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Old 01-03-07, 06:59 PM   #16
don1reed
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Iron B: I pull this photo up about once every 6 mo. or so, to show that the UBoat skippers used whiz-wheels too.

...and, they also used sliderules, both circular and the linerar type for trigonometry solutions.

...also, check out this thread:

http://www.subsim.com/radioroom/showthread.php?t=94608

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Old 01-03-07, 07:21 PM   #17
Iron Budokan
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Thank you very much, that's really informative!
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Old 01-03-07, 09:00 PM   #18
Jazer
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will the pull-out dials work with GWX?
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Old 01-04-07, 04:27 AM   #19
Corsair
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Look in the Mods Workshops, there are several threads about GWX compatible versions. I use the one made by Boris.
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Old 01-06-07, 09:55 AM   #20
AS
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Historically they really eyeballed most of their targets. Speed could be estimated by the sonar man who could count the propulsion (pretty much the simple version of how they do it in high tech subs today). Apart from those theoretical things it was just experince. And we shouldn´t underestimate the "real world" factor: Just imagine you were on a real U-Boat tower with a huge merchant in front of you - how difficult would it be to hit such a vessel? It would be more simple than in SH3, I´m sure, because you were actually THERE and with some experience you would learn to judge the right data instinctively. Sadly, this cannot be simulated in any subsim I guess...
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Old 01-06-07, 10:01 AM   #21
Corsair
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Well it is simulated in some way... like in real life, you learn a lot by experience. After having some patrols on the log, you can identify ships without going to the book, and you start to have some rough idea of the distance - at least in close quarters like 500 to 2000m - as well by looking in the scope or the UZO.
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Old 01-06-07, 10:55 AM   #22
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Yes, I agree there is a sim factor here we can count on but of course that wouldn't compare to being up there on the conning tower as your ship races across the ocean towards a merchant. There you can take in and integrate all the factors you are experiencing: sight, sound, angles, the breeze against your face, the actual movement of the ship and distance as it nears its prey, speed, etc. Like you said it's probably not simmable...at least not in the near future.

I've done a bit of sailing. The experience on a sailboat isn't comparable at all to say Virtual Sailor...not in the least. IRL you're taking in your environment through your senses and using that information to do what is needed. Here we're staring at a two-dimensional screen.

Now if SH only went 3-D with pitch and roll motion chairs we could sit in, along with a little squirt bottle that sprayed sea water on your face and an implosion band you fit around your skull that would constrict as your little uboat plummeted towards the ocean floor because Bernard had left the tube doors open to the sea....
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