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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#16 | ||
Commodore
![]() Join Date: Jul 2002
Posts: 608
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#17 | |
Silent Hunter
![]() Join Date: Aug 2006
Posts: 3,528
Downloads: 118
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#18 | ||
Navy Seal
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I guess what I'm trying to say is that if the torpedo took a straight line out of the tube to the target, it would be hitting targets at 3000 yards without range input. Since it runs straight out the front for the length of the reach (don't have the figure in front of me, but it's more than the length of the submarine) and then turns, the parallax is great enough to cause misses. I'm still amazed that the devs worked all this out and built it into the simulator. Not many have noticed it or poked at it with a stick like I have. Seems like a lot of work to entertain Hitman and Rockin Robbins.:rotfl:
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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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#19 | |
A-ganger
![]() Join Date: Apr 2007
Posts: 79
Downloads: 18
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AFWIW, I find your posts highly entertaining, informative, and to be self-revealing. We truly are not worthy. ![]() Carry on . . . ![]() |
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#20 | |
Navy Seal
![]() Join Date: Jun 2008
Location: Land of windmills, tulips, wooden shoes and cheese. Lots of cheese.
Posts: 8,467
Downloads: 53
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Contritium praecedit superbia. |
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#21 | |
Eternal Patrol
![]() Join Date: Dec 2006
Posts: 4,398
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Limitation of the medium I suspect. the torpedo tells itself to arm in a No arming zone and once it travels beyond the set range it doesnt signal arming. (idiot speculation I have no data) M |
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#22 |
Ace of the Deep
![]() Join Date: Mar 2005
Location: Bucharest, Romania
Posts: 1,058
Downloads: 3
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Torpedoes have a fixed arming range, depending on model. Its not related to the range you set in the TDC.
And of course, the range in the TDC is important to correct for paralax errors.
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With strength I burn... |
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#23 | ||
Pacific Aces Dev Team
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One day I will return to sea ... |
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#24 | |
Ace of the Deep
![]() Join Date: Mar 2005
Location: Bucharest, Romania
Posts: 1,058
Downloads: 3
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[quote=Hitman]
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We have some great programmers that like to research and do things properly, even before design asks something from them. One such example is Cristi Mihalache (one of the guys at the SH3/Microsoft booth at E3 a couple of years ago) who did the tdc code for SH3 and the impact angle calculations for torpedo duds purposes.
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With strength I burn... |
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#25 | ||
Ace of the Deep
![]() Join Date: Jul 2008
Location: Athens, the original one.
Posts: 1,226
Downloads: 9
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[quote=elanaiba]
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Almost... For a whole minute or so... :rotfl: ![]() Thanks for the game guys! ![]()
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- Oh God! They're all over the place! CRASH DIVE!!! - Ehm... we can't honey. We're in the car right now. - What?... er right... Doesn't matter! We'll give it a try anyway! |
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#26 | ||
Navy Seal
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[quote=elanaiba]
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I particularly remember the screaming about the sonar working on the surface "bug" and then showing that the sonar could continue to "work efficiently on the surface" according to the Submarine Sonar Operator's Manual. Frequency of air attacks is another area where you devs take unjustified abuse. If you play with the airplanes they'll certainly play with you. ![]() Anyway, poking the simulator with a stick revealed the underlying complexity and allowed us to appreciate the work devs do. Too often (insert disparaging adjective) people have suggested that Ubi should just hire modders to put the next sub simulator together. There is a HUGE difference between modding and developing. ![]()
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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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#27 |
The Old Man
![]() Join Date: Apr 2005
Location: New Orleans, LA.
Posts: 1,379
Downloads: 487
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i see you've finally figured out what i had been talking years ago
![]() range doesn't matter as long as the gyro is 0. the further away from 0 the more it matters due to the torpedo's initial run before turning. thats why it's best to shoot when the gyro is close to 0, to cancel out any descrpencies in your calculated range. had the torpedos been mounted on a turret, the would be NO gyro angle.. and the range wouldn't matter. you can put a fancy name on it and call it a cool method.. but it's just common sense. |
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#28 | |
Navy Seal
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![]() I had figured the error out back in the necro thread. You dredged up the thread where arronblood, you and I first got together to see if these fleet boats could do what U-Boats could. Remember, I dragged out WernerSobe's Natural Sinking Mechanics Test Mission and plugged ships from different angles there, concluding that Dick O'Kane from similar 1000 - 1500 yard distances would work with a gyro angle up to 30º? You educated me on the theory, aaronblood provided MoBo and more theory and I adopted it to fleet boats and did my PT Barnum thing without all the pretty girls and elephants. Part and parcel of Dick O'Kane was to get pretty close to zero gyro angle (although I kept it simple and never talked about that. I just said that the nearer the target was to a 90º angle when hit, the more error the method could absorb). John P Cromwell also works from a near or exactly zero gyro, but the heart of the method is the simple rule of thumb for calculating the AoB (45-bearing from the bow). Actually we could have made a more complicated rule that would allow people to take any angle they chose. But my crime signature has always been to assemble fixed attack methods, governed by simple rules of thumb, with no external calculators or charts. I eliminate every single step that doesn't cause a miss. My "everything I needed to know about submarines I learned in kindergarten" approach is done on purpose because my goal is to get the game newbie to check that manual targeting box and KNOW they can go out there and sink ships with confidence. Your observation was also at the root of the same conversation between me and Nisgeis, the man who suggested the 45º angle attack. He saw the heart of the technique as vector analysis to get that perfect zero gyro shot. I saw the heart of the method as the simple formula to calculate AoB that made any external calculation or remembering torpedo speeds unnecessary. I admit that I am always ready to toss out any step that isn't absolutely necessary. I admit I am willing to sacrifice precision for "close enough" if it means the procedure is easier. My focus is on the beginner and there is no limit to the foolishness I will engage in to convince them to shoot manually. I have no shame. Mr. Rogers' rotting corpse paid me a visit last night to kill me for my equally smelly imitation.:rotfl: I know that's frustrating to you advanced shooters. I drive aaronblood crazy with my oversimplifications. But Dick O'Kane and John P Cromwell aren't for advanced shooters, even though they will still work for them. They might be a good starting point, but all kinds of refinements and variations are possible. I understand that, but pardon me if I keep it SIMPLE. You guys are already deadly. I'm just trying to enlarge the club.
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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 Last edited by Rockin Robbins; 10-28-08 at 07:19 AM. |
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#29 | |
Pacific Aces Dev Team
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![]() There will still be a difference -although minimal- in parallax due to the distance from the torpedo initial position (In its tube) to the optics. And, if you are not using an automated calculator (Like the TDC) but instead shooting based on a manually calculated lead-angle (A la WW1) you would also need to take into account the time that the torpedo takes to accelerate to its cruise speed, because you will have had the firing triangel set up with that speed, and the overall average of the run will in fact be slightly slower. ![]()
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One day I will return to sea ... |
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#30 | ||
Navy Seal
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![]() Fortunately this means that the effect is greater on short range shots where you have greater error tolerance than it is on long range shots. This ONE TIME geometry finally decides to work for us instead of against us. ![]()
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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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