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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#16 |
Machinist's Mate
![]() Join Date: Oct 2005
Posts: 128
Downloads: 44
Uploads: 3
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If you have the map contacts on then you can click on the contact and get an exact speed.
This method is mainly until they fix the game enough to be able to get the correct info in a timely manner. The AOB thing was the thing that frustrated the crap out of me until I figured out this way. |
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#17 |
Stowaway
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Seems kinda game-y, i'd rather miss... this morning before work i shelled a 5000 ton freighter off the coast of england who saw me before i could submerge (WOW in daylight they can spot you far away, very nice) I hauled him in and he turns into a perfect 90 degree firing position something like 1100 meters away, burning from bridge backwards. I guess he's still got enough momentum to be moving and launch an eel set to 5 knots. It sails in front of him. Cursing to myself i set another one for 1 knot and it hits perfectly.
I really do like the learning process and the trial and error, its fun, but why the ******* does a ship still make a bow wave WITH SPRAY at 1 knot. *wallheadbangemoticon* |
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#18 |
Machinist's Mate
![]() Join Date: Oct 2005
Posts: 128
Downloads: 44
Uploads: 3
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Getting the speed is gamey, but since the stadimeter doesnt quite work, and the speed estimates are generally wrong I see nothing wrong with it until we have a working set of tools to use.
Map contacts only show when you actually see the ship so it is as if you are reporting your findings to someone and they are mapping them. The captain after all didn't run the boat by himself. This helps you in the way that other crew would help you. Once everything is fixed via mods I will go back to 100% realism... until then not so much Also to add. AOB was figured by marking off a targets path and then on a map drawing out the AOB. I doubt it was eyeballed very often at all. As you can see in the screen shots you are still doing a lot of calculation via the map, and mapping tools Including getting into position for the attack run. |
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#19 |
Stowaway
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Dont you like that the gauges are sometimes not 100% accurate or difficult to use? Real u boat men missed in reality, why shouldnt we in the game?
I like that i dont have a lazer rangefinder and gps speed gauge. Guessing and failing sometimes means we arent all bagging 120,000 tons a month :P That was always the major issue of SH4 and SH3. This new system allows for not totally accurate data to work with, which allows for some variety if it was up to me there would be an option for the WO to estimate speed, but he would say "Speed is between 7 and 10 knots" and you need to guess in that range. |
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#20 |
Machinist's Mate
![]() Join Date: Oct 2005
Posts: 128
Downloads: 44
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Problem I have is the stadimeter can be off entirely too far off to count for human error. Also speed can be entirely too far off to account for it as well.
Before I started doing this method I had ships reported at 750kts, and 6500yards away when they were obviously under 1k away, and most definitely not doing 750kts. the tools right now are broken, so relying on them is not that great. Estimated speed would be good as long as it is within reason. I still miss if taking a bad angle shot, or a zigzagging shot if I don't figure everythign correctly. This method doesn't insure a hit every time, it does however insure that you have relatively accurate information to take your shot. |
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#21 |
Mate
![]() Join Date: Aug 2009
Location: Scotland
Posts: 54
Downloads: 309
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How do you get rid of those stupid Shaded zones round a target that show what I believe to be the area in which you are detectable? And that even more stupid "ASDIC Zone" red one.
I like to take positional plots to calculate, speed, course, etc but these shaded zones (when you zoom in) make reading any of the plotting tools virtually impossible. Are we supposed to use the Main Map or the TAI for plotting? I don't want to use the "join the dots" method simply because, once you get a feel for it, it's far too easy but I may be forced to simply because trying to plot "over" those stupid zone shaded areas is impossible. While I'm having a good old bitch I might as well ask about the Stadimeter, too. WHat's up with that? Do we use funnels, masts or structure reference points? |
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#22 | |
Eternal Patrol
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__________________
“Never do anything you can't take back.” —Rocky Russo |
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#23 |
Watch
![]() Join Date: Mar 2005
Location: Helsinki, Finland
Posts: 20
Downloads: 79
Uploads: 0
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#24 |
Machinist's Mate
![]() Join Date: Oct 2005
Posts: 128
Downloads: 44
Uploads: 3
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#25 |
Helmsman
![]() Join Date: Mar 2010
Location: Finland
Posts: 108
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I'm against map updates, even in SH5. Stadimeter shows distance little of, but range estimations for estimating speed are equally off, so you can get correct speed. Atleast I think...
![]() What I do is I'll try to reach about one kilometer distance (at this distance stadimeter is accurate enough) at good angle to fire. On the way to good firing position, I take sightings of the target, mark them on the map (Also mark my own position to see my relative speed at the enemy). Then I draw line through these marks and get reasonably accurate course for enemy ship. Not every shot is a success, but enough to give a feeling that you can do your job! Here is screenshot of one of my approaches. I get the AOB from the estimated enemy course. I fired 2 torpedoes with correct data in tdc, and then third a little later (wich was a mistake, because the data was not valid anymore... it missed.) ![]() But all I wan't to say is that even if stadimeter is not what it should, you can use it and play the game with map updates off. |
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#26 |
Seaman
![]() Join Date: Feb 2004
Posts: 34
Downloads: 22
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Emtguf,
How did you get your commands to line up on the bottom of your screen? |
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#27 | |
Silent Hunter
![]() Join Date: Aug 2006
Posts: 3,528
Downloads: 118
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![]() Quote:
http://www.subsim.com/radioroom/showthread.php?t=166093 |
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