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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Watch
![]() Join Date: May 2010
Posts: 16
Downloads: 17
Uploads: 0
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I was told.
Length divided by time. You put the crosshair in front of the boat, once it touches the bow start counting until it reaches the stern. This gives you time. So lets say 120 seconds. Next you need to identify the boat in the ship book thing, lets say its 200 long. so you have 500 / 100 Witch gives you 5 Now you times that by 2 and you get 10 so its 10 kts Hopes that clear ish. |
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#2 |
Silent Hunter
![]() Join Date: Aug 2006
Posts: 3,528
Downloads: 118
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Plot it's position, range and bearing. Wait 3 minutes 15 seconds and plot it's position again. Draw a line between the two spots. Measure the length of the line by 100 to get speed in knots. So if the ship moved 800m in 3m 15s, it's traveling at 8kts. If it moved 1500m it's moving 15kts.
Pictures of this method here: http://www.subsim.com/radioroom/show...93&postcount=4 |
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#3 |
Commodore
![]() Join Date: Jul 2009
Location: Michigan, USA
Posts: 601
Downloads: 38
Uploads: 0
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The problem with that is you would need to know the length of the ship. via Darkwraiths mod or some such.. which is beautiful. I'm just for the life of me trying to finish a campaign in stock, at 100% because I have the need too. That being said I've no problems being blind and I can generally figure out course and range.. roughly enough to get into a firing position not always perfect but well... anyways the problem is speed needs to be pretty damn on the money in order to score a successful hit... and with the options availble to me in stock SH5... getting a speed is like pulling nails. I generally end up eyeballing it and guessing which tends to be not wholey smart nor efficient use of Germany national property..
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#4 |
Commodore
![]() Join Date: Jul 2009
Location: Michigan, USA
Posts: 601
Downloads: 38
Uploads: 0
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Hmm again with map contacts off and with stock SH5.. getting a position on the map to measure while the ship moves would be nothing more then a guess... so the 3/15 rule is something I can't functionally use.
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#5 | |
Captain
![]() Join Date: May 2005
Location: Kassel, Germany
Posts: 542
Downloads: 345
Uploads: 0
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![]() Quote:
You know the speed-charts, like they are in TDWs mod, or a printable version for calculating. ![]() Ok, you have them, then we can start: You have spotted a single merchant and you are close enough to identify him and could use the stadimeter. You have the bearing from scope or UZO and the range from stadimeter. Put these facts as a little arrow in the map. So you have the current position. Then You wait for 5 or better 10 minutes, perhaps you have to travel at the horizon besides the target, or better, you rush ahead to the desired place to finally attack the ship. At this position, after a coffee or some beer, you do the same things as described above -> bearing, range and mark it into the map. Finally you have to messure the range between the markers. No calculator needed now, only look at the speedchart, hhhhm, 10 minutes, ca. 3400 m, lets have a look at the charts, ok 11 knots. Also You could use the line between the points for calculating aob, etc. I hope this helps You, Paco
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My SH5-Mods: - Pacos German Folklore SubEmblems Mod - Pacos Environment Sound Mod - Lite Campaign German Edition |
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#6 |
Sea Lord
![]() Join Date: Mar 2010
Posts: 1,845
Downloads: 184
Uploads: 2
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It is impossible to play at 100% realism with stock game, there is no way to do that no matter what. I was struggling for more than a week to find a way to do so, but is simply impossible. These amateurs designed the game to be played only in n00b style, with dot targeting. The retards from ceo managed to sink a ship with dot targeting, then they considered the game is ready for release.
First of all, the recon manual has no ship length on it, so you can't use the divide time/lenght solution. Second, the rulers are wrong, you can't measure precise distance on map from A to B because the rules can measure only by 50 to 50 m. So the 3.15m solution is also obsolete. Not to mention that the stadimeter is buged and I was reading on mod forum that it's a pretty much hardcoded bug. So, there is no way to play this game without mods... that actually means only TDW or Reaper mod that will add a lot of needed or non needed things to your interface. I gave up on 100% realism and I use the map contacts on and the only hope is that a future patch will deal with this problem.. if there will be any. I was reading somewhere that Ubi Romania have a strong testing department.. funny, eh? This game was never tested, not even by the devs .. because is hard for me to believe that they used a mod to test the 100% realism before the official release ... |
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#7 |
Silent Hunter
![]() Join Date: Aug 2006
Posts: 3,528
Downloads: 118
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You guys that insist on 100% realism, but won't play with mods needs to stop complaining. Stock is nothing more than a platform for mods to improve upon, not the intended gameplay.
You have a way of getting what you want, just use mods. It's a sim, it's intended that you use mods. Not using mods is ridiculous. ![]() |
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#8 |
Sea Lord
![]() Join Date: Mar 2010
Posts: 1,845
Downloads: 184
Uploads: 2
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I'm not complaining, I'm f'ing angry on devs and whoever let this crap to hit the market claiming this a finished product. I just can't explain how come these amateurs from Ubi worked out a sim without testing it at 100% realism... how TF you can develop a sim and never play/test it on 100% realism, now that's ridiculous!!
![]() And about mods, there is none for playing 100% realism. TDW is a big mod pack, also Reaper's one. Only hope is a new patch or.. Reaper's WIP on stadimeter and the hope he will release it as a standalone mod. That one and his recon manual mod... can help playing with 100%. |
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