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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Engineer
![]() Join Date: Mar 2007
Location: Midlands, UK
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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! ![]() ![]() |
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#2 |
Sonar Guy
![]() Join Date: Dec 2001
Location: Indiana
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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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#3 | |
Lieutenant
![]() Join Date: Oct 2006
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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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Gute Jagd Ihr Himmelhunde Friedl9te Friedl9te SilentHunter III Help Thread (Sorry in German) ![]() Last edited by Friedl9te; 11-13-07 at 11:15 AM. |
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#4 |
Sonar Guy
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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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#5 | |
Mate
![]() Join Date: Oct 2007
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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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#6 |
Maverick Modder
![]() Join Date: Aug 2007
Location: England
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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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#7 | |
Maverick Modder
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#8 |
Mate
![]() Join Date: Aug 2004
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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% ![]() ![]()
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A Frog, A Pond, The Frog jumped, PLOP! |
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#9 | |
Maverick Modder
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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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#10 | ||
Swabbie
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SH3+SH3 Commander+GWX+OLC GUI Dangerous Waters |
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#11 | |
Maverick Modder
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![]() I'll check and if you're right I'll see if I can put it back in... @U-Cass, yeah, dead is dead. ![]() ![]() ![]() 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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#12 | ||
Maverick Modder
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#13 |
Engineer
![]() Join Date: Mar 2007
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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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#14 | |
Maverick Modder
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