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Old 05-05-07, 09:05 PM   #1
Sawdust
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Quote:
Originally Posted by dmlavan
I'm playing SH3 w/ the awesome GWX mod. I found Sawdust's tables that convert mils off the periscope reticule to a range based on mast height (thanks Sawdust - great work). However, GWX increases the periscope magnification to 10x. Does anyone know the equation to determine range based on mast head height and mils, so I can make my own table based on the new magnification? Thank.s
I'm glad you like those tables, dmlavan. The missing ingredient for making range tables for GWX is the number of degrees that each mark on the 2 periscopes and UZO represent in GWX. (For example, the tables I made for regular SHIII use the data from page 39 in the manual which says that a small tick mark in the zoomed periscope is 0.25° (a quarter of a degree). (Though, note the published UZO value of 0.20° is incorrect, based on my experiments; it should say 0.15°.)

If the GWX guys would share this info, I could whip up some similar tables for use with this popular mod.
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Old 06-09-07, 02:43 AM   #2
Maraz
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Quote:
Originally Posted by dc1962

1) Is there a good way to measure speed, other than setting a parallel course and determining it that way, especially while submerged? I believe the u boats could get a ship’s speed by the counting the propeller rotations, is there a way of doing that in the game? Any other suggestions?

2) Having spent some time at sea, I am aware that one get’s experienced at judging distances, which is hard to duplicate in a game. But what are other ways to judge distance in SH? The interface using measuring mast height is always inaccurate for me. Can you use the periscope’s recital pattern like you would in a modern set of binos with the mil divisions to gain distance? If so how?
Getting the ship's speed by counting RPM was not possible in the real world, it's sort of a cheat of this game, so I advise you not to do it for the sake of realism.

You should have a look at Wazoo's guide about plotting and targeting:
http://www.paulwasserman.net/SHIII/

If you don't like plotting on the map, you might get the Kriegsmarine Whiz Wheel by Hitman:
http://www.subsim.com/radioroom/showthread.php?t=114351

the guide for using it (or actually the US Navy equivalent but it's practically the same) can be found here:
http://www.hnsa.org/doc/attackfinder/index.htm

Good luck with your manual targeting and don't be tempted to switch to "god's eye" or auto targeting, that takes away most of the fun and realism!

Maraz
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Old 07-04-07, 05:38 PM   #3
looney
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It WAS possible to get speed from counting RPM...

See here:
http://www.subsim.com/radioroom/show...unt+prop+pitch
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Old 07-05-07, 12:31 AM   #4
Hadrys
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If you want realism than stop plotting on the map, keep the whole situation in your head, make simple notes from observations and use this if really needed. Most of the time while doing stuff in your head you will just know what to do. Experience is the key.
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Old 07-05-07, 07:16 AM   #5
don1reed
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I agree with looney & greyrider et al and fully subscribe to USN doctrine of the war years that "prop count" was used...

...however, how does this effect the major MODS?

1) in the original and 1.4 patch & NYGM mod, prop counts can be utilized.
2) Not so for GWX as they have changed the sounds and alas, the individual prop sounds are lost.

3) BUT...all is not lost if you use GWX, as you can install the original prop sounds over the one's in gwx...and you're back in business.
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Old 07-05-07, 07:41 AM   #6
Hitman
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For me in SH3 it doesn't matter if counting RPM in WW2 was realistic or not, since german U-Boot crews certainly didn't do it, so I also don't and use the same methods as them In SH4 it is another matter, though:hmm:
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Old 07-05-07, 09:00 AM   #7
raduz
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Quote:
Originally Posted by don1reed
I agree with looney & greyrider et al and fully subscribe to USN doctrine of the war years that "prop count" was used...

...however, how does this effect the major MODS?

1) in the original and 1.4 patch & NYGM mod, prop counts can be utilized.
2) Not so for GWX as they have changed the sounds and alas, the individual prop sounds are lost.

3) BUT...all is not lost if you use GWX, as you can install the original prop sounds over the one's in gwx...and you're back in business.
check here, I made a small "mod" including RPM chart allowing this:
http://www.subsim.com/radioroom/showthread.php?t=107303
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