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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
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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#2 | |
Stowaway
Posts: n/a
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![]() Quote:
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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#3 |
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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