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Old 04-09-07, 02:21 PM   #1
kkentopanga
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Default Easy Target speed calculation

I hope this is not redundent to another post. If so I am sorry.




Can someone else check to see if this works. I have tested it several times at 125 magnification and 64 TC and it appears to.

Speed Calculation (KM per Hour to Knots per Hour)





Km/Hr = Knots
2 =1.079
4 =2.159
6 =3.239
8 =4.319
10 =5.399
12 =6.479
14 =7.559
16 =8.639
17 =9.719
19 =10.259
21 =11.339
23 =12.419
25 =13.499
27 =14.578
31 =16.738
34 =18.898

Go to 25 KM scale on your navigation chart/map. Scroll till your target is centered at the bottom of the map. Pause the simulation. Place a mark at the front of your target. Note the time shown on the simulation (2310 for demo). Go to 64 TC and watch the time. When one hour has passed (0010 for demo) pause the simulation and place a mark at the front of your Target. Use the ruler and measure the distance from your first mark to your second mark which will show KM traveled in one hour. EXAMPLE if your target traveled 21 KM in the one hour then the targets speed is 11.339 knots per hour.

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Old 04-09-07, 02:41 PM   #2
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Man I almost got seasick by reading those characters Pleaze use something more "standard"

As for your calculation method, no need to wait an hour or so, just use the ruler to draw a line along the target's course and use your stopwatch to see what he does in some minutes. Then use a nomograph like the one provided in GWX, NYGM or RUB mods and that's all.

Search also in this forum for the 3 minutes and 3.15 minutes methods
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Old 04-09-07, 05:12 PM   #3
kkentopanga
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Default Takes less then 3 minutes

The one hour is not real time. You make your measurment at 125 map mag and at 64 Compression. Check the chart for the KM traveled by the ruler and you have the speed in knots.
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Old 04-09-07, 05:51 PM   #4
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Uhm, no need to reinvent the wheel. And "knot" is represented by a nautical mile per hour and is erroneous to say "knot per hour". Hope Im not spamming or anything.
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Old 04-09-07, 07:12 PM   #5
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I think the Matching Speed Method is the easiest to use, if not the most advanced.
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Old 04-09-07, 07:50 PM   #6
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Quote:
Originally Posted by Heibges
I think the Matching Speed Method is the easiest to use, if not the most advanced.
Providing youre in ideal conditions yes. Conditions youll hardly meet throughout the campaign, which is mostly hit and get the hell out. Id say eyeballing is the easiest method combined with hydrophone reports, you can guestimate a rough speed. Works everytime for me within 500 meters on any AOB.
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Old 04-10-07, 07:15 AM   #7
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Quote:
The one hour is not real time. You make your measurment at 125 map mag and at 64 Compression. Check the chart for the KM traveled by the ruler and you have the speed in knots.
Neither are real time the three minutes . Just by observing what the target does in 3 minutes game time (Use time compression to accelerate that or not is your choice) is enough to get a very accurate speed estimate. Again, search for threads about that, you will fin lots of useful info
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Old 04-10-07, 11:57 AM   #8
von Zelda
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Default Here's any easy equation for speed computation

Target distance traveled in kilometers x 32.5 divided by time in minutes = knots

The greater the distance and the longer the time, the more accurate the equation becomes since 1/10 kilomenters is the smallest distance the game allows.

As you plot and follow the target, making new computations along the way, you'll get a good feel for the target speed. This works great for the relative speed of a zig - zagging target.

Last night I torpedoed a small freighter in rain & heavy fog which would not sink and continued on a zig - zag course. Followed target for over 15 minutes to determine base course and estimated speed. Manually set speed at the determined 3 1/4 knots and AOB on base course. Thus, successfull hit amidship to sink freighter.

An interesting side note: weopen officer's help kept telling me speed was the original 9 knots, but I knew that this was wrong.
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