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Old 11-13-07, 09:15 AM   #1
Turm
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A little question: On the regular part of the GUI along the bottom, does the clock show your local time or GMT? I've spent my free time the last couple of days getting GWX going and downloading/installing the GWX versions of the mods I already used for 1.4b, so haven't had a chance to check, but it crossed my mind.

And regardless of which one it actually shows, is there a way to find out the other? :hmm: (I know it shows date when you mouse over the time, btw - always useful!)

Adore the mod, anyway! Doesn't matter what time it shows or if it's accurate, I'll still use the mod Excellent and very professional work!
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Old 11-13-07, 09:43 AM   #2
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Let me jump in here with a question that I'm sure somebody can answer...
When determining speed, it would seem that the ideal orientation would be 90deg AOB from the target.

As this angle increases or decreases, meaning the target is approaching a path either directly away or toward you....how does that effect this method of speed calc?

In other words...if your target is directly ahead of you...going the same direction...how do you get their speed?

Last edited by donw; 11-13-07 at 10:42 AM.
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Old 11-13-07, 10:54 AM   #3
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Quote:
Originally Posted by donw
In other words...if your target is directly ahead of you...going the same direction...how do you get their speed?
There is no way to calculate speed with the slideruler from this position, but you can estimate. If its not getting bigger or smaller you travel approximately the same speed.

I was always wondering what speed I should feed in the TDC in this situation, because the realative speed is zero in case both have the same speed.

Of course I know its not a good position to aim at the stern of a ship and launch a torpedo.
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Last edited by Friedl9te; 11-13-07 at 11:15 AM.
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Old 11-13-07, 11:01 AM   #4
donw
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Well...thats what I thought too. So my next question is...At what point does the described method become invalid? If AOB of exactly 90deg gives 100% accurate speed, at what angle does it become unusable?
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Old 11-13-07, 11:09 AM   #5
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Quote:
Originally Posted by donw
Let me jump in here with a question that I'm sure somebody can answer...
When determining speed, it would seem that the ideal orientation would be 90deg AOB from the target.

As this angle increases or decreases, meaning the target is approaching a path either directly away or toward you....how does that effect this method of speed calc?

In other words...if your target is directly ahead of you...going the same direction...how do you get their speed?
As long as the target isn't heading directly toward/away from you the speed calculation should work. The AOB doesn't really affect the calculation. In other words a ship at 90 AOB will take the same amount of time to cross the line as a ship at 35 AOB.

If the ship is heading directly toward/away from you then you need a different way to determine speed. I would suggest taking a range and bearing reading, then immediately start the chrono. At 3:15 take another range/bearing reading. Then measure the distance between the two points. That distance will be his speed in knots. ie.. 0.7km is 7 knots, 0.9km is 9 knots etc.

You should also think about getting the nomograph mod. It will let you determine speed for any given time value, rather then always waiting exactly 3:15.
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Old 11-13-07, 11:57 AM   #6
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Slang is correct.

My advice:

When you're almost directly ahead of a target, just stop and wait for it to pass (obviously, move out of the way first if it is heading straight for you) and time it as it goes past you, then flank.

When behind a target which you can keep up with it at PD, just lock the scope and keep pressing the CE's Heading to View command. You will end up perfectly positioned behind the target. Then speed doesn't matter.

When behind a target which you can't keep up with at PD, you're gonna have to flank anyway...
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Old 11-13-07, 11:58 AM   #7
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Quote:
Originally Posted by Turm
On the regular part of the GUI along the bottom, does the clock show your local time or GMT?
Same time it always says, in stock, GWX, whatever... I don't think any mods change it. I assume it's GMT but I've never tested it :hmm:
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Old 11-13-07, 04:22 PM   #8
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What is the DiD that I can see in your Sig as a mod. I have seen it mentioned in a few other posts?
Edit: Doh ! Dead is Dead. Just came to me.

p.s. any chance of 1.3/1.4 having WO call out Neutral/Enemy as well as Range/Bearing...

Just a fervent prayer for us blind people fumbling in the dark. This is the only thing bugging me about playing 100% dead german merchant
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Old 11-13-07, 06:22 PM   #9
onelifecrisis
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Quote:
Originally Posted by U-Cass
p.s. any chance of 1.3/1.4 having WO call out Neutral/Enemy as well as Range/Bearing...

Just a fervent prayer for us blind people fumbling in the dark. This is the only thing bugging me about playing 100% dead german merchant
No, sorry. I'm not sure it's even possible :hmm: but at any rate I wouldn't want to add it.

I assume you're using GWX? In which case I suggest you do this: backup your data\sound\music\music.cfg file somewhere, then overwrite it with the stock version of the file. This restores the stock music, which will tell you whether the ship is friendly or not
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Old 11-13-07, 04:42 PM   #10
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Quote:
Originally Posted by onelifecrisis
Quote:
Originally Posted by Turm
On the regular part of the GUI along the bottom, does the clock show your local time or GMT?
Same time it always says, in stock, GWX, whatever... I don't think any mods change it. I assume it's GMT but I've never tested it :hmm:
As far as I know its Berlin time... in stock/GWX, there's a rollover tooltip that shows local time in addition to the date.
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Old 11-13-07, 06:13 PM   #11
onelifecrisis
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Quote:
Originally Posted by BzT
... in stock/GWX, there's a rollover tooltip that shows local time in addition to the date.
There is?

I'll check and if you're right I'll see if I can put it back in...

@U-Cass, yeah, dead is dead. I find that when I don't play DiD, I just reload at the first hint of real danger, or sometimes just because a shot misses a really juicy target. Playing DiD makes me try to get through that nasty depth charge attack and take better care next time I shoot at a major target. It also stops me taking wreckless risks - something I did a lot at the beginning. I enjoy the game more this way.

Dev News
1.1.3 is nearly ready. The Flaggen chart has been added to the binocular view and a depth tool has been added to the navmap (pretty much identical to the one which used to be attached to the GWX pencil tool, except this one is draggable). Also a bit of minor graphical polish has been added here and there... just fixes to tiny cosmetic things that I've noticed while playing.
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Old 11-13-07, 06:37 PM   #12
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Quote:
Originally Posted by onelifecrisis
Quote:
Originally Posted by BzT
... in stock/GWX, there's a rollover tooltip that shows local time in addition to the date.
There is?

I'll check and if you're right I'll see if I can put it back in...
Yup, there it is. Strange, I never noticed it before. Well I'll have to dig out the old menu ini and find out what I removed...
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Old 11-13-07, 06:55 PM   #13
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Yep, that's exactly why I asked - I was used to checking my local time in stock 1.4b, but in your mod I could only see the one time so wondered where you'd moved the other one to!

I prefer to use local time out at sea as it makes more sense with the day/night cycles, but always handy to have GMT too (which I'm sure the main clock shows, since when starting at, say, Wilhelmshaven, your local time is 1 hour ahead of the main time shown in the GUI). Not sure daylight-savings time is included in the game.

Hope it's easy to put the local time back in! Good luck


As for measuring ship speeds at angles far away from 90°, I think that the shape of the ship has a small effect. Ideally, you should start & stop the measurement when the bow & stern of the ship along its centreline cross the vertical mark. The bow is no problem as it's usually pointy, but the stern is normally rather round and this could cause you to get a slower speed reading. For example, if you're at 10° AOB the aft-centre of the ship will have already gone past the vertical mark (though you can't see it) by the time the port/stbd aft 'corner' (depending on which side of the ship you are) crosses the vertical mark. It might only add a second or two at worst, but could slightly reduce speed readings.

Hard to explain without a diagram, but hope you see what I mean. Not a big problem but something to consider when stopping the stopwatch in certain circumstances.
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Old 11-13-07, 07:30 PM   #14
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Quote:
Originally Posted by Turm
As for measuring ship speeds at angles far away from 90°, I think that the shape of the ship has a small effect. Ideally, you should start & stop the measurement when the bow & stern of the ship along its centreline cross the vertical mark. The bow is no problem as it's usually pointy, but the stern is normally rather round and this could cause you to get a slower speed reading. For example, if you're at 10° AOB the aft-centre of the ship will have already gone past the vertical mark (though you can't see it) by the time the port/stbd aft 'corner' (depending on which side of the ship you are) crosses the vertical mark. It might only add a second or two at worst, but could slightly reduce speed readings.

Hard to explain without a diagram, but hope you see what I mean. Not a big problem but something to consider when stopping the stopwatch in certain circumstances.
I know exactly what you mean and you are correct, but it's never caused me a problem... although, I do tend to take speed measurements when the AOB is in the 45-135 range, which minimizes the error. The main thing I want people to be aware of is that they don't have to be at exactly 90 to get an accurate speed reading... anywhere to the side of the target will be accurate
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