![]() |
SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
|
![]() |
#1 |
Sea Lord
![]() Join Date: Mar 2010
Posts: 1,845
Downloads: 184
Uploads: 2
|
![]()
I used a ruler on the monitor to see how wrong I was. Yeah, your right... is a difference, G should be a little bit at left, where is the second 0 from 0.0. In that case, P2 should be where is the top edge of M from KM on the "b" line. True, is a huge difference in the direction of the target, but even so, is not the real course. And going further, the readings from A2 will still hit around S4 and gives me a bigger distance than in reality.
Now I still don't understand exactly few things here. P1 is a really random location along line "a"? How far should be A2? Is there a precise time interval for bearing readings and a precise distance to travel between A1 and A2? And about the precision of these readings... in this case I had a convoy and is impossible to say that the bearing is exactly 46 and not 44 or , not to mention that the sound level was very low. I could cheat by asking the sonarman/computer, but then what the point in realistic play? Also, the sonar panel is broken, those vu meters are not working.. but let's say I have a broken sonar in reality. And I play with map contacts off, so my map is clear and I'm completely blind. Your video is not helping me because I always stop the sub when I search for contacts. I know that the sea is not static, but these high level of physics are not implemented in the game, so is no point in keep the sub moving and also do extra math to calculate the currents and my real speed. And regarding the tools... what I need most is a 2 ring & rotating compass so I don't need to position my ship at N or W every time I search for contacts. Also a more exact ruler that I can also rotate. For example, to read the right values for where I should mark G between A1 and P1. I could do it as I did it now, by measure it on the monitor, but is kinda hard to keep the same zoom level all the time. You guys have these tools in SH3-4, for SH5 is available only in TDW UI. As I said, right now I do all my maths on paper then I try to copy it on the navmap.. that's why most of the time I got wrong results. In booth cases, I miss the right tools. Tbh.. I would love to have such a table as it is in the game.. with a huge map and a lot of tools .. that would kill the boredom of this endless sink-refit gamestyle :P Anyway, my biggest issue so far is the target speed. I'm using the 3.15 method and most of the time I can calculate the right speed, but not in the combat after I hit a target and the ship(s) speed change. That is the point when I go completely blind and I just estimate the speed according to what the game use so far.. 6-7 knts for evading merchant ships. This is when I miss a lot. Wonder how those guys at that time made the maths when they conducted their attacks inside a moving convoy ... at night. |
![]() |
![]() |
![]() |
#2 | |
Hellas
![]() |
![]() Quote:
look above at blue letters bye
__________________
Knowledge is the only thing that nobody can ever take from you... ![]() Mediafire page:http://www.mediafire.com/folder/da50.../Makman94_Mods Last edited by makman94; 10-05-10 at 09:49 PM. |
|
![]() |
![]() |
![]() |
#3 |
Sea Lord
![]() Join Date: Mar 2010
Posts: 1,845
Downloads: 184
Uploads: 2
|
![]()
Interesting, thanks for the suggestions/corrections. For sure there is a lot more to learn and all is based on experience. Regarding the tools, I play with the stock UI which lack in tools for nav map. There is a tool helper, but I cannot rotate it. So for example when ma boat is heading 45, is really hard to draw out the right bearing of my target. No compass rose, no other fancy stuff that are only available in bigger mods like TDW and Reaper's UI right now, none as stand alone mod.
In SH5 ships change course, not only zig-zag. TDW's great mod, IRAI, do that. So ships instead of just zig-zagin and following their default course, they try to evade by changing course, sometimes even with 180 degrees. So this make the hunt extremely difficult with high realism.. not once got almost ramed by merchants when I conducted an attack from inside the convoy. So that's the part where you have to think and act very fast. Luck with the voice command mod, so I can give out orders very fast. Btw.. any chance to see a MaGui version for SH5 anytime soon? ![]() LE: Almost forgot.. I can't use the "map contact on" option.. the sonarman will give me the target range, so is not an option. Is not point to use this method since I already have drwan on the map the target bearing and range... Last edited by Zedi; 10-06-10 at 07:37 AM. |
![]() |
![]() |
![]() |
Tags |
bearing, tracking |
|
|