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Old 06-06-06, 06:20 PM   #91
don1reed
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Fangschuss said:
Quote:
but how to calculate enmey ship speed when moving :hmm: like i now we have to stop, to calculate the speed ... ok i give it a try
I guess most everyone goes to Wazoo's sticky in the beginning of the posts; however, you can calculate the target's speed without using the 3:15 min. rule and plotting ranges etc.

Here's how it's done:

Own speed : sin Target's AoB : : Target's speed : sin Target's Bearing

yep, its accomplished using ratio and proportion...multiply the extremes, then divide by the means.

First: After sighting target (with UZO or scope), adjust your course and speed to get into a COLLISION COURSE, this occurs when the target stays at the same bearing and doesn't move. You would eventually collide with the target if either of you kept on your present courses and maintained your present speeds.

Second: Determine the Target's AoB and Bearing.

Third: Plug the data into the ratio and proportion formula.

example:

My speed = 3 kn.
Target's AoB = 25° Red
Target's Bearing = 070°Relative

3 kn : sin 25° : : ______ : sin 070°

3 x sin 070° / sin 25° = 6.67 kn.

edit: (aka the law of sines)

If you have and use a circular sliderule, it's extremely easy, but, works quite well with an electronic calc also.

cheers,
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Last edited by don1reed; 06-06-06 at 06:37 PM.
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Old 06-06-06, 06:24 PM   #92
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Quote:
Originally Posted by Myxale
Just keepin' testing!
Had a mission in 44' Was hunted by 3 DD's almost no chance to escape!
Pings everywhere. From all sides in stereo ...not strike that...pings in dolby!
Silent and deep. Lots and Lots of DC's rainin' down on me, rockin my Boot all night long! (AC/DC anyone?)

Went deeper and deeper till my boot started to protest and my LI turned red like the "no-no area" of the Tiefenmesser.
And everytime they dropped the load "schnell" flank ahead. As soon as the DC's cut off, down to 1knot silent.....
...ping...bollocks they found me again! Now imagine this scenarion over and over again one hour Real time!
But guess what! I made it!
Whats the LI? ________ indicator im assuming?
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Old 06-06-06, 06:33 PM   #93
don1reed
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Leitender ingineer (sp?) The Boat's Engineer.
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Old 06-06-06, 06:38 PM   #94
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Thanks, NYGM team! Outstanding work!
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Old 06-06-06, 06:40 PM   #95
Enfilade
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Running first patrol under NYGM 2/SH3 Commander (a carryover career from NYGM 1.03): couple of issues. The main one is the crew fatigue model doesn't seem to be working as it should. My crew in active compartments are losing efficiency quickly despite TC of 500 (I'm just exiting port area). Previously, this setting would maintain their efficiency without appreciable decay. The only change I made in Commander which I hadn't done under 1.03 was to match 3D Views TC with Max TC setting of 1024. I have 'fatigue model' unchecked in Commander (same as previous patrol under 1.03) as per instructions and have moved the three necessary NYGM 2 compatibility files into SH3 Commander.cfg. Any ideas?

Also, experimenting with the 'Kiel Canal' outbound automated egress feature puts the course over land, not the Canal.
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Old 06-06-06, 07:19 PM   #96
Der Teddy Bar
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Enfilade,
3DRender is the value that things like crew fatique work at.


For example, if you have...
3DRender=128
Maximum=256

This means that at compression levels up to, and including 128x, the crew will fatigue.

At maximum compression, 256x, the crew will no longer fatigue.
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Old 06-06-06, 07:22 PM   #97
Der Teddy Bar
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Quote:
Originally Posted by Fangschuss
Ok Thx for reply

but how to calculate enmey ship speed when moving :hmm: like i now we have to stop, to calculate the speed ... ok i give it a try
I am presuming that you are using the notepad speed calculation? That process is really operationally impared at the best of times

If I presume wrong, you moving does not effect making speed calculations as everything is relative.
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Old 06-06-06, 07:24 PM   #98
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Quote:
Originally Posted by Myxale
I have a feelin' that the W@W Guys are goin' to have more U-Boot losses this time around!
I know that my tonnage will be down on my last career
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Old 06-06-06, 07:49 PM   #99
Enfilade
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Quote:
Originally Posted by Der Teddy Bar
Enfilade,
3DRender is the value that things like crew fatique work at.


For example, if you have...
3DRender=128
Maximum=256

This means that at compression levels up to, and including 128x, the crew will fatigue.

At maximum compression, 256x, the crew will no longer fatigue.
Ok, so if I have max TC set to 1024 and 3D render also at 1024, then my crew will fatigue up to 1024x? (!) I changed my 3D render from 32 to 1024 because I thought the NYGM installation instructions said to match 3D Views with Max TC settings in SH3 Commander. But this way is a game killer because I have to swap crews every thirty seconds...lol. I'll revert to my old way. Tks for the info. I think I understand it correctly...
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Old 06-06-06, 08:01 PM   #100
Der Teddy Bar
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Quote:
Originally Posted by Enfilade
Ok, so if I have max TC set to 1024 and 3D render also at 1024, then my crew will fatigue up to 1024x? (!)
Yes.

Quote:
Originally Posted by Enfilade
I changed my 3D render from 32 to 1024 because I thought the NYGM installation instructions said to match 3D Views with Max TC settings in SH3 Commander.
You understand correctly that it is our instruction to set the 3DRender to the same value as Maximum to ensure that the Morale feature of the NYGM Crew Management works.

Quote:
Originally Posted by Enfilade
But this way is a game killer because I have to swap crews every thirty seconds...lol. I'll revert to my old way. Tks for the info. I think I understand it correctly...
Yes it would be. We however play at much lower compression speed due to bugs in aircraft spawning/detection by radar when higher than 256x.

I admitedly also play in window mode so that I may while nothing is occuring do such things as make posts in this forum.
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Old 06-06-06, 08:09 PM   #101
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[quote=Der Teddy Bar]Yes.




Yes it would be. We however play at much lower compression speed due to bugs in aircraft spawning/detection by radar when higher than 256x.

quote]

I also play at TC of 256x or lower when in enemy waters or where enemy air cover is present. However, in friendly waters (leaving port or nearing it on return) I want to be able to crank up TC to 1024x as RL has other demands on my time....lol. So my 1024x/32x framework works well for me. But now at least I understand what the terminology is all about!
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Old 06-06-06, 08:23 PM   #102
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Guys,
Thankyou for you words of support.
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Old 06-06-06, 08:27 PM   #103
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Very impressed with Kiel Canal Nav Tool ! Startin real partol #1 IIa, 1st Flot '39...
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Old 06-06-06, 09:13 PM   #104
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Glad to see the WO has the weather report back again... but I'm noticing that he now only provides the bearing and not the range when he gets a visual contact. I'm assuming this is intentional and not a bug?
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Old 06-06-06, 10:05 PM   #105
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Quote:
Originally Posted by Enfilade
Glad to see the WO has the weather report back again... but I'm noticing that he now only provides the bearing and not the range when he gets a visual contact. I'm assuming this is intentional and not a bug?
Yes it is. The idea is to get you the player more involved by having you follow the ship and determine if it is coming closer or moving away.

This idea centres mainly around the ship being an escort.
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