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Old 08-08-24, 05:43 AM   #1
XLjedi
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Default Chrono-Tool in the Attack Scope

Great game, but if there was one thing that I could now point to that I think needs the most attention, it would be the chrono-tool for determining target speed.

It just sticks out as a jarring departure from the laws of physics and reality.

Particularly in light of the fact that we have such amazing renditions of two different TDCs.

For whatever reason, when you click the go button on that gadget, the ship goes into some sort of "on rails" scan mode that ignores relative motion. I think it's actually confusing to people.

My hope would be that one day the tool will just allow you to observe the target in your scope, click the button to observe target motion, and produce a speed based on your observations. That includes the scenario where, if traveling at speed on your sub on an intercept course, and you start that timer, the ship would NOT move in the scope and you would just sit there timing the thing until you rammed into it.
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Old 08-12-24, 10:09 PM   #2
s0cks
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Yup. I've seen this pointed out a few times, and I also try and point it out when people say you need to stop the sub to use it - you don't, as the tool seems to "freeze" your boat in place anyway. They clearly did this to make it a fool proof tool for new users. But it's jarringly obvious as you say. So bad that I actively try and avoid using it. You can use the chronometer in the top right of the UI instead and do your own math - or use other methods.
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Old 08-13-24, 03:11 AM   #3
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Quote:
Originally Posted by s0cks View Post
Yup. I've seen this pointed out a few times, and I also try and point it out when people say you need to stop the sub to use it - you don't, as the tool seems to "freeze" your boat in place anyway. They clearly did this to make it a fool proof tool for new users. But it's jarringly obvious as you say. So bad that I actively try and avoid using it. You can use the chronometer in the top right of the UI instead and do your own math - or use other methods.

I noticed the unnatural stabilization. Never though it meant it was "freezing" the uboat. I rarely use it too, I go with the 3:15 rule as it also gives me course, most of the time. But man, if it really stops the submarine so the calculations are right, someone should mod it so it stops doing so.
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Old 08-16-24, 06:01 AM   #4
XLjedi
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I appreciate that we have 3 options now with the latest update, so maybe the devs are moving toward fixing the thing.

However...

As it stands now, all they did was disable the thing completely for the 2 scenarios without the full or partial scope stabilization. So, with a target E-locked the chrono tool pops up but gives no option to send the speed result to the firing solution. So it is completely useless. The novelty of using it was that it was performing the TSD calculation for you, and the novelty is now gone.

At least before I could stop the sub and roleplay that it was sorta working right.

Hopefully, they fix that soon, it's worse now than it was before! ...and certainly not what I had envisioned.
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Old 08-16-24, 03:33 PM   #5
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The devs are incredible!

They fixed this with the patch today, and on my first run at 100%, it works perfectly. I am very impressed!

I can tell you though, it was not working this morning. LOL
The responsiveness is mind boggling. Well done.

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Old 08-19-24, 07:06 PM   #6
s0cks
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I guess you have to start a new game to test? So it now doesn't do any sort of magic? So if I'm not stopped I'll get an inaccurate reading?
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Old 08-19-24, 07:50 PM   #7
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The New Stabilization Settings:
Enabled - How it was before
Enabled (Partial) - Stabilized Scopes but chrono doesnt defy physics
Disabled - No Stabilization





You dont necessarily need to stop. If they are passing in front of you near bearing zero just go slow so you dont get a big increase in size while timing.


If you are parallel course and timing when they are directly left or right of you, just set a constant speed. If you are slower and timing from nose to rear add your speed to the result. If you are faster and timing from rear to nose, subtract the result from your speed. If you are parallel going in opposite directions, subtract your speed from the result.
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Old 08-19-24, 09:31 PM   #8
XLjedi
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Quote:
Originally Posted by s0cks View Post
I guess you have to start a new game to test? So it now doesn't do any sort of magic? So if I'm not stopped I'll get an inaccurate reading?
It's very difficult to use now at hardest setting. The mid-tier setting may be OK and still gives you 100% cred. And yes, unless target is passing the wire at your 0° bearing and you are looking at their 90° AoB, then your speed now correctly skews the reading. It's no longer on rails, unless you select the stabilized setting. ...but if you select stabilized it knocks your hardmode setting down to 98%.
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Old 08-20-24, 03:04 PM   #9
s0cks
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Quote:
Originally Posted by XLjedi View Post
It's very difficult to use now at hardest setting. The mid-tier setting may be OK and still gives you 100% cred. And yes, unless target is passing the wire at your 0° bearing and you are looking at their 90° AoB, then your speed now correctly skews the reading. It's no longer on rails, unless you select the stabilized setting. ...but if you select stabilized it knocks your hardmode setting down to 98%.

Well that's good. For now I'll just use the other chronometer anyway, as I really don't want to start the game again.
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