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Old 02-21-2020, 06:22 AM   #1
derstosstrupp
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Default Wreck ‘Em Without the Rec Manual!

Made a new series last night, please see below! This outlines historical procedures I’ve gathered from KTBs, working in the spirit of imperfect information foregoing the rec manual! For those who want an additional challenge in the game.

https://www.youtube.com/playlist?lis...mmdOnDd_zDSBBg
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Old 03-05-2020, 04:06 PM   #2
P_Funk
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I've been enjoying all your work on this topic and its been very enlightening to see how approachable it is to work with imperfect info.

I'm not playing Wolfpack but SH3 though obviously the principles apply equally (and I'm considering jumping on board with Wolfpack thanks to your videos!). One thing I've been playing with is figuring out exactly how to use the "speed derived from two bearings" method. I'm trying to figure out exactly what you need to set up to ensure an accurate result. I've had some mixed results where sometimes the speed is wildly different to what I know it is and other times its bang on.

It seems like the rate of closure matters and I've experienced far more accurate results with greater range differences between the initial bearing and the second bearing. My question is do you have any advice on how to use this method in a way that ensures you get a good result? I'm comfortable with the actual data gathering process and the use of the wheel to compute it. Its the method of setting the relative position of the target and own ship that I'm uncertain of. It seems like some scenarios don't produce a good result despite nominally being on convergent course, while others do.

Cheers.
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Old 03-05-2020, 06:34 PM   #3
Onkel Neal
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Nice, enjoyed that series.

You can enable bots and not hassle with the running, right? Did you address why you did not use bots?
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Old 03-05-2020, 07:51 PM   #4
derstosstrupp
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Quote:
Originally Posted by P_Funk View Post
I've been enjoying all your work on this topic and its been very enlightening to see how approachable it is to work with imperfect info.

I'm not playing Wolfpack but SH3 though obviously the principles apply equally (and I'm considering jumping on board with Wolfpack thanks to your videos!). One thing I've been playing with is figuring out exactly how to use the "speed derived from two bearings" method. I'm trying to figure out exactly what you need to set up to ensure an accurate result. I've had some mixed results where sometimes the speed is wildly different to what I know it is and other times its bang on.

It seems like the rate of closure matters and I've experienced far more accurate results with greater range differences between the initial bearing and the second bearing. My question is do you have any advice on how to use this method in a way that ensures you get a good result? I'm comfortable with the actual data gathering process and the use of the wheel to compute it. Its the method of setting the relative position of the target and own ship that I'm uncertain of. It seems like some scenarios don't produce a good result despite nominally being on convergent course, while others do.

Cheers.
Of course! Thanks for the support! I can point you to my tutorial below actually- the bearing change for speed features prominently in it! I’ve tabulated it as well for ease.

https://drive.google.com/file/d/1lnQ...w?usp=drivesdk
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My Retranslation of the U-boat Commander’s Handbook:
https://drive.google.com/file/d/1u_W...w?usp=drivesdk
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Old 03-05-2020, 07:52 PM   #5
derstosstrupp
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Quote:
Originally Posted by Onkel Neal View Post
Nice, enjoyed that series.

You can enable bots and not hassle with the running, right? Did you address why you did not use bots?
Thanks Neal! I actually like the challenge of not using them. I ultimately prefer a crew, but I like the multitasking challenge.
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Determining Shooting Data:
https://drive.google.com/file/d/1isf...w?usp=drivesdk

My Retranslation of the U-boat Commander’s Handbook:
https://drive.google.com/file/d/1u_W...w?usp=drivesdk
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