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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#17 |
Silent Hunter
![]() Join Date: Dec 2004
Location: AN9771
Posts: 4,904
Downloads: 304
Uploads: 0
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How about this:
Inside, Sh3 and Sh4 work in (kilo)meters. (afterall, the Ubisoft team was Romanian iirc) 1nm=1852m=1.852km, 1ft=0.3048m, 1yd=3ft=0.9144m, so 1nm=(1852/0.9144)yds= 2025(.4)yds If a ship is moving 1 knot it is moving 1852 meters per hour, or 0.5144 meters per second. Let's say it is actually moving 10 knots, then it's moving 5.144 meters per second. If a ship is moving 1 knot it is moving 2025 yds per hour, or 0.5626 yds per second. Let's say it is actually moving 10 knots, then it's moving 5.626 yds per second. After 30 seconds a 1 knot ship has moved 16.9 yds (15.4 meters), and a 10 knot ship has moved 169 yds (154 meters). But now my question, how accurate can you actually measure range? (and from that calculate speed)? Placing marks on the icons on the map is easy and deadly exact, but what steps does the line tool allow you to see? 50 Yards, or tenths of a nautical mile. And doesn't sonar give you noisy readings? Compare that to your average merchant ship movement at 10 knots in 30 seconds. Don't you think you should give it some more time to move it's butt and get it accurate? (if the ruler showed 100yds or 200 yds, what would your speed calculation say) The true test of a technique isn't shown if you shoot a salvo of three torpedos at it. Can you consistantly hit it with just one torpedo? BTW, at what range was that? To each his own play-style ofcourse. If you can't stand waiting a couple of minutes, then fine it is. But I seriously question it's efficiency. (with a Texas Instruments Sliderule or not! But I don't know what's so 'sliding' about this one though. ![]() Last edited by Pisces; 03-05-09 at 01:08 PM. |
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