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#1 |
Swabbie
![]() Join Date: Mar 2009
Posts: 9
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Hi,
I installed SH3 on a different directory today to check out the new GWX 3.0. I fooled around a bit and something catched my atention. I noticed that a lot of ships have a double entry in the recognition manual, while the pdf file does not say anything about it. what's more bothersome is that these ships have a different mast height. Is this a bug or something intentional? |
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#2 |
Eternal Patrol
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I think it might have something to do with the lighted Neutral ships, but I'm not sure. Jimbuna or bigboywooly will be along to set us all straight soon enough - you can count on that.
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“Never do anything you can't take back.” —Rocky Russo |
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#3 |
Ocean Warrior
![]() Join Date: Jul 2006
Location: Reading UK
Posts: 3,473
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No this is intentional. Some of the ships you're talking about have their navigation lights on and some others are just different models with the same or similar name.
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#4 | |
Torpedoman
![]() Join Date: Dec 2008
Location: CC, Texas
Posts: 114
Downloads: 20
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You'll also notice that mast heights toward the graphic scale display, and some times the other data in the dublicates themselves, don't match. Which makes me question if the mast heights entries are 100% correct for Range finding. I'm told that mast errors don't really play a factor when calculating torpedo solutions. That it can only cause errors the more off center the target is from the torpedo launch (forgot the term.... that angle degree number on the periscope screen, that I'm sure all of us wait until it reaches 000 before launching something, or within 20 degrees of.), but I'm still wary about that response towards any mast height errors that could be in GWX. I mean, yeah range may not factor much to torpedo aiming once the speed and AOB are correct. But, when calculating everything manually (with the no updated map option, activated), how does one get an accurate speed, without an accurate range? The way I see it, if you are using that "knott/time/distance traveled", chart, on the Nav map, the distance traveled can get a bit screwy with inaccurate ranging. Target, distance traveled is going to appear greater the farther the target is from you (and vice-versa), causing you to calcultate it's speed being greater (or smaller), because you are basing target distanced traveled, mainly by periscope degrees, which is converted into speed of the target. (A disk spins faster on the outer edge, than it does on the inner edge type of problem. So wouldn't speed, becomes reliant on the range?) Regardless, no one seems to be complaining about Mast Height errors the mod may have, so... guess it's not a big deal. Although... I don't play with manual aiming enabled and Weapon's officer disabled, anyway... nor the disabling of the updated map thing. But, if I did... I wonder if it would be much of a problem.... Maybe, a close enough Mast height is all that is needed. Or maybe no one bothers trying to manual hit a target that's over 6,000 meters away.... Especially, when finding the top of the mast at those ranges are about impossible, anyway... Last edited by Threesixtyci; 03-12-09 at 05:28 PM. |
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#5 | ||
Swabbie
![]() Join Date: Mar 2009
Posts: 9
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