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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Seaman
![]() Join Date: Sep 2008
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I got your PM and DL'ed the file. Went over the examples and have a decent grasp of how it works. I'll let you know what kind of results I get in game.
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#2 |
Ocean Warrior
![]() Join Date: Jan 2008
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Looking forward to feedback. One really useful thing is the maximum torpedo run time. You can use this to see if your shots will actually reach the target. I was a bit surprised how low some of the run times were for maximum range. It'll cut down on some wastage I'm sure.
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#3 |
Navy Seal
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Working out some glitches that I can't explain. Did two cruises without seeing a single target. Rerolling pristeen SH4 and reapplying all mods. Love the device! Too bad SH4 doesn't lend itself to making an in-game pulldown like SH3 does. A slide rule with no moving parts that you can use without drawing on it. It's great!
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Sub Skipper's Bag of Tricks, Slightly Subnuclear Mk 14 & Cutie, Slightly Subnuclear Deck Gun, EZPlot 2.0, TMOPlot, TMOKeys, SH4CMS |
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#4 |
Captain
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Location: Southeastern USA
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I thank you as well. I'll see how good I am with it. Is this by chance what was sometimes called a banjo?
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#5 |
Ocean Warrior
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I'm not sure what this is called, but it's not a banjo. A "Banjo" is the name given to the 'Torpedo Angle Solver Mk. VIII' and it is described, with drawings here:
http://hnsa.org/doc/banjo/index.htm As you can see, it looks a bit like a banjo. The Is/Was (Submarine attack course finder) is described here: http://hnsa.org/doc/attackfinder/index.htm
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#6 | |
Electrician's Mate
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Nah, a banjo is a British Army sandwich...e.g. squaddie......."give us two bacon banjos and a cuppa please luv" NAAFI girl..........." 'ere ya go, that'll be a quid" squaddie........"Fanks" ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
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#7 |
Ocean Warrior
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Second and hopefully final version has gone out to those who requested it. This one should be good.
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#8 |
Pacific Aces Dev Team
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All right, the tool works as expected and I really can't add much to what I said before. The new scales help much with the shorter/medium shooting distances, which are the most used ones and everything else is OK. If anything, more subdivisions in the torpedo run time to run length would be nice, but there really isn't much more space for it :hmm:
Anyway, I suspect that a slide ruler would be the perfect tool here. If you can think about something along those lines, I *think* that I can provide a dirty but effective method of bringing it in-game, using a fixed background image and then a draggable one you can move along the first. If you are happy with this as final version, just tell me and I will do an in-game version ASAP. Cheers ![]()
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One day I will return to sea ... |
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#9 | |
Silent Hunter
![]() Join Date: Dec 2004
Location: AN9771
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#10 |
Seaman
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So far I like the system. It is better than just throwing torpedos away (ones that never have a chance to hit). I am successful with it at shorter distances (no big suprise there). I have been trying it at extreme ranges, right out at max run, and wish the measuring gradient was more precise. Well I'm thinking that is more a problem of how the game is set up than the tool. I'll keep using it and see if I can come up with an idea, because even if the tool has a finer gradient how could I translate that into the game? Thanks for the oportunity to help. I'll be in touch.
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#11 | |
Ocean Warrior
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I think the longest range shot that was successful was about 4,500 yards, any at longer range weren't succesful, the torpedo run is very long and any innacuracy is magnified. If you aren't sure of your data you should increase your spreads. The spread calculator will give you the angular target length, so if you look at the value of 900 foot target length with a torpedo run of 3,000 yds, at a track angle of 90 degrees, it says the angular target length is 6 degrees. So if you did fire three torpedoes, a 100% coverage would be 3 degrees right, 0 degrees for MOT, 3 degrees right. But that would give you a situation where a slight error would make either of the 3 degree torpedoes miss. So, if you have a really good solution, go for a 75% spread to get hits along most of the length, with a bit of give. If you are less confident, use 100%, which will give you 2 out of 3 hits of your data is resonable. If your data is shaky, use more coverage, 150% or 200%. Using a higher coverage, you'll get less hits for certain, but you are more likely to get some hits. I'm wondering if I should put in some sort of coverage calculator, so you don't have to work this stuff out. I'm also considering removing the torpedo run lengths higher than 4,000 yds as it's probably not a good idea to be shooting at that range... Hmmm, I'll have a think about all this stuff. The feedback is great, as it makes me think. Hitman gave me some good ideas as well.
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#12 |
Pacific Aces Dev Team
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One thing I forgot to mention in the PM (Now that I see this is being discussed in public): The vertical scale goes up to 1200 feet, but I don't think that any WW2 ships was that big. In my opinion you could limit it vertically to 800 feet, that's enough to get a good salvo at the Yamato. By doing that and also eliminating the lines for extreme ranges you could expand the table to a bigger size and allow for better precision and extra lines without cluttering it
![]() What format are you working with? tga, BMP? :hmm: I think I could put it in the game if you can provide a graphic in one of those formats.
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#13 | ||
Ocean Warrior
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#14 | |
Ocean Warrior
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#15 | ||
Silent Hunter
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As for the math, the formula in your 1st message works if 2 torpedo's should hit at 1/3rds of the targets angular length on bow and stern side. I really need a description on how to use that table/graph to compare this with it. It makes little sense to me right now. Also, just to make sure we have the same terminology: trackangle= complement of AOB (=180-AOB) at hit-time? |
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