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Old 12-16-24, 08:56 AM   #3
fitzcarraldo
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Join Date: Jul 2009
Location: Somewhere between Buenos Aires and the Bungo Suido
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fitzcarraldo has made a Best of SUBSIM nomination.
Nomination Category:
Quote:
SH4 Modder
Nomination basis: A work of a life...

Not finished yet, but Wolves of the Kaiser deserves a recognition. A lot of graphic and modding work, and, maybe, this year is out.
Forum: SH4 Mods Workshop

Nominated Member: iambecomelife
Nominated Post: Link
Quote:
Quote:
Originally Posted by Pochalo View Post
Sorry for my English. There are many of us who are eagerly awaiting this very attractive mod. To move forward a little and while the mod is being finished, it might be useful to know how the firing solution was calculated in the First World War. In the First World War, there were no stadiometers on the periscope, for example. What calculations were made before launching the torpedoes? I think that is one of the fundamental and at the same time most fun aspects of the game. On a theoretical level, would it be possible to have, right now, a pdf manual on how this firing solution was calculated? Thanks.:salute:
I am going to quote another Subsim member, Rhodes:

"From what I gather, WW1 "(...) computing a target intercept course for a torpedo was a manual process where the fire control party was aided by various slide rules[13] (the U.S. examples were the Mark VIII Angle Solver (colloquially called the "banjo", for its shape), and the "Is/Was" circular sliderule (Nasmith Director), for predicting where a target will be based on where it is now and was)[14] or mechanical calculator/sights.[15] These were often "woefully inaccurate",[16] which helps explain why torpedo spreads were advised." from Wiki.



And http://www.tvre.org/en/torpedo-attacks-during-wwi

this has the slide ruler image and drawings of attacks methods.


So i think they did what the TDC during WW2 did manually, almost like Curd Jürgens character says in the movie."

Unfortunately I will not be including 100% accurate WWI slide rule and manual computer firing in the game - due to time limits and also due to not enough primary source material to make the aiming devices look accurate. Lastly, I am just not that good at devising targeting interface mods. :oops:

In Wolves of the Kaiser, WWII equipment will be retained, but with technological advances disabled. For instance, there will be no FAT/guided torpedo provisions in either aiming equipment or in torpedo loadout. :yep:

On the plus side, although you will not have guided torpedoes in the game, you WILL have demolition parties that sail out in rowboats. That way you can save a torpedo when sinking unarmed merchants that are standing still. To prevent cheating by the player, demolition parties will be slow (3-4 kts) and have a very long arming distance. So no stupid stuff like using them against a destroyer, or an undamaged merchant ship.
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