SUBSIM Radio Room Forums



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

Go Back   SUBSIM Radio Room Forums > Current crop of subsims & naval games > Wolfpack
Forget password? Reset here

Reply
 
Thread Tools Display Modes
Old 04-15-19, 08:21 PM   #1
sckallst
Bosun
 
Join Date: Jul 2008
Posts: 64
Downloads: 115
Uploads: 0
Default

On the subject of SoPs and best practices, it seems very few captains that I've been watching on live streams have any conception of periscope discipline. All the actual manuals from the era repeatedly stress the shortest possible exposures, at low speed, to collect the data you need calcuate/check/update a solution.

I get it, because it's fun to see what the heck is going on, but it's a product of the fact that nobody is actually going to die if your scope gets spotted.
sckallst is offline   Reply With Quote
Old 04-15-19, 08:29 PM   #2
derstosstrupp
Grey Wolf
 
derstosstrupp's Avatar
 
Join Date: Aug 2008
Posts: 891
Downloads: 489
Uploads: 0


Default

Quote:
Originally Posted by sckallst View Post
On the subject of SoPs and best practices, it seems very few captains that I've been watching on live streams have any conception of periscope discipline. All the actual manuals from the era repeatedly stress the shortest possible exposures, at low speed, to collect the data you need calcuate/check/update a solution.

I get it, because it's fun to see what the heck is going on, but it's a product of the fact that nobody is actually going to die if your scope gets spotted.
You are right - with the fixed-eye attack scope the skipper could keep the scope head right at the waterline at all times constantly moving it, which was probably the #1 advantage of that scope (along with the binocular view of course).

Side note - apparently the range estimation advantage of having binocular optics in there outweighed the disadvantage of having to sacrifice stadimeter/RAOBF to install it! Too bad we are looking through a “monocular” computer monitor!
__________________
Ask me anything about the Type VII or IX!

One-Stop Targeting Shop:
https://drive.google.com/drive/folde...WwBt-1vjW28JbO
My YT Channel:
https://www.youtube.com/channel/UCIJ...9FXbD3S2kgwdPQ
derstosstrupp is offline   Reply With Quote
Old 05-12-19, 02:15 PM   #3
Onkel Neal
Born to Run Silent
 
Onkel Neal's Avatar
 
Join Date: Jan 1997
Location: Cougar Trap, Texas
Posts: 21,297
Downloads: 534
Uploads: 224


Default

I like this better, just divide the grid

|1|2|3|
|4|5|6|
|7|8|9|

That's close enough for wolfpack coordination.
__________________
SUBSIM - 26 Years on the Web
Onkel Neal is offline   Reply With Quote
Old 06-02-19, 08:42 AM   #4
gumbeauregard
Seaman
 
Join Date: Feb 2008
Location: Houston, Texas
Posts: 41
Downloads: 16
Uploads: 0
Default

Quote:
Originally Posted by Onkel Neal View Post
I like this better, just divide the grid

|1|2|3|
|4|5|6|
|7|8|9|

That's close enough for wolfpack coordination.
In order to give everyone an easy reference I suggest using the Keypad. It is very similar to what you posted above with one important difference, the numbering starts at the bottom left of the square.

Use the keyboard 10-Key keypad as the reference for numbering the grid.

I used this system for many years in a WWII flying game and it works well.

We used to report position as follows in text:

POSIT<GRID>KP<#>

In your example, in the OP, the position is AF5149x83x23

Using the Keypad system POSIT/AF5149KP3

The keypad system can be used in a manner that becomes more precise if desired.

The Grid AF5149 is broken into nine squares
|7|8|9|
|4|5|6|
|1|2|3|

The boat is in the 3, actually it is in the top left corner of the three or in the 7 square of the 3 square. Break the three square into the same nine squares and the position report becomes

POSIT/AF5149KP37

Two digit keypad position should be all the precision ever needed.
gumbeauregard is offline   Reply With Quote
Old 06-02-19, 10:26 AM   #5
Pisces
Silent Hunter
 
Join Date: Dec 2004
Location: AN9771
Posts: 4,892
Downloads: 303
Uploads: 0
Default

Sorry, but taking the grid reference order provided by the game as a base ( which was historically used) and then reversing the number order when the maps stops displaying it further than 4 levels is just plain silly. Common sense would be to continue the same order just to avoid confusion. Using the keypad ordering has little benefit over the existing order. I would say it is only because of muscle memory for those having a numerical key pad on their keyboards. That may be the majority of players but it is not a rule that everyone has one. Aside from that, those that are more used to telephone keypads follow the KM grid order anyway.

In discord a common counter argument is given that it doesn't matter, as long as it is agreed among players before the game starts. Well, that last part is true. Agreements made on deviations to conventions trumps always. (no politics in there ) But that only works if you know who enters the game session. If you leave the lobby open for players unknown to you and they enter a different boat then you cannot be sure of their level of understanding. Following conventional grid numbering (as was historical and exampled in the game) is then the most simple and right course of action.
__________________
My site downloads: https://ricojansen.nl/downloads
Pisces is offline   Reply With Quote
Old 06-02-19, 11:20 AM   #6
gumbeauregard
Seaman
 
Join Date: Feb 2008
Location: Houston, Texas
Posts: 41
Downloads: 16
Uploads: 0
Default

Quote:
Originally Posted by Pisces View Post
Sorry, but taking the grid reference order provided by the game as a base ( which was historically used) and then reversing the number order when the maps stops displaying it further than 4 levels is just plain silly. Common sense would be to continue the same order just to avoid confusion. Using the keypad ordering has little benefit over the existing order. I would say it is only because of muscle memory for those having a numerical key pad on their keyboards. That may be the majority of players but it is not a rule that everyone has one. Aside from that, those that are more used to telephone keypads follow the KM grid order anyway.

In discord a common counter argument is given that it doesn't matter, as long as it is agreed among players before the game starts. Well, that last part is true. Agreements made on deviations to conventions trumps always. (no politics in there ) But that only works if you know who enters the game session. If you leave the lobby open for players unknown to you and they enter a different boat then you cannot be sure of their level of understanding. Following conventional grid numbering (as was historical and exampled in the game) is then the most simple and right course of action.
My suggestion was based upon my previous experience in another WWII map based game that also did not label the grids beyond a certain zoom level. it used the traditional top left corner starting point (telephone keypad style)

And EVERYONE found it much easier to use the 10-key pad visual reference versus the more traditional telephone style numbering because there was an easy visual reference sitting right in front of them at all times.

It was a flying game and the pace was, obviously, much faster than a submarine game so anything that saved a few seconds and a few brain cells was important.

It doesn't matter much to me what the SOP is eventually but I do know people make fewer mistakes when presented with easy to understand visual aids.

Long years of real world crew resource management training and practice taught me that.
gumbeauregard is offline   Reply With Quote
Old 06-02-19, 05:07 PM   #7
Onkel Neal
Born to Run Silent
 
Onkel Neal's Avatar
 
Join Date: Jan 1997
Location: Cougar Trap, Texas
Posts: 21,297
Downloads: 534
Uploads: 224


Default

Good point, if it works, use it.
__________________
SUBSIM - 26 Years on the Web
Onkel Neal 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 01:25 PM.


Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2024, Jelsoft Enterprises Ltd.
Copyright © 1995- 2024 Subsim®
"Subsim" is a registered trademark, all rights reserved.