SUBSIM Radio Room Forums



SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997

Go Back   SUBSIM Radio Room Forums > Silent Hunter 3 - 4 - 5 > Silent Hunter 5
Forget password? Reset here

Reply
 
Thread Tools Display Modes
Old 03-09-13, 07:27 PM   #1
Macardigan
Engineer
 
Join Date: Mar 2012
Posts: 219
Downloads: 199
Uploads: 0
Default fast calculate speed ship with periscope

hi,
im from spain, bad english.

1. enemy ship moving at 90ºAOB ~aprox. (side view).
2. Put vertical line of periscope on bow ship and activate stopwatch.
3. When the stern reaches the vertical line.. stop the timer.

then:


Ship length
----------- X 1,85 = Speed in Knots.
time in sec


example:

cimmaron class tanker= 190,6 m (length)
time bow--->stern in sec= 38 seconds.

190,6 m
-------- X 1,85 = 9,27 Knots
38 sec


easy.
Macardigan is offline   Reply With Quote
Old 03-09-13, 07:34 PM   #2
Fifi
Navy Seal
 
Fifi's Avatar
 
Join Date: Dec 2012
Location: France
Posts: 6,088
Downloads: 466
Uploads: 0


Default

Hey, that's interesting and good to know!
...But as you need to be almost 90° angle, by the time you make your calculation and enter it in TDC, ship is in bad position to fire torp...meaning you're not anymore in ideal 90° position for best hit without DUD torpedo...
Fifi is offline   Reply With Quote
Old 03-09-13, 08:15 PM   #3
Macardigan
Engineer
 
Join Date: Mar 2012
Posts: 219
Downloads: 199
Uploads: 0
Default

It is assumed that you already have all the calculations for firing solution, but the speed does not convince.

Do not have time? 30 or 40 seconds, divide and move the speed at tdc. It's fast.
If you shoot when the ship passes through 0 degrees, you can do 10 or 15 degrees before.

I always have time. And if the ship is far more better because you will see more time aside.

It is not necessary that the vessel is 90 ° accuracy.

You need to see the entire length and that's enough.

you'll get used.


greetings.
Macardigan is offline   Reply With Quote
Old 03-09-13, 08:47 PM   #4
Fifi
Navy Seal
 
Fifi's Avatar
 
Join Date: Dec 2012
Location: France
Posts: 6,088
Downloads: 466
Uploads: 0


Default

Thanks for the tip, i'll try it
Fifi is offline   Reply With Quote
Old 03-09-13, 09:55 PM   #5
finchOU
Samurai Navy
 
Join Date: Jan 2004
Posts: 571
Downloads: 77
Uploads: 0
Default

Get your slide rule ready for realism!!! haha
__________________
Intel i7-2700K-3.50GHz, 16 GB RAM, 2 xGTX 560,2GB,SLI,2 TB HD
The Wolves of Steel 1.06
The Wolves of Steel 1.06 Update 05c
finchOU is offline   Reply With Quote
Old 03-09-13, 11:28 PM   #6
Fifi
Navy Seal
 
Fifi's Avatar
 
Join Date: Dec 2012
Location: France
Posts: 6,088
Downloads: 466
Uploads: 0


Default

Macardigan, it's working quite good

For a liberty ship going 6 knots at 1500m from me, i found 5.75 with your method.
Just have to round number up, and it's fine.
Fifi is offline   Reply With Quote
Old 03-10-13, 04:02 AM   #7
Trevally.
Navy Seal
 
Join Date: Apr 2007
Location: AN1536 (Orkney)
Posts: 5,451
Downloads: 166
Uploads: 28


Default

Quote:
Originally Posted by Fifi View Post
Hey, that's interesting and good to know!
...But as you need to be almost 90° angle, by the time you make your calculation and enter it in TDC, ship is in bad position to fire torp...meaning you're not anymore in ideal 90° position for best hit without DUD torpedo...

This will work at all angles - does not have to be 90deg.
If the angle is sharp and you can not see the centre of the bow or stern - you have to predict where it is for the start stop.

You can also avoid have to do any sums - use the u-Jagd
click on the image to see how it works (this is within TDWs UI - right click on stopwatch for it to turn into a U-Jagd)

__________________
Trevally Mods for SH5
Trevally. is offline   Reply With Quote
Old 03-10-13, 05:00 AM   #8
Fifi
Navy Seal
 
Fifi's Avatar
 
Join Date: Dec 2012
Location: France
Posts: 6,088
Downloads: 466
Uploads: 0


Default

Quote:
Originally Posted by Trevally. View Post
(this is within TDWs UI - right click on stopwatch for it to turn into a U-Jagd)
An other new thing learned!
Thanks!
Fifi is offline   Reply With Quote
Old 03-10-13, 06:10 AM   #9
Pisces
Silent Hunter
 
Join Date: Dec 2004
Location: AN9771
Posts: 4,904
Downloads: 304
Uploads: 0
Default

A small correction. The propper conversion value for meters/seconds to knots is 1.94 (=3600s/1852m) , not 1.85. So just "times 2" is good enough.

Also you don't need a perfect 90 degrees AOB. Just enough so that you can see both the bow and aft edge.

But make sure you are not moving when the periscope is looking to your beam/side.
Pisces is offline   Reply With Quote
Old 03-10-13, 10:14 AM   #10
Macardigan
Engineer
 
Join Date: Mar 2012
Posts: 219
Downloads: 199
Uploads: 0
Default

Quote:
Originally Posted by Pisces View Post
A small correction. The propper conversion value for meters/seconds to knots is 1.94 (=3600s/1852m) , not 1.85. So just "times 2" is good enough.

Also you don't need a perfect 90 degrees AOB. Just enough so that you can see both the bow and aft edge.

But make sure you are not moving when the periscope is looking to your beam/side.

Sorry but with the value 1.94 the result fails. Although not relevant to the game.
The correct value is 1.85 for passing knots,
Macardigan is offline   Reply With Quote
Old 03-10-13, 10:31 AM   #11
Macardigan
Engineer
 
Join Date: Mar 2012
Posts: 219
Downloads: 199
Uploads: 0
Default

Quote:
Originally Posted by Pisces View Post
A small correction. The propper conversion value for meters/seconds to knots is 1.94 (=3600s/1852m) , not 1.85. So just "times 2" is good enough.

Also you don't need a perfect 90 degrees AOB. Just enough so that you can see both the bow and aft edge.

But make sure you are not moving when the periscope is looking to your beam/side.

Sorry but with the value 1.94 the result fails. Although not relevant to the game.
The correct value is 1.85 for passing knots,

Needless your comment as my explanation is for 2 sockets
Macardigan is offline   Reply With Quote
Old 03-10-13, 04:19 PM   #12
Pisces
Silent Hunter
 
Join Date: Dec 2004
Location: AN9771
Posts: 4,904
Downloads: 304
Uploads: 0
Default

Quote:
Originally Posted by Macardigan View Post
Sorry but with the value 1.94 the result fails. Although not relevant to the game.
The correct value is 1.85 for passing knots,
Well, then the game is somehow wrong.

Quote:
Needless your comment as my explanation is for 2 sockets
I have no clue what you mean with this. Something must have gone wrong in translation.
Pisces is offline   Reply With Quote
Old 03-10-13, 04:28 PM   #13
Fifi
Navy Seal
 
Fifi's Avatar
 
Join Date: Dec 2012
Location: France
Posts: 6,088
Downloads: 466
Uploads: 0


Default

Quote:
Originally Posted by Trevally. View Post
This will work at all angles - does not have to be 90deg.
If the angle is sharp and you can not see the centre of the bow or stern - you have to predict where it is for the start stop.

You can also avoid have to do any sums - use the u-Jagd
click on the image to see how it works (this is within TDWs UI - right click on stopwatch for it to turn into a U-Jagd)

That's a great tool one of the most important when playing 100% realism. Thanks again for pointing this out.
Fifi is offline   Reply With Quote
Old 03-11-13, 08:56 AM   #14
Macardigan
Engineer
 
Join Date: Mar 2012
Posts: 219
Downloads: 199
Uploads: 0
Default

pisces

Sorry.

Something must have gone wrong in translation.
Macardigan is offline   Reply With Quote
Old 03-11-13, 09:12 AM   #15
Macardigan
Engineer
 
Join Date: Mar 2012
Posts: 219
Downloads: 199
Uploads: 0
Default

fifi.

length ship 175m, then.. ???


175 m

41 sec.

then.. ??
Macardigan is offline   Reply With Quote
Reply


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT -5. The time now is 03:38 PM.


Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright © 1995- 2025 Subsim®
"Subsim" is a registered trademark, all rights reserved.