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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Weps
![]() Join Date: Jan 2011
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I'm a 100% realism player. That means absolutely no map contact updates to form torp solutions. When I use the stadimeter to obtain two range/bearing readings, then click the clock icon for speed/course, I usually get values that are off a good deal in accuracy. So unless I'm firing from close proximity, I don't have very good hit percentages. Now when I use map tools to plot stuff, there's a margin of error there too, which doesn't affect the course so much as the differences in range throws the speed calculations way off. Is there any way to obtain accurate speed estimates?
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#2 | |
Ocean Warrior
![]() Join Date: Mar 2007
Location: Houston, TX
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How much time do you allow to pass between readings? I think that the estimate is better the longer you wait between readings.
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I also enter everything into the TDC, and check to see how well the data matches with observations. If you've got a good idea of his course, that can help you refine the target's speed. I don't know what mods you might be running, but I love the 3D TDC mod for this.
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"Never ask a World War II history buff for a 'final solution' to your problem!" |
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#3 | |
Silent Hunter
![]() Join Date: Sep 2010
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![]() I would go along with what razark said. I use multiples of 3 min. as this is convienent. That is 6 or 9 min. intervals when the target is distant or you have plenty of time, and 3 min. when the target is close and you intent to shoot soon. The clock button inaccuracy is a known issue; I never use it anymore. The visual plot is, as you found out, is subject to error. It was the same way in real life. I would think in terms of half a dozen to a dozen points for a plot. IMO, you can't expect a good level of accuracy, from 2 or 3. Really, a good plot is part art, and part science. It is also desirable to be able to make visual estimations of the AoB, and not rely entirely on stadimeter ranges for your plot. Quote:
Agree with this 100%. This, I believe, is one of the things that made the TDC such a powerful tool. |
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#4 |
Silent Hunter
![]() Join Date: Apr 2002
Location: standing watch...
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agree with the other comments.
In addition, when trying to manually plot a manual solution, it is important to use all the tools available in game to double check your results. For example: -manually plot target bearing/distance on map and use game stopwatch to calculate speed. Crosscheck against speed estimated by TDC stopwatch; -after you input your solution into the TDC, track target using scope/sonar and see if it matches with the TDC. If the results are close, you are on the right track. If they don't, go back and recheck everything. Also don't forget to use your common sense, if you calculate a speed which is unusually low or high, i.e. a freighter moving at 17 knots, there is a good chance you made a mistake somewhere.
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#5 | ||
Admiral
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Hi, gi_dan. I was just answering another post of yours when I ran across this one.
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To be brief, I won't go into the details of explaining what the PK does, how to use the dials to plot a targets position on the nav map, or use the plot to estimate speed and AoB. But, my "High Realism Tutorial" does. It's showing it's age (I should update it to comply with the work I've done with the Optical Targeting Correction mod) however, the process of making a plot and making a good firing solution from it still holds true. One other quick point, my first frustrations with the game came when I discovered (much like you), why was I missing a target after doing a fairly good job in making the estimates required to complete a firing solution? I found out the games target mast height measurements were not even close to what they should be. Some so far off, that at a true 1200 yard distance the stadimeter would read a 500 yard error into the range figure! Some of the problems are indeed due to what I've discovered through the Optical Targeting Correction thread where I've pointed them out (like the stadimeter not being centered on the sub; allowing a 10 to 20 yard difference in range finding, in less than 1000 yards distance, depending on which direction the reading is taken. The error growing much larger, the further away the target is). But, the mast heights are really the problem with many of the Recognition Manual entries. In my opinion, I'll accept a miss due to realistic running torpedoes, or a calculation error I put into my plot, or estimated data. But, to have the game measurements so far off that the only way you could hit some of these targets is to be close enough to ram it shouldn't be one of them. It's like going into a gunfight, knowing your weapon shoots to the left by twenty feet. Not realistic at all.
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The HMS Shannon vs. USS Chesapeake outside Boston Harbor June 1, 1813 USS Chesapeake Captain James Lawrence lay mortally wounded... Quote:
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#6 | |
Crusty
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#7 | ||
Admiral
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Yes, Optical Targeting Correction has the length of the ships in its Recognition Manual. The correct height and lengths are both given in the RM. OTC doesn't rely on using the mast height for determining ALL ships height. Some, as the following image shows, use the funnel as the stadimeter "reference point". Some other targets may use it's national flag as its reference point, or the top of its bridge; all ships are marked with a red pencil at its reference point, or have its national flag added to the picture to show where the reference point is. ![]() As I pointed out earlier in this thread, just adding heights and lengths isn't enough to correct some of the inconsistency. Optical corrections need to be made to allow heights and lengths to measure accurately. If 3 feet doesn't add up to a yard then what's the purpose of having heights and lengths added to the game? They won't matter if the dimensions can't be measured in an accurate way.
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The HMS Shannon vs. USS Chesapeake outside Boston Harbor June 1, 1813 USS Chesapeake Captain James Lawrence lay mortally wounded... Quote:
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#8 | ||||
Weps
![]() Join Date: Jan 2011
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Your suggestion makes absolute sense as to why I cannot obtain accurate measurements with the stad/dials, since the error margin increases exponentially with every yard of distance. Quote:
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Now my next question though... Unless I play with map contacts on (which I really hate to do) I notice that the built-in error margin on the map measuring tools throws much of the information off for the solution, especially speed. This is a pain in the rear for sure ![]() ![]() |
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#9 | |||
Admiral
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You mentioned the error factor that's built into the measuring tools on the nav map. I'm assuming you're referring to the ruler tool that only produces a measurement every 50 yards. If you check, the measurement is very accurate at the point where the dimension changes to the next 50 yard figure. The tool holds this figure until the next 50 yard increment, before it changes again. To be honest, this really isn't too bad considering what the original game provided. It was either patch 3 or 4 that the ruler tool changed measurements to read in yards instead of 10ths of nautical miles!! Yep, 10ths of nautical miles. Who the heck figures measurements in 10ths of nautical miles?? To give credit to the developers, who used to look-in on us here at the SubSim forums. They heard our calls for a better measuring tool and changed it to what we have now. Believe me, you don't want to use nautical miles for measuring a simple distance. To the point of figuring distance with the ruler; knowing the "spot" where the measurement in 50 yard increment changes, and estimating where the next 50 yard measurement change will be, can put you fairly close to what can be considered an accurate measurement. It's not perfect, but as we used to say, "close enough for government work"!
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The HMS Shannon vs. USS Chesapeake outside Boston Harbor June 1, 1813 USS Chesapeake Captain James Lawrence lay mortally wounded... Quote:
Last edited by CapnScurvy; 02-03-12 at 02:53 PM. |
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#10 | ||
Weps
![]() Join Date: Jan 2011
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#11 | |
Crusty
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Re question answered
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#12 | |
Silent Hunter
![]() Join Date: Dec 2004
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My site downloads: https://ricojansen.nl/downloads |
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#13 | |
Ocean Warrior
![]() Join Date: Mar 2007
Location: Houston, TX
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Slide Rule Targeting for SHIII/SHIV A method that requires nothing more than a pencil, a scrap of paper, and a stopwatch. Oh, and a slide rule. Everyone has a slide rule, right? (There are some links to solve that problem.) The thing I really like about this method is that it not only works, but it is a method of doing it with physical tools. No drawing on the map to do. It doesn't rely on an in-game re-creation of tools, you can do it with the actual tools available to the real skippers in your hands. You give it time, ranges, and bearings, and it gives you everything else you need to enter into the TDC to hit your target. Toss in a real stopwatch, and targeting the enemy is a completely new game. Build your own Submarine Attack Course Finder Mark I Mod. 3: http://www.hnsa.org/doc/attackfinder...ca/iswas-1.bmp http://www.hnsa.org/doc/attackfinder...ca/iswas-2.bmp http://www.hnsa.org/doc/attackfinder...ca/iswas-3.bmp http://www.subsim.com/radioroom/showthread.php?t=106923 The manual for this device: http://www.hnsa.org/doc/attackfinder/index.htm Use a slide rule online: http://www.antiquark.com/sliderule/s...lide-rule.html Go buy your own: http://www.thinkgeek.com/gadgets/tools/be12/ Yes, slide rules. Slide rules are awesome. Slide rules raised skyscrapers, launched ships, and landed men on the moon.
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"Never ask a World War II history buff for a 'final solution' to your problem!" |
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