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but can't you just find the range and the bearing, clock it for ten seconds, see what bearing it is then... then work it out on paper to see what speed he is? also, there is a tab on the left side, that's the PK... if you're not running full realism, it should give it to you, and isn't one of the dials equipped with a Speed thing?
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Junior Member
yngvef: I would like to use method (8) but it's not clear to me. Isn't the time a ship passes your sights affected by the distance? Thanks for the help...
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<BLOCKQUOTE class="ip-ubbcode-quote"><div class="ip-ubbcode-quote-title">quote:</div><div class="ip-ubbcode-quote-content">Originally posted by kowgli:
yngvef: I would like to use method (8) but it's not clear to me. Isn't the time a ship passes your sights affected by the distance? </div></BLOCKQUOTE>
No, the ship will travel it's length at a fixed time depending on its speed no matter where your sub is in relation to the ship
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This is because the method works by checking position change over time instead of angle change seen from the sub over time, that a lot of other (and more complicated) methods use.
This method is simple, fast and works... trust me
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<BLOCKQUOTE class="ip-ubbcode-quote"><div class="ip-ubbcode-quote-title">quote:</div><div class="ip-ubbcode-quote-content">Originally posted by Enderjmu:
but can't you just find the range and the bearing, clock it for ten seconds, see what bearing it is then... then work it out on paper to see what speed he is? also, there is a tab on the left side, that's the PK... if you're not running full realism, it should give it to you, and isn't one of the dials equipped with a Speed thing? </div></BLOCKQUOTE>
You probably can, but that is much more difficult. The method is for manual TDC ofcourse. When you find the speed, you turn the speed dial (on the right side of the screen) to the correct speed and click the little arrow called something like "send speed data to TDC".
The position keeper is only as good as the information you give it with the dials (manual TDC ofcourse) to the right of the screen. It takes your range, AOB and speed and takes account for your subs movement to update it constantly. If your solution is wrong (if you enter 50 knots and 0 degrees AOB for instance) the numbers on the PK will change rapidly for the worse. The point of the PK is to give you updated target information without having to gather new information all the time.
I hope this made sense
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OK. Now I understand it perfectly. Off course You are completely right, I visualized it a bit different at the beginning. Thanks for the help!
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Glad I can help
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Moghad -
well I do, and given that the target is within a few miles of me, and my radar is supposed to be working so I can obtain a radar fix if wanted, or I can get bearing and range from the scope, information my tracking party would then plot on an attack plot, what exactly isn't realistic about your 'god mode' updating the contact position?
I REALLY do not understand this - others have said this sort of thing before - I have EXTENSIVE realtime experience of target tracking and passing range and bearing information on a contact from any applicable sensor is translated into a map update by the tactical team, whatever they are called. The captain looks at the map, and after a few updates he can see where he is, where the target is, course and speed info, and (where relevant) intercept information... which on a sub I'd expect to be the firing point and estimated time of torp run.
It is inconcievable, frankly, that I might stand at the scope (or radar, sonaer, TBT, etc) passing range and bearing information without an accurate plot being drawn by my crew - I kid you not, I'd have every man jack of them surfaced or court martialled for dereliction of duty if they did anything as lame as that.
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By the way -
over on subsim.com there is a Japanese recognition manual in PDF format (19 pages) for those who would like to print one out.
You can avoid part of the tedium in manual TDC by reading target mast height from the manual and setting it on the range measurement screen... to heck with target ident by clicking 300 pages starting with Yamato.... just drag the dial to the correct nmast height and off you go.
You might like to note that the mast height of the ships doesn't seem to match the info in the onscreen manual - there is also a fix on subsim to ensure ranges are corrected when you use manual. (Handy for those who are still trying to figure out why they measure mast height as accurately as possible but get the range wrong still).
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<BLOCKQUOTE class="ip-ubbcode-quote"><div class="ip-ubbcode-quote-title">quote:</div><div class="ip-ubbcode-quote-content">Originally posted by davejb1167:
Moghad -
well I do, and given that the target is within a few miles of me, and my radar is supposed to be working so I can obtain a radar fix if wanted, or I can get bearing and range from the scope, information my tracking party would then plot on an attack plot, what exactly isn't realistic about your 'god mode' updating the contact position?
I REALLY do not understand this - others have said this sort of thing before - I have EXTENSIVE realtime experience of target tracking and passing range and bearing information on a contact from any applicable sensor is translated into a map update by the tactical team, whatever they are called. The captain looks at the map, and after a few updates he can see where he is, where the target is, course and speed info, and (where relevant) intercept information... which on a sub I'd expect to be the firing point and estimated time of torp run.
It is inconcievable, frankly, that I might stand at the scope (or radar, sonaer, TBT, etc) passing range and bearing information without an accurate plot being drawn by my crew - I kid you not, I'd have every man jack of them surfaced or court martialled for dereliction of duty if they did anything as lame as that. </div></BLOCKQUOTE>
I guess you both have a point, but please don't make this a discussion thread about realism settings or bug reports. It's a thread about speed determination
Let's keep it that way, ok?
Everyone plays with their own settings (which is why they're there, right?). I play with map contact updates AND manual TDC because the blank map scares me (to quote the subsim skipper test on subsim.com)
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I've got to try this I've managed one career manual and it got a bit annoying on speed.
Dug out the recognition manual - finally there's a use for it. Isn't it funny how the ship pictures are all from above? Pretty much useless for recognition 1ft off sea level