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Old 12-11-08, 12:05 PM   #16
Jaeger
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i am looking forward to your nav mod, vanjast. i hope it will find its way to the upcoming gwx4 this time... keep on the work. i would like to see the whole community to work with this mod. than we would have a big discussion about plotting models, tactics and so on...
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Old 12-12-08, 01:31 AM   #17
LukeFF
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Quote:
Originally Posted by Nisgeis
Have you tried manually editting the mission files to change the speed there?
It could likely be done, yes, but I've not yet tried it.
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Old 12-12-08, 05:37 AM   #18
Fish40
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Just as a point of interest. Since I saved the game at the initial contact of the target, I had the opportunity to replay the event over and over until I got it right. Here's what happened: All targeting was done useing the Dick O'kane method.


I established the target's course by useing the radar, takeing bearing and range readings at three minute intervals. I closed on the target to establish a visual ID. The target was a Medium Old Tanker. Length=113.1 meters, max listed speed=11knts.

I timed the target crossing the 0 bearing vertical line of my scope. It took 18 seconds to cross the line. This translated to 12knts, which is faster than the listed speed. This too me didn't seem correct, so I tried to use my sonar to establish an initial range, wait three minutes and take range again and deduce speed from there. This time the figure came out to be 9knts, which seemed more reasonable.

I put myself on a 90dgr. course to the target, set up the TDC, and plugged in 9knts as the speed. All 3 torpedoes sailed astern of the target. I replayed the incident useing 10 kts. This time only the first torpedo hit, and well astern.

Trying a third time, and once again timeing the target crossing the 0 line to be sure of myself, I plugged in my initial figure of 12knts. Three Mk14's fired at high speed: The first just forwards of the forward crane, the second amidship, and the third under the stack.

The first torpedo just missed, sailing ahead. The other two struck, close to the AP. The ship did go down bow first about 15 minutes later.

What dose it mean? I don't know. The one thing I didn't try was the ships max speed of 11knts. The reason I didn't was because after two timeings across the 0 line, I came up with the same figure. The ship was in perfect view as well.
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Old 12-13-08, 06:30 AM   #19
vanjast
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At what speed and bearing, were you travelling towards the target.
This will result in a different speed estimate compared to if you were stationary.
Maybe you didn't take this into account ?
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Old 12-13-08, 10:01 PM   #20
Fish40
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Quote:
Originally Posted by vanjast
At what speed and bearing, were you travelling towards the target.
This will result in a different speed estimate compared to if you were stationary.
Maybe you didn't take this into account ?

Good point Vanjast. I make it a point to travel 3kts or less when timeing a target. I also play SH3. I use the OLC GUI mod. I'm sure you're familiar with it. Anyway, the mod has a video tutorial which is superb. In the video, the procedure for timeing a target crossing the 0 line of the scope is explained. The author, (OLC) states that if you're timeing a target across the 0 bearing line, your own speed dose not matter. It's only when you use a line other than the 0 or 180 that you should be moveing very slowly, or stopped altogeather.

I make it a point to use only the 0 or 180 lines, and travel extra slow to be sure.
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