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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Bosun
![]() Join Date: Apr 2005
Posts: 66
Downloads: 69
Uploads: 0
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You are doing the right things but the stadimeter is porked. I no longer will use it until it is fixed and even use map updates, something I have never done before, but I must say it has made things much more enjoyable for me.
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#2 |
Stowaway
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Hi Skurcey, welcome to Subsim!
As said above, the stadimeter can give erroneous readings. And as you said, wrong speed can make massive differences. In fact I'd go so far to say that speed is one of the most important readings to get right, too slow and your torp slips behind, too fast and goes way infront of the target. Have a look in HERE - Should give you some handy tips! Sev. |
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#3 |
Swabbie
![]() Join Date: Apr 2010
Posts: 8
Downloads: 0
Uploads: 0
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Hi, thanks for the welcome, if it dont work, that s maybe the reason i never could get some solution
![]() So, there s no way to play in realist mode and fire precisely? Also , what about multiplayer? Is it innaccessible and does it work in LAN? |
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#4 | |
Stowaway
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Each horizontal notch represents 10 mils. So for example; You know your targets mast height is 30 meters. and when lined up with the waterline, the mast reaches 2 notches so; 30 x 1000 = 30,000 / 20 = 1500 meters range If you are zooming in using the attack periscope, times the final figure by 6 to allow for the magnification - so in that case 30 x 1000 / 20 *6 = 9000 meters As far as I'm aware that is the method that the real uboat captains used to find the range during submerged attacks! I think its correct, please anyone correct me if I've got it wrong! Sev. |
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#5 |
Nub
![]() Join Date: Apr 2010
Posts: 4
Downloads: 25
Uploads: 0
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Thanks for the info severniae, I've got to try this mod out! It's a very difficult task to use the stadimeter (even if it wasn't faulty), especially with UZO; even when the sea is calm, it's almost impossibe to keep the target within the view. 100% realism, that is.
I still use a manual charting methods (=determining target's speed and course) first introduced for SHIII (LINK). For manual targeting I used the "Wheel" method, but as the pictures of the wheel haven't been available for a long time I had to make one by hand ![]() |
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#6 |
Samurai Navy
![]() Join Date: Mar 2010
Posts: 592
Downloads: 199
Uploads: 0
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Have to agree, especially at longer ranges. I've also notice that if the ship spots the bubbles from your steam torpedoes when it enters their visual range you'll see them drop their speed in an attempt to void being hit. If your aim was already a bit forward then you'll likely miss when they do this.
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