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Old 02-11-11, 02:30 AM   #436
NorthBeach
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Runs fine on my Mac via Boot Camp. So, my inclination is to say that it isn't that much of a system hog.
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Old 02-11-11, 04:08 AM   #437
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Never even a hiccup.

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+1

Same experience here.
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Old 06-07-11, 07:29 AM   #438
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Default How to fine tune the values for the Actual Radar Bearing?

I have a problem using the metod to make Very Fine Adjustments (moving vertical) to fine tune the actual radar bearing.

The vertical movement until the target pip fade in and fade out give me a variation af arround 20 degrees in the actual radar bearing. If I make vertical adjustements wen the target pip is at is maximum, I also get a variation of 6 degrees in the actual radar bearing, and that is not good to define the target couse!

So, can someone explain me the best way to get the most accurate value for actual radar bearing, using the vertical movement to get the fine adjustment?

(dont say " the best is wen the pip is at is maximum" that dont work! as it maximum I get 6 degrees variation!)

It would be realy good if whe have a switch to send range and bearing to tdc, the switch would be used after get accurate range and bearing, is that hard to mod or you can do that easy Nisgeis? It would be a must in your mod!




This one is the damned that is killing me fine tune and... +- 6 degrees (deviation error) in the Actual Radar Bearing value ....

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Old 06-29-11, 01:38 PM   #439
Roger Dodger
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Hey Gang,

Ducimus just announced that he will be including the 3D TDC mod in the new TMO v21 update. He says for Gato class boats, but the mod seems to work for me for any class sub that is equipped with surface search RADAR and a TDC.

God Bless Electric Boat
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Old 06-29-11, 02:53 PM   #440
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Default is it functional under these parameters?

I gave up on the mod because it slowed play too much. I am thinking of taking it up again. Has anyone taken out a warship traveling in excess of 20 kts. using the mod? And have they done it without pausing the game?
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Old 06-29-11, 03:04 PM   #441
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Originally Posted by I'm goin' down View Post
And have they done it without pausing the game?
I still haven't reached that point. I'm just getting back into playing after taking a break for a while, I've even switched contacts back on for a bit.
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Last edited by razark; 06-29-11 at 03:16 PM.
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Old 06-29-11, 03:15 PM   #442
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Quote:
Originally Posted by I'm goin' down View Post
I gave up on the mod because it slowed play too much. I am thinking of taking it up again. Has anyone taken out a warship traveling in excess of 20 kts. using the mod? And have they done it without pausing the game?
Quote:
Originally Posted by razark View Post
I still haven't reached that point. I'm just getting back into playing after taking a break for a while, I've even switched contacts back on for a bit.
I thought about adding "Razark?" to my post. If you haven't mastered it, then I wonder if anyone has? BTW, on April 9, 1945, I tracked a Jap TF passing through a channel at the southern tip of Japan. It included one heavy cruiser and a Yamoto class BB. It was travelling at 29 kts., which I verified!! 29 kts!! The TF changed course on me, so I was unable to intercept.
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Old 06-30-11, 10:47 AM   #443
Yamato_NF
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Great mod!
its also great for modern sub mods as they did not even use a periscope often to acquire target solutions... (Radar + Sonar is used )

ill test it with my standalone of Jhapprich's Typhoon.... just for kicks!
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Old 07-01-11, 01:08 PM   #444
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Originally Posted by I'm goin' down View Post
I thought about adding "Razark?" to my post. If you haven't mastered it, then I wonder if anyone has? BTW, on April 9, 1945, I tracked a Jap TF passing through a channel at the southern tip of Japan. It included one heavy cruiser and a Yamoto class BB. It was travelling at 29 kts., which I verified!! 29 kts!! The TF changed course on me, so I was unable to intercept.
Was there a question there IGD?
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Old 07-01-11, 01:10 PM   #445
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Originally Posted by luismmm View Post
This one is the damned that is killing me fine tune and... +- 6 degrees (deviation error) in the Actual Radar Bearing value ....
Sweep over the target and then step backwards (counter clockwise) as soon as the pip appears that's the bearing.
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Old 07-01-11, 01:17 PM   #446
I'm goin' down
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Quote:
Originally Posted by I'm goin' down View Post
I gave up on the mod because it slowed play too much. I am thinking of taking it up again. Has anyone taken out a warship traveling in excess of 20 kts. using the mod? And have they done it without pausing the game?
Quote:
Originally Posted by I'm goin' down View Post
I thought about adding "Razark?" to my post. If you haven't mastered it, then I wonder if anyone has? BTW, on April 9, 1945, I tracked a Jap TF passing through a channel at the southern tip of Japan. It included one heavy cruiser and a Yamoto class BB. It was travelling at 29 kts., which I verified!! 29 kts!! The TF changed course on me, so I was unable to intercept.
Quote:
Originally Posted by Nisgeis View Post
Was there a question there IGD?
My mistake. I meant to refer you to post 440 quoted in the first paragraph above. There are two questions contained in it. Razark replied that he had not used the 3D TDC under the circumstances posed by my questions. No one else stepped up to reply. I thought you might have used the mod to attack fast moving warships. I have a hard enough time using it against merchants, but I was thinking of giving it another shot (pun not intended.) The problem is that by the time I set up, a fast moving target will have sailed out of range. Have a great 4th of July, Nisgeis.
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Old 07-01-11, 01:28 PM   #447
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Quote:
Originally Posted by Nisgeis View Post
Sweep over the target and then step backwards (counter clockwise) as soon as the pip appears that's the bearing.
I still find that this method gives me an incorrect bearing.

I step ahead until the contact disappears. I then step backward until the target reappears (three steps back), then forward two steps. That seems to get me pretty close to where it needs to be, or at least close enough for my plots to make sense.

It could be something wrong on my end, but as long as it is consistent, I can live with it. Once I can sight the target through the scope, I ignore the radar bearings anyway.
Quote:
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Optical bearing and radar range
The best combination will never change
Optical bearing and radar range
Then your plot shall never be strange.
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Old 07-01-11, 02:21 PM   #448
Nisgeis
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No, the pickup bearing range is just all weird - it's a game sensor thing - the sensor in question points at the bearing and the 'arc' of the sensor is added on to it, so if the radar is pointed at 000, and has an arc of 010 degrees, it will pick up anything between 000 and 010, even though it *SHOULD* pick up anything between 355 and 005. It's yet another bizarre game bug.

Added to that there's the 'stickiness' of the sensors - as you say razark, you can sweep back and then two steps forward - this is different at each 'edge' of the beam...

The radar (in this mod) is calibrated to be accurate when you step backwards... stepping forwards again until you lose the signal will put you off by about 2/3rds of a degree.

Also, you have to bear in mind that the radar targets are infinitely thin. If there is a warship parked 1,000 yards off your bow, with a large angular length, this is completely ignored by the radar system. It's only the centre (or wherever it is) part that registers as a 'target'.

You can target accurately in fog with radar bearings, but it takes longer and is much more work to get an accurate problem to shoot at.
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Old 07-01-11, 02:36 PM   #449
Nisgeis
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Quote:
Originally Posted by I'm goin' down View Post
My mistake. I meant to refer you to post 440 quoted in the first paragraph above. There are two questions contained in it. Razark replied that he had not used the 3D TDC under the circumstances posed by my questions. No one else stepped up to reply. I thought you might have used the mod to attack fast moving warships. I have a hard enough time using it against merchants, but I was thinking of giving it another shot (pun not intended.) The problem is that by the time I set up, a fast moving target will have sailed out of range. Have a great 4th of July, Nisgeis.
Yes, but of course you have to be fast and accurate. There's no time for dithering. You'll know from sonar that you have a fast warship, so measure a rough course by taking two measurements within one minute. Plot it or use the auto course and speed to calculate a rough course - speed may be well off due to bearing errros. Immediately turn to a normal course to close the distance. Refine your measurements and adjust your spreads according to the confidence you have in your data - radar range is very accurate, optical bearings are very accurate, use the two together.

Sometimes though you will take your first measurements and realise that you are badly out of position. If so, run on the surface at full speed to end around if possible, but with a TF you won't be able to... UNLESS! You can use the map to work out where they are headed - e.g. through a geographical feature. If running with a traffic mod that includes zig zagging, then you may find that although you are out of position your target may zig into your path.

With fast TFs you won't often get a second chance, as they generally run at the same speed you can.
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Old 07-01-11, 07:50 PM   #450
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Never even tried to hit a fast moving target.

Of course, if I had a "Distance to Track" readout...






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