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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#106 |
Sonar Guy
![]() Join Date: Dec 2001
Location: Indiana
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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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#107 | |
Mate
![]() Join Date: Oct 2007
Posts: 52
Downloads: 12
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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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#108 |
Maverick Modder
![]() Join Date: Aug 2007
Location: England
Posts: 3,895
Downloads: 65
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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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#109 | |
Maverick Modder
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Location: England
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#110 |
Mate
![]() Join Date: Aug 2004
Posts: 51
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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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#111 | ||
Swabbie
![]() Join Date: Oct 2007
Location: Kanada
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SH3+SH3 Commander+GWX+OLC GUI Dangerous Waters |
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#112 | |
Maverick Modder
![]() Join Date: Aug 2007
Location: England
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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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#113 | |
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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#114 | ||
Maverick Modder
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Location: England
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#115 |
Engineer
![]() Join Date: Mar 2007
Location: Midlands, UK
Posts: 210
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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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#116 | |
Maverick Modder
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#117 |
Helmsman
![]() Join Date: Jun 2003
Location: North Wales (UK)
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Hi OLC - I'm looking forward to your new update. Time for a new patrol, I think.
![]() I noticed you were going to make your depth tool draggable. I do use the draggable protractor tool a lot in your mod & have managed to drag it too close to the edge of the chart and been unable to retrieve it. ![]() ![]()
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#118 |
Sonar Guy
![]() Join Date: Dec 2001
Location: Indiana
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OK OLC...I really am trying to get my head wrapped around the whole manual targeting concept. and I follow what you say about AOB, and keeping it within those angles you mentioned. That is what I was looking for.
Now, please allow me another question, and if its already answered somewhere, forgive me, as I have not seen it. The tutorial is wonderful and helps alot to get the use of these gadgets figured out. But is there a step by step "Illustrated" manual out here anywhere? I'm looking for something to print out, that can be used as each item is calculated, showing where exactly to grab, which wheel when, the tickmarks to use...etc etc...just as you demonstrated in the movie? |
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#119 |
Weps
![]() Join Date: Apr 2007
Posts: 351
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Hi OLC. A small request. Since it seems you're still adding little tid bits here and there to this excellent mod, is there any chance you might be willing to change the Symbolzoom variable in Maps.cfg to read "10" on future updates. Unless it interferes with something else of course. I'll be downloading each update as its released but, since I use a bearing ring mod, it would be nice to not have to edit this variable each time.
Please and Thank you. BTW I'm sure you're quite busy modding and would likely appreciate it if your workload were kept to a reasonable level. With your permission, I'd be willing to write a tutorial (with screenies) for those who would like a step by step guide to using this GUI (I'll probably write one anyways but won't release it till you give the nod). PM if you like. Cheers OLC GUI is the bomb. ![]() ![]() ![]() |
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#120 |
Silent Hunter
![]() Join Date: Nov 2006
Location: Jakarta
Posts: 4,794
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Thank you OLC. This is definitely one of the coolest mod ever to grace(edit: doh it was embrace) the SH3 community along with DivingDuck's Open Hatch mod and of course GWX.
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Last edited by Castout; 11-13-07 at 11:43 PM. |
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