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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Commodore
![]() Join Date: May 2007
Location: Sneek, The Netherlands
Posts: 635
Downloads: 43
Uploads: 0
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This is form the old SH3 forum but it stil stands:
http://www.subsim.com/radioroom/showthread.php?t=88961 |
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#2 |
Captain
![]() Join Date: Mar 2005
Location: Seattle, Wa. USA
Posts: 530
Downloads: 8
Uploads: 0
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![]() Or are you talking about a map contact that just shows up? And second, once you have something on the hydrophone, stay there for a bit, and watch. Mark the location with the marker tool, at the end of the black line of that contact and then watch where the line goes from there for a bit. Then you can see what direction it is traveling. Again using the marker, place another mark where the tip of that line is and then with the ruler make a line from one marker to the other and extend it as far as you feel needed. and then plot an intercept course. But the further thay are from you initially, the more chance there is for them to change course in the time it takes you to reach the projected intercept point. So you may well end up not finding them there and they could be somewhere else entirely.
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"Chance favors the prepared mind" |
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#3 | |
Nub
![]() Join Date: Mar 2010
Posts: 2
Downloads: 137
Uploads: 0
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![]() Quote:
looney thanx alot for the link. that will help for precise intercept course, but my problem is after the intercept course. When contact comes within 20kms and able to be heard by my sonar. Even though I adjust my course the sound goes fainter. the question; is there any bugs relating with the speed of merchants or their drastic course change after save and loads? and how about very few or almost none merchant sightings until arriving to designated patrol area after travelling 2500 kms along british coast and north of scapa flow. I think that merchants are abit less compared to SH3 abit confused there. |
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