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Old 04-10-09, 08:53 AM   #16
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Quote:
Originally Posted by aaronblood View Post
It only has no impact on realism if you have GWX installed. I never thought that it was a particularly good idea to set it that way because I couldn't tell when someone said they play GWX at 100% if they meant they played with map updates on/off... but it is, what it is.
True..
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Old 04-10-09, 09:04 AM   #17
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Ok so I already tried aiming without ships icon in torpedo tutorial and I made 2/2 direct hits. I just wish I had more accurate ruler to measure the distance to target.
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Old 04-10-09, 09:14 AM   #18
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Originally Posted by Puster Bill View Post
Might I suggest you make yourself one of these:




You can find the files necessary to build it in this thread:
http://www.subsim.com/radioroom/showthread.php?t=114351

You can find an *EXCELLENT* set of instructions, with examples, in this thread:
http://www.subsim.com/radioroom/showthread.php?t=126824

I swear by my angriffscheibe.
This looks fantastic
I will make one tonight
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Old 04-10-09, 09:36 AM   #19
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Maybe I could use it in-game. Just not sure.. Do I need to use OLC GUI for that ?

I'm focused on one thing now. I need to figure out how to faithfully measure the distance to target in any weather while not using ship icons. Getting AOB and speed woun't be a problem I guess.
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Old 04-10-09, 11:36 AM   #20
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Two mods give you the whiz-wheel ingame: OLC-GUI and U-Jagd Tools. U-Jagd is the older and simpler mod; it gives you the tools to do the job. OLC-GUI adds on that and gives you a completely new screen to work with.

Either one is great to use for manual targetting.
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Old 04-10-09, 12:25 PM   #21
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Okay. I decided to try U-Jagd tool first.

This is the link: http://www.subsim.com/radioroom/show...16&postcount=1

Will it be compatible with GWX 3.0 ?
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Old 04-10-09, 01:00 PM   #22
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Should be, as it adds tools to the periscope and UZO stations and not much else. I used it with GWX 2.1 with no problems. Haven't put it on 3.0 simply because I have so little time to play manual targetting has become something of a bugbear for me.
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Old 04-10-09, 01:26 PM   #23
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Originally Posted by kranz View Post
Dunno about dl section but if you don't find it PM me with your e-mail, I will send you the file.(it's quite small) To disable icons you have to turn off proper option in Realism settings.

Tried this tool and I like it

Just intallation could be JSGME compatible

One more question I would still like to ask.

for example original NSS_Uboat2A_shp.tga is 1.16 MB while tweaked NSS_Uboat2A_shp.tga is 7.21 MB ?

Why is such big difference here if it only makes Bearing tool look bigger on nav map ?

Thank You
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Old 04-10-09, 01:29 PM   #24
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Originally Posted by Sailor Steve View Post
Should be, as it adds tools to the periscope and UZO stations and not much else. I used it with GWX 2.1 with no problems. Haven't put it on 3.0 simply because I have so little time to play manual targetting has become something of a bugbear for me.
Excelent, could you pinpoint me which one of these i should download: http://hosted.filefront.com/joegrundman/ since there is at least two compatible with GWX ?
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Old 04-10-09, 08:19 PM   #25
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Originally Posted by Sea Hawk View Post
This looks fantastic
I will make one tonight
Great! The in-game versions work well also, and some people swear by them, but personally I prefer something solid in my hand.

You could also use a generic slide rule. I used both a linear slide rule and a circular one before Hitman gave us this great whiz-wheel. The only difference with using a regular slide rule is you have to do one extra step to convert meters per second to knots.
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Old 04-11-09, 09:58 AM   #26
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Here's an interesting whiz wheel that only uses three bearings (at equal time intervals) to calculate the angle-on-bow. Speed and range are not involved.

http://files.filefront.com/3BearingA.../fileinfo.html

cheers
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Old 04-11-09, 10:56 AM   #27
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Quote:
Originally Posted by UberTorpedo View Post
Here's an interesting whiz wheel that only uses three bearings (at equal time intervals) to calculate the angle-on-bow. Speed and range are not involved.

http://files.filefront.com/3BearingA.../fileinfo.html

cheers
Thanks UberTorpedo. (Since I made it) It is an AOB-finder tool. Though it's not exactly what the OP was looking for. He is looking for something that works like the bearing/course/aob side of the Attackdisk. (In the PaulWasserman link the "Etchasketch’s AoB finder wheel" is mentioned, which does that)

But please let that not inhibbit somebody to try it out. Given enough time it is very accurate.
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Old 04-11-09, 07:24 PM   #28
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Quote:
Originally Posted by UberTorpedo View Post
Here's an interesting whiz wheel that only uses three bearings (at equal time intervals) to calculate the angle-on-bow. Speed and range are not involved.

http://files.filefront.com/3BearingA.../fileinfo.html

cheers
So you can get AOB without range and speed. But don't you still need those to enter into the TDC? Are you able to get speed and range after you have the 3 bearings?

See I don't get this whole wheel. People make it sound like you can get the AOB in 10 seconds and then just fire with no regard for target speed or range. Even if its s shortcut to get AOB, don't you still need 2 or 3 timed plots to get speed.

I am talking about a game with no nav updates so you don't have range by looking at ship icons.
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Old 04-12-09, 03:04 AM   #29
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Yes it only gets you the AOB, but between two observations you can use the fixed wire method (A method used n german U-Boats of WW1 and WW2 in certain situations) to get speed. With those two values (AOB and speed), as long as you shoot at a zero Gyro Angle, distance won't matter.
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Old 04-12-09, 03:23 AM   #30
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I feel like I'm using quite "ancient" way to measure distance, speed, AOB.
Without any whiz-wheel so far.

All I do is: lock the target with attack periscope at dead stop. ID the ship. Measure the distance with periscope, while keeping in mind its bearing on my periscope I mark the location of the ship on nav map. Letting the clock go for 3.15 min. Then the same procedure again measure distance, mark the target on nav map. When I already got two marks I draw a line through them to get a course and resolve AOB from last mark position on the map. I measure distance between those two marks I made, multiply it by ten and I get the speed. All whats left to do is to enter values to TDC and fire.

Disadvantages: when in heavy seas it is PITA to get accurate distance with periscope.
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