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Old 07-10-07, 04:59 AM   #1
LukeFF
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New Speed Estimation Procedure for 1.3

It's really quite simple:

1. Identify the ship and turn on the PK.

2. Get an intial range on the target. Send this data to the TDC.

3. Wait some time, and then get another range on the target, and send it to the TDC.

4. Click on the Estimate Target's Speed button. Provided you have good data, the navigator will come back with a speed and course estimate (e.g., "Target plot shows speed 12 knots, course 65 degrees"). Send this data to the TDC.

4. Enter in the AOB and send it to the TDC. Your firing solution is now complete.

Note there are restrictions on getting a good speed estimate. The following are the other new messages that can show up when estimating speed:
  • Sir, the range data we have is too old. We need more recent range data!
  • Cannot compute speed for the target sir, we need more data! (This appears when you have entered only one range estimate)
  • Sir, the data doesn't add up. There must be at least %d seconds between the last 2 range measurements.
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Old 07-10-07, 05:46 AM   #2
elanaiba
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One quick note... I hope you all understand the difference between target AOB and course ...
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Old 07-10-07, 05:51 AM   #3
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I dont have a clue how to find AOB using 100% realistic . Do i just guess by looking thru the scope . Is this how it was done in WW2 .
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Old 07-10-07, 06:04 AM   #4
w-subcommander
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Quote:
Originally Posted by sober
I dont have a clue how to find AOB using 100% realistic . Do i just guess by looking thru the scope . Is this how it was done in WW2 .
You have all the data you need. just draw lines in your head( or in the navigation / attack map)
Data You have: Distance, relative bearing of the target and its course ( you got it with the speed report). Draw the triangle between your sub, target , and targets course and you have your AOB . AOB is angle between your sub, target and it's(target) course.

PS
Actually Distance(2/ 3 measurements made with time interval - you need only if you dont use help of the WE Party of the crew to determine(draw )target course)
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Old 07-10-07, 06:53 AM   #5
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Quote:
Originally Posted by sober
I dont have a clue how to find AOB using 100% realistic . Do i just guess by looking thru the scope . Is this how it was done in WW2 .
Some guys in WW2 got to be so good at it that they could do it just by sight. I forget who it was, but they would practice by looking at cars and determining AOB.

Myself, on the nav map, I just use the protractor to draw a line in front of my target and extend it to the middle of the ship. Then I draw the second leg from the middle of the target to the middle of my boat. It works well enough for me!
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Old 07-10-07, 07:05 AM   #6
Uber Gruber
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Last night, to get a good speed estmate, I entered both range AND AOB into the TDC. My belief was that the target AOB would indicate the target course to the firing party.

I simply estimated AOB from the scope and it seemed to work quite well
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Old 07-10-07, 07:09 AM   #7
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Quote:
Originally Posted by mookiemookie
Quote:
Originally Posted by sober
I dont have a clue how to find AOB using 100% realistic . Do i just guess by looking thru the scope . Is this how it was done in WW2 .
Some guys in WW2 got to be so good at it that they could do it just by sight. I forget who it was, but they would practice by looking at cars and determining AOB.

Myself, on the nav map, I just use the protractor to draw a line in front of my target and extend it to the middle of the ship. Then I draw the second leg from the middle of the target to the middle of my boat. It works well enough for me!
"but they would practice by looking at cars and determining AOB. "

I played the same game, and the most unpredictable are people watched by me from my appartment's window. Can You imagine !!!!!!!!!???????? They always use ZIGZAG tactic!!
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Old 07-10-07, 07:53 AM   #8
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Quote:
Originally Posted by LukeFF
It's really quite simple:

1...
2....
Etc...
Please please please tell me that you can lower the periscope between the two observations and still get this to work as advertised?

TIA

JD
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Old 07-10-07, 07:59 AM   #9
Uber Gruber
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@jdkbph

Good question, given that the target becomes "unrecognised" once the scope is lowered then my gut feeling is no, it will not work if you lower and re-raise the periscope. Should though really and wouldn't be difficult to implement if the game cached last locked target.

Anyone ?
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Old 07-10-07, 08:30 AM   #10
elanaiba
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It works even if there's no actual target, just random data inserted. So yeah, you can lower the scope.
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Old 07-10-07, 08:35 AM   #11
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Quote:
Originally Posted by Uber Gruber
@jdkbph

Good question, given that the target becomes "unrecognised" once the scope is lowered then my gut feeling is no, it will not work if you lower and re-raise the periscope. Should though really and wouldn't be difficult to implement if the game cached last locked target.

Anyone ?
I was lowering my periscope between range/bearing readings and had no problem with the speed function.
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Old 07-10-07, 08:47 AM   #12
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Quote:
It works even if there's no actual target, just random data inserted. So yeah, you can lower the scope.
Well that's great news
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Old 07-10-07, 08:56 AM   #13
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Luke,
Thanks!
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Old 07-10-07, 09:00 AM   #14
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Beautious.

Thank you.
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Old 07-10-07, 07:46 PM   #15
XanderF
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Are there hotkeys that can be used to set the various range getting functions?

I'd like to minimize my scope time, and it definitely adds time to have to keep running the mouse up to the upper right corner to set the bearing, then switch the mode to range, then work the stadimeter, then move the mouse back to the upper right to transmit to TDC, etc.

If I could just [pg]-[up] to raise the scope, hit a key to run the stadimeter, hit a key to send to TDC (with voice comms, could program this key to saying "range, mark"), [pg]-[dn] to lower the scope...that'd be great.

With the above changes, this would be damn near EXACTLY how the real skippers did it. Up scope, "Bearing...mark", "Range...mark", down scope. Wait a few seconds, up scope, "Bearing...mark", "Range...mark", down scope. Estimate speed and heading.
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