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Old 10-28-07, 05:19 PM   #151
Friedl9te
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Ähhhmmm ... :hmm:

One possibility would be to look through the Attack Peri ?
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Old 10-28-07, 05:38 PM   #152
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OLC? I feel stupid.

I cannot, for the life of me, figure out how to get the white wheels to come down so I can use them. I have watched your video over and over, and have clicked in the same spot you do...but it still will not do things right.

You can PM me if you wish instead of replying here...I will check that as well...

I am beginning to like this more and more...I might actually be able to do things manually properly after a whole lot more practice
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Old 10-28-07, 05:40 PM   #153
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Quote:
Originally Posted by looney
Wow today I did my 1st mission: I hit a medium merchant at approx 4km and a AOB of 45. Dead center, Got to love that

Now only figure out a way to get range when on the surface.
Nice one!

I must admit, gameplay does suffer somewhat in the name of this "historically accurate" UZO, so I'm considering implementing two zoom levels in the UZO (same as the scopes) instead of one (this is necessary to get the marking lines correct) and putting the range/AOB finder on it.
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Old 10-28-07, 05:42 PM   #154
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Quote:
Originally Posted by NealT
OLC? I feel stupid.

I cannot, for the life of me, figure out how to get the white wheels to come down so I can use them. I have watched your video over and over, and have clicked in the same spot you do...but it still will not do things right.

You can PM me if you wish instead of replying here...I will check that as well...

I am beginning to like this more and more...I might actually be able to do things manually properly after a whole lot more practice
The answer is to be found a bit earlier in this thread

You need to turn on manual targetting in the realism options. Only when manual targetting is turned on will the range/AOB finder be operable.
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Old 10-28-07, 08:21 PM   #155
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Quote:
Originally Posted by onelifecrisis
I must admit, gameplay does suffer somewhat in the name of this "historically accurate" UZO, so I'm considering implementing two zoom levels in the UZO (same as the scopes) instead of one (this is necessary to get the marking lines correct) and putting the range/AOB finder on it.
That would be great!
I'm just back from an early war patrol, where all my attacks took place on surface and at night. The new binoculars are wonderful for observing the sea, but it just doesn't fit if I have to shoot with the periscope instead of my UZO.
By the way: all torpedo's have been wonderful hits
Shot ranges were between 1400m and 400m with letter perfect AOB's.
But I still need to try it on a fast-moving warship with more than 2000m
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Old 10-28-07, 09:12 PM   #156
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Quote:
Originally Posted by U49
I'm just back from an early war patrol...
Me too

In fact it was my first full patrol since I started writing the GUI, and the first of the war for my new Kaleun, Josef Kelz, in his shiny new VIIB.

If this was a historically accurate mission then I'd say a hurricane hit Britain in Sept. '39 cos I had 3 weeks of extreme storms, with fog thrown in as often as not. Anyway, I'm pleased to boast (er, I mean report) 66,323 BRT with manual targetting and no map updates

Not bad if I say so myself, especially since most of the time I couldn't see a damn thing.

I took a screeny of Bernard pointing at a ship he'd just spotted:

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Old 10-29-07, 10:47 AM   #157
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I was thinking, perhaps you could get the wizz wheel (from U-jagd, ie the circular slide ruler) on UZO sight. with some basic horizontal lines for distance.

Would be like doin the calcs by hand instead of using the wheel in Attack scope.

Same with obs scope. Cause if the attack scope gets hit your toast. you can't get range.
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Old 10-29-07, 10:57 AM   #158
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Quote:
Originally Posted by looney
...if the attack scope gets hit your toast. you can't get range.
Yep! Just like IRL

But also like RL, this won't stop a good kaleun from scoring hits. With accurate map plotting you can get a hit without even using the scope

Assuming I can get past certain technical problems, the attack disc will be on the attack map screen in the next version. I don't want to put it anywhere else or the interface will get cluttered.
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Old 10-29-07, 10:59 AM   #159
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Quote:
Originally Posted by looney
I was thinking, perhaps you could get the wizz wheel (from U-jagd, ie the circular slide ruler) on UZO sight. with some basic horizontal lines for distance.

Would be like doin the calcs by hand instead of using the wheel in Attack scope.

Same with obs scope. Cause if the attack scope gets hit your toast. you can't get range.
Maybe "Dertien" could make the circular slideruler as a flash animated item to be used on the second monitor.
His flash KM WhizzWhel is a perfect instrument for calculating intercept course etc.
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Old 10-29-07, 12:55 PM   #160
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OLC your correct, but IRL it's much easier to guestimate the range of a target. We all got 2 Eye and thus we can see in 3d

I'd like a rough substitute for it...
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Old 10-29-07, 12:57 PM   #161
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Quote:
Now only figure out a way to get range when on the surface
For night surface attacks you just need one range: The range between minimum torpedo arming distance (200 metres, depending on models) and maximum recommended shooting distance (1000 metres). The germans obtained speed and course from the convoy for night surface attacks by paralell course steering during the end-around, and when they turned in towards the convoy and closed to attack they used the fixed line in the UZO to confirm speed estimates of the chose target, as they steered bow on to her slowly turning to always present the bow to the selected victim (Dog leg curve), which would be the closest one -i.e. the one most prone to spot them if a higher profile is shown-. Depending on the estimate about the tonnage, length or height they simply waited until the ship covered one half or the full lense of the uzo to know they were at shooting range, i.e. under 100o metres.

Using the UZO to obtain the target data during the attack is not correct and therefore can't be expected to work. You will need to make an end around the convoy or if it comes to you, use fixed line speed measuring, estimate AOB and get close. Really close! The UZO is nothing but a torpedo director, an element to keep the aim of the TDC updated.
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Old 10-29-07, 01:02 PM   #162
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Quote:
Originally Posted by looney
OLC your correct, but IRL it's much easier to guestimate the range of a target. We all got 2 Eye and thus we can see in 3d
Only when you're on the surface! No 3D vision through a scope

On the surface ask your WO to report nearest contact, and he'll use his 3D vision to tell you the approximate range
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Old 10-29-07, 04:20 PM   #163
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Quote:
Originally Posted by onelifecrisis
Quote:
Originally Posted by NealT
OLC? I feel stupid.

I cannot, for the life of me, figure out how to get the white wheels to come down so I can use them. I have watched your video over and over, and have clicked in the same spot you do...but it still will not do things right.

You can PM me if you wish instead of replying here...I will check that as well...

I am beginning to like this more and more...I might actually be able to do things manually properly after a whole lot more practice
The answer is to be found a bit earlier in this thread

You need to turn on manual targetting in the realism options. Only when manual targetting is turned on will the range/AOB finder be operable.
Of course...I thought I had turned it on but was in serious error...

The simplest of things come back to bite you in the ear...
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Old 10-29-07, 05:52 PM   #164
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Thought about the range on the surface some more and I must admit firing point blank sounds lots of fun.

P.s. I just figured out the AoB thingy I always got beyond 90° I need to count only 1 color of horizontal marks.

Also I just managed to miss 4 torps cause I didn't switch on auto tracking in TDC GRRRR lousy 1 DIDO and 1 Large merchant survived.
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Old 10-29-07, 06:16 PM   #165
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Default V1.0.1 Update Available

This is a very minor update with the following fixes and additions:
  • Reduced the brightness of the Range/AOB Finder for easier night use.
  • Made the view through the binoculars, periscopes and UZO a bit clearer for easier night use.
  • Added new shortcut for Captains Log.
  • Clicking on Time Compression now reduces TC to 1 instead of pausing the game.
  • Instead of clicking the CE Reports button, you now just mouse-over it to see the dials (the dials disappear when you move the mouse off the button in any direction). To prevent players accidentally mousing over it, the button has been moved to the lower left corner of the screen.
  • Removed the incorrect tooltips on the CE Report Dials.
  • Made the bearing on the binoculars easier to see in daylight.
  • Very minor graphical improvements.
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