SUBSIM Radio Room Forums



SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997

Go Back   SUBSIM Radio Room Forums > Silent Hunter 3 - 4 - 5 > Silent Hunter 4: Wolves of the Pacific
Forget password? Reset here

Reply
 
Thread Tools Display Modes
Old 07-15-07, 06:12 AM   #1
Inside686
Seaman
 
Join Date: Dec 2005
Location: Lecco, LC, Italy
Posts: 42
Downloads: 6
Uploads: 0
Default

Quote:
Originally Posted by switch.dota
5. Estimate speed & AOB
Be carefull that the value estimated by the crew is the course of the target relatively to the north which is different from the AOB. Anyway since you got the target course and the bearing to target you can calculate the AOB.
Inside686 is offline   Reply With Quote
Old 07-15-07, 07:46 AM   #2
maerean_m
Captain
 
Join Date: Mar 2007
Location: Bucharest, Romania
Posts: 529
Downloads: 0
Uploads: 0
Default

Quote:
Originally Posted by Inside686
Quote:
Originally Posted by switch.dota
5. Estimate speed & AOB
Be carefull that the value estimated by the crew is the course of the target relatively to the north which is different from the AOB. Anyway since you got the target course and the bearing to target you can calculate the AOB.
target course, bearing to target...
AND sub heading. The bearing to target is relative to the sub
__________________
Kilroy was here
maerean_m is offline   Reply With Quote
Old 07-15-07, 07:52 AM   #3
micky1up
Captain
 
Join Date: Nov 2002
Location: helensburgh
Posts: 525
Downloads: 2
Uploads: 0
Default

thats the problem with the game it swaps and changes from reletive bearing and true bearing . when you look through a scope you see ships heading always as 0 and when the team compute the speed and course from the ranging they use true bearings everything should be done in true to cancel the problem in the royal navy our scopes have a true bearing ring and underneith it a reletive bearing ring i can do it ok because all that stuff is my JOB in real life i can understand how its confusing for other people


is there any one out there skilled enough to mod the game so ships heading in scopes and other devices is displayed as true heading? that would be a great mod
micky1up is offline   Reply With Quote
Old 07-15-07, 09:11 AM   #4
Inside686
Seaman
 
Join Date: Dec 2005
Location: Lecco, LC, Italy
Posts: 42
Downloads: 6
Uploads: 0
Default

Quote:
Originally Posted by micky1up
is there any one out there skilled enough to mod the game so ships heading in scopes and other devices is displayed as true heading? that would be a great mod
A scale with true bearing and one with relative bearing on each measurement device would be perfect indeed (like the sonar dial)
Inside686 is offline   Reply With Quote
Old 07-15-07, 09:18 AM   #5
Stew U-582
Lieutenant
 
Join Date: Apr 2007
Location: Adelaide Australia
Posts: 266
Downloads: 240
Uploads: 0
Default

I have found the best way for getting speed is using the 3 minute rule. if you are unfamiliar ill explain

mark your targets position on the map with the pencil. Use maximun zoom and mark just in front of the bow. wait for exactly 3 minutes then mark the target again. using the ruler measure the distanse then multiply by 20. eg if the distance is 1nm your speed is 20kts .5nm = 10kts .3=6 ect. ive found you end up with a very reliable measurement. but obviously this method is much harder if you dont have map update on.

I have noticed that when using the sonar it allways seems to give a range slightly further and bearing slightly behind the target. Maybe im just not quick enough on the send data buttons.

Anyway Ive found the game heaps more exciting when using manual targeting. When and if I master this I want to move onto no map update.

happy hunting and stick with manual when you do hit its realy rewarding.

stew
__________________
Captain Stu from Down Under , Down Under

Stew U-582 is offline   Reply With Quote
Old 07-15-07, 09:23 AM   #6
micky1up
Captain
 
Join Date: Nov 2002
Location: helensburgh
Posts: 525
Downloads: 2
Uploads: 0
Default

Its Good But Even In Ww2 The Sonar Operator Could Give You The Speed Using Tpk And The Revolutions Of The Shaft Why Are They Making It Difficult To Get Course And Speed In The Game When Its Really Quite Simple I Can Do It In my Head But Im A Tactical Systems Leading Hand In The Royal Navy Submnarine Service Thats My Job In Life Not Everyone Is
micky1up is offline   Reply With Quote
Old 07-15-07, 12:21 PM   #7
gg5056
Torpedoman
 
Join Date: Apr 2007
Location: fl
Posts: 112
Downloads: 0
Uploads: 0
Default Use auto TDC

I like using auto, it easier for me. too much work in manual.
gg5056 is offline   Reply With Quote
Old 07-15-07, 12:50 PM   #8
cleverusername
Seaman
 
Join Date: Jan 2006
Location: Durham, NC
Posts: 38
Downloads: 0
Uploads: 0
Default

Do speed and course estimations work if your boat is moving?
__________________
Visual. Tally. Press!
cleverusername is offline   Reply With Quote
Old 07-15-07, 02:11 PM   #9
Tobus
Lieutenant
 
Join Date: Jun 2005
Posts: 260
Downloads: 13
Uploads: 0
Default

Quote:
Originally Posted by micky1up
Its Good But Even In Ww2 The Sonar Operator Could Give You The Speed Using Tpk And The Revolutions Of The Shaft Why Are They Making It Difficult To Get Course And Speed In The Game When Its Really Quite Simple I Can Do It In my Head But Im A Tactical Systems Leading Hand In The Royal Navy Submnarine Service Thats My Job In Life Not Everyone Is
I-N-T-E-R-P-U-N-C-T-I-O-N Please!!!
Tobus is offline   Reply With Quote
Old 07-15-07, 03:41 PM   #10
Inside686
Seaman
 
Join Date: Dec 2005
Location: Lecco, LC, Italy
Posts: 42
Downloads: 6
Uploads: 0
Default

Quote:
Originally Posted by Stew U-582
I have found the best way for getting speed is using the 3 minute rule. if you are unfamiliar ill explain

mark your targets position on the map with the pencil. Use maximun zoom and mark just in front of the bow. wait for exactly 3 minutes then mark the target again. using the ruler measure the distanse then multiply by 20. eg if the distance is 1nm your speed is 20kts .5nm = 10kts .3=6 ect. ive found you end up with a very reliable measurement. but obviously this method is much harder if you dont have map update on.

I have noticed that when using the sonar it allways seems to give a range slightly further and bearing slightly behind the target. Maybe im just not quick enough on the send data buttons.

Anyway Ive found the game heaps more exciting when using manual targeting. When and if I master this I want to move onto no map update.

happy hunting and stick with manual when you do hit its realy rewarding.

stew
The problem is that in most cases you don't have 3 min to make the measurments and most of all you don't have a single target to find the speed.
Inside686 is offline   Reply With Quote
Old 07-15-07, 05:52 PM   #11
nomad_delta
Planesman
 
Join Date: May 2007
Location: San Francisco, California
Posts: 185
Downloads: 1
Uploads: 0
Default

I've just started a new campaign on 100% realism (so including manual targetting) and I can say that the manual targetting has been working 100% better for me as of patch 1.3.

Since I play with Imperial measurements, manual TDC was almost impossible for me in 1.2 until CapnScurvy released his excellent "Imperial Range Fix" mod:

http://www.subsim.com/radioroom/show...imperial+range

Now with patch 1.3, all of the Imperial measurements seem to be working correctly without any mods at all, and I've had a near-perfect success record with all my manual TDC shots so far. Granted, I've only sunk a handful of ships so far: three Large Modern Composite Freighters, two Medium Old Split Freighters, and a Small Split Freighter.

But out of all of those ships I've only missed with one torpedo, and that was because I set my spread-angle a little too high.

---

Since I don't haven't gotten around to making an IS-WAS yet and I don't have a slide-rule, I've been using Centred75's excellent Imperial Navy Ship Recognition Manual which I highly recommend checking out. He's included complete quick-calculation tables AOB, Speed, and Range on all ships without having to do any calculations. (Thanks Centred75, if you happen to read this!) Here's a link to his thread w/ the manual: http://www.subsim.com/radioroom/show...ighlight=INSRM

nomad_delta
nomad_delta is offline   Reply With Quote
Old 07-15-07, 06:00 PM   #12
9th_cow
Planesman
 
Join Date: Mar 2007
Posts: 182
Downloads: 53
Uploads: 0
Default

having a hard time myself.
i hit a ship with one out of 4 at 4800 not long back. speed was a little off. i had it going faster than it was.
but ive had shots that made me stop and think, wtf...???

i dont even know how im missing these days. i think there was some subtle alteration in the patch i havent fingered just jet, of course i also havent played for a long time, maybe im just real rusty.
but i have missed some sitters that i never would have in the past. its hard to get used to when you dont know why
9th_cow is offline   Reply With Quote
Reply


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT -5. The time now is 02:44 AM.


Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright © 1995- 2025 Subsim®
"Subsim" is a registered trademark, all rights reserved.