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#46 | |||
Samurai Navy
![]() Join Date: Feb 2014
Location: Italy
Posts: 554
Downloads: 82
Uploads: 2
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![]() I can see that weather dependant roll & pitch is modeled for "ownship" (the sub we command), and that has an effect on your sub draft! I thought that this behaviour was modeled for any vessel in the game! ![]() |
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#47 |
Torpedoman
![]() Join Date: Mar 2014
Posts: 116
Downloads: 56
Uploads: 0
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#48 | ||
Watch Officer
![]() Join Date: May 2007
Location: as far away as possible
Posts: 1,625
Downloads: 147
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Steve, if I may. I, like you, can not grasp the maths. I shy away from it all the time, and I feel a little sad that I cant do those sums to get the torps to hit. but I just watched the above video and I was mightily impressed at potentially how easy it seemed. have a go and watch it. it runs for nine minutes and I reckon there aint maths to it except multiplying the time travelled by 10 to get the speed. id be interested to hear your response...once you've watched it...? ![]()
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[SIGPIC][/SIGPIC] ' We are here on Earth to fart around. Don't let anybody tell you any different.' Kurt Vonnegut |
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#49 |
Eternal Patrol
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I watched it, and I'm disappointed. I find it no more realistic than using Auto Targeting. First, there is no way you can use the periscope for a few seconds and have the exact bearing and range of every ship in the convoy. On the other hand, getting the speed of one ship will give you the speed of the entire convoy. Second, the stated goal is to keep the periscope above water for as short a time as possible. In real life they had to keep it up long enough to gather the correct information. They also had to recheck several times, which meant raising the scope for as long as was necessary. This means that the goal of keeping the scope underwater is contrary to what they actually had to do.
I technically use Manual Targeting, but I use WE Assistance to get the information, but because it's perfect I use it once every two minutes, and I leave the scope up for as long as seems reasonable to me. I use the Assisted Plotting Mod, which only allows you to mark the position of one ship at a time, not the entire convoy. Despite the "perfection" of the WE, I still manage to miss on a fairly regular basis. My way may not be as realistic as full manual targeting, but it feels right to me.
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“Never do anything you can't take back.” —Rocky Russo |
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#50 |
Helmsman
![]() Join Date: Oct 2012
Location: Istanbul, Turkey
Posts: 102
Downloads: 48
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For manual targeting I can recommend to check this post : http://www.subsim.com/radioroom/showthread.php?t=88961
I use Manual Targeting as well however I leave Auto Map Contacts on to measure the distance. I really love to gather all the information including range manually however the stadimeter and the recognition manual are not handy in this subject. Values in Recognition manual are generally false, even the highest mast in given picture does not match with highest mast value ![]() I know that in real life everything was not perfect including recognition manual. My nerves can take being depth charged for hours but I can't handle wasting Third Reich's precious torpedoes just because I wasn't qualified enough to calculate a range correctly.
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"Though I'm past 240 meters, I'm feeling very still and I think my u-boot knows which way to go ..." |
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#51 | |
Sea Lord
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Couple of other advantages: You don't need to make a positive ID before attacking - many similar classes had similar mast heights. And you don't need to use that thin whisp if a mast. The rec manual also gives you funnel and superstructure heights, A nice fat funnel can be easier to measure than a skinny mast. Hitman says that these graticles are based on actual surviving Uboat periscopes. He tweaked the camera values to make the measurements work. And they seem to work. My tonnage scores are up, anyway. |
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#52 | |
Samurai Navy
![]() Join Date: Feb 2014
Location: Italy
Posts: 554
Downloads: 82
Uploads: 2
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Both methods make use of your torpedo speed and target speed/course to give you a reference bearing to aim to -- no need to calculate target range at all! -- Both methods rely on precompiled tables you use to index 'target speed' on one axis and 'LB angle' (explained in the document, and to calculate it you need to know target course) on the other axis to find the 'shoting bearing'. Each specific table is build for a specific torped speed settting: I'm using [MaGui F], a Gui Mod, that provides me with three in-game precompiled tables: 30/40/44 knot (plus other useful tools, but these tables are what I was looking for). If you do not want to use the [MaGui F] mod you can still use the above described methods: just download the [hsGUI] mod for the explanations, then write down the tables on paper (I can provide you with a txt version of the tables if you are intrested, I do not remeber if they come with the documents in [hsGUI] mod folders). |
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#53 |
Torpedoman
![]() Join Date: Mar 2014
Posts: 116
Downloads: 56
Uploads: 0
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Got another quick question.
I noticed in this thread, http://www.subsim.com/radioroom/showthread.php?t=166320, that there is a screenshot listed with torpedo bearing tables. Can anyone explain how to read these? In the top left corner there is a lb/u symbol. What does this denote? Thank you in advance! |
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#54 |
Silent Hunter
![]() Join Date: Dec 2004
Location: AN9771
Posts: 4,904
Downloads: 304
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U (vertical) is target speed in knots
lb (horizontal) is AOB in degrees. At least then all the values make sense as degrees of lead angle. Lead angle is the angle between periscope view at firing, and bearing to impact straight ahead (0). Note the table says straight shot. So the torpedoes make no turn. If you set these values (target speed and AOB) into the TDC-dials, then this adjusts the gyro angle appropriately anyway. So I don't really understand the need of these tables if one does manual targeting. I guess you would need this if the TDC is somehow non-functional. And no, I don't know why it is abreviated that way. Last edited by Pisces; 03-28-14 at 01:23 PM. |
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#55 | |
Torpedoman
![]() Join Date: Mar 2014
Posts: 116
Downloads: 56
Uploads: 0
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Something else I have been a bit curious about. I realize that Silent hunter 3 is a bit dated (not that it has suffered thanks to this community!) so perhaps this just comes with the territory, but does anyone have issues with screen tearing? And if so, had any luck fixing them? I have tried to force Vsync with an Nvidia Control Panel but it hasn't seemed to have changed anything. |
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#56 |
Silent Hunter
![]() Join Date: Dec 2004
Location: AN9771
Posts: 4,904
Downloads: 304
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If I ever had such tearing in my view then I forgot about it. I can't remember any solution.
But maybe that your settings have antialiasing and anisotropic filtering enabled with negative effect. Double/tripple buffering usually helps with framerate and Vsync issues. I have tripple buffering enabled in my settings. I'm just guessing here for clues though. No idea if it really helps. |
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#57 | |
Swabbie
![]() Join Date: Dec 2013
Posts: 9
Downloads: 30
Uploads: 0
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Because it wasn't my first subsim - that would be GATO. I was in 3rd grade and the Challenger hadn't blown up yet, so that would be around fall 1985. I still have the 5 1/4" floppy in a box somewhere, probably right next to the original King's Quest. ![]() Badass box art too. Even as an 8 year old, I don't think I ever had to dive - you could just blow everyone away on the surface. Ah yeah, see-through ships on that lovely pink ocean. Sank every single 'Maru' there was in the database many times over. |
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