the target and your submarine, but that is not really necessary because the TDC will take care of the calculations.
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Old 11-30-08, 08:02 AM   #18
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Quote:
Originally Posted by Rocks'n'Shoals
Quote:
Originally Posted by AVGWarhawk
Anyway, RR is correct, the sub will either sink or submerge when propulsion is not present. I do not remember. GWX was able to implement that for SH3. Cool feature. Might be a good idea to drum up a mod to do this in SH4:hmm: This will then overcome the only critical point RR presented. So, at the very least, your sub would have to maintan 1 kt and that should not screw up your shot at that speed.
Another way around this problem, if you play that realistic: Set up your solution for the position where you will be at the time of firing. No matter where you currently are, no matter what you do in the meantime, just make sure to be there at the predetermined spot when the target crosses your constant bearing line. If you change your heading in the meantime, correct the periscope pointing to match your predetermined absolute constant bearing, and confirm the new relative bearing for the TDC. Again, it helps when you are moving exactly in the direction of your constant bearing line, small position errors in the direction of movement will be negligible that way.

Might require some calculation, or just steaming back and forth around the spot until the time arrives...
Yes, one could do that. I asked the RFB gents to look into creating a mod for the RFB mod that would simulate the subs reaction while submerged at a dead stop.
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Old 11-30-08, 08:05 AM   #19
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Quote:
Originally Posted by tale
Am I mistaken here or you just reinvented the Dick O'kane method as explained by Rocking Robins?

The only difference I see is that you don't ask for a 90º angle between the course of the target and your submarine, but that is not really necessary because the TDC will take care of the calculations.
Similar, yes! Both good tutorials. What I see from this one and RR's O'Kane is a completely new TDC interface were locking is not necessary thus bringing the simulation closer to real in feel. Just need to find the guy who can come up with one:hmm:
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Old 11-30-08, 01:45 PM   #20
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Same with John P Cromwell. The periscope is not locked for that one either.
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Old 11-30-08, 02:28 PM   #21
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Originally Posted by tale
Am I mistaken here or you just reinvented the Dick O'kane method as explained by Rocking Robins?
Actually it can be seen as a generalized version of the Dick O'Kane method as described by RR. Neither a 90º angle between the course of the target and your submarine heading nor a 0° gyro angle is required, and the TDC does all the calculations for you.
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Old 11-30-08, 02:50 PM   #22
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Quote:
Originally Posted by AVGWarhawk
Quote:
Originally Posted by tale
Am I mistaken here or you just reinvented the Dick O'kane method as explained by Rocking Robins?

The only difference I see is that you don't ask for a 90º angle between the course of the target and your submarine, but that is not really necessary because the TDC will take care of the calculations.
Similar, yes! Both good tutorials. What I see from this one and RR's O'Kane is a completely new TDC interface were locking is not necessary thus bringing the simulation closer to real in feel. Just need to find the guy who can come up with one:hmm:
This has been one of my pet peaves since day one. There should be a manual way to enter range or at least the capabilty to use the stadmeter without locking onto a boat. I know this has been said, but,,,
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Old 11-30-08, 04:23 PM   #23
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Quote:
Originally Posted by Soundman
Quote:
Originally Posted by AVGWarhawk
Quote:
Originally Posted by tale
Am I mistaken here or you just reinvented the Dick O'kane method as explained by Rocking Robins?

The only difference I see is that you don't ask for a 90º angle between the course of the target and your submarine, but that is not really necessary because the TDC will take care of the calculations.
Similar, yes! Both good tutorials. What I see from this one and RR's O'Kane is a completely new TDC interface were locking is not necessary thus bringing the simulation closer to real in feel. Just need to find the guy who can come up with one:hmm:
This has been one of my pet peaves since day one. There should be a manual way to enter range or at least the capabilty to use the stadmeter without locking onto a boat. I know this has been said, but,,,

Well....after that last post and thinkning about it, I remembered a thread some time back that explained how to edit a file allowing manual input of range....It took some time, but I found it, tried it, and man, am I a happy dude ... It's very easy and quick. I would suggest a backup of the file first, because I screwed up the first time, but it wasn't hard to put back (luckily). Also, after getting the first one worked out, I wasn't really happy with the result and read some more of the thread. Bottom line, scroll down and read "Munchausens" post and follow his lead. It works absolutely fabulous. I can now input any range I desire. I highly recommend it. BTW, yes it works with 1.5. Here's the link to the thread http://www.subsim.com/radioroom/showthread.php?t=111371

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Old 11-30-08, 07:38 PM   #24
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Btw, the stadimeter does work without locking the target. I use it that way all the time (manually inputting range only when the target is too far away to get an accurate stadimeter reading).

The trick is that you still need to have some part of your target in the crosshairs. Normally, I'll take a final range and bearing, using the stadimeter, just as the target's bow is crossing the lubber line (PK off) then fire torps as the juicy parts sail across.
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Old 11-30-08, 09:02 PM   #25
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A brilliant point, munchausen. Take a bow! If everyone did that just before they shot they'd be twice as accurate.
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Old 12-01-08, 01:11 PM   #26
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Thanks, RR.

:hmm: I suppose you could also input manual range for when you use the O'Kane method ... else your stopwatch won't give you an accurate torpedo travel time. Normally, though, I'm within 500 yards of the target and, consequently, seldom have time to even look at the stopwatch.
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Old 12-01-08, 01:28 PM   #27
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Quote:
Originally Posted by Munchausen
Btw, the stadimeter does work without locking the target. I use it that way all the time (manually inputting range only when the target is too far away to get an accurate stadimeter reading).

The trick is that you still need to have some part of your target in the crosshairs. Normally, I'll take a final range and bearing, using the stadimeter, just as the target's bow is crossing the lubber line (PK off) then fire torps as the juicy parts sail across.
Yes, I was aware you did not have to actually lock, but it's still a bit of a gripe of mine that you even have to point the crosshairs anywhere to use the Stadmeter. In real life, the stadmeter had no way of knowing if there was a boat in the crosshairs or not. Here's what used to pee me off..As an example, the weather is so bad you can't even see the boat. You know it is there because of the radar, you know the range because the radar tells you, but you can't enter it!

Of course, I don't have that problem now, thanks to you Munchausen. Thanks again. AAHHRRR MATE!

Last edited by Soundman; 12-01-08 at 01:29 PM.
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Old 12-01-08, 01:43 PM   #28
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No problem. Now if only the mod in Nisgeis' following thread could be displayed in yards:

http://www.subsim.com/radioroom/showthread.php?t=142884
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Old 12-01-08, 01:55 PM   #29
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Quote:
Originally Posted by Munchausen
No problem. Now if only the mod in Nisgeis' following thread could be displayed in yards:

http://www.subsim.com/radioroom/showthread.php?t=142884
Oh Yea, that would be sweet ! Until then we'll just have to measure the old fashioned way.
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Old 09-20-09, 11:48 AM   #30
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Default conceptual issue

Please refer to the first post.

I have a conceptual problem. I usderstand entry of speed, AoB, and distance. I assume that the 293 degrees in the tutorial is the intended true course of the torpedoes. Is that courrect? Is that where you poitnt the periscope? I am not sure how that fits into the scheme of the constant bearing meithod. I need an explanation to help me figure this out.
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