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Thread: plotting chart in TMO | Forums

  1. #1
    Still working with TMO and well.. I've got a question. When one opens the navigation/plotting charts to set your waypoints and all, how does one go about using the vertical lines marked in 'minutes', 'yards', 'nautical miles', etc. etc? Is it like a conversion table?
    Something tells me I'm making it harder than it really is.
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  2. #2
    Still working with TMO and well.. I've got a question. When one opens the navigation/plotting charts to set your waypoints and all, how does one go about using the vertical lines marked in 'minutes', 'yards', 'nautical miles', etc. etc? Is it like a conversion table?
    Something tells me I'm making it harder than it really is.
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  3. #3
    That is called a nomograph. It converts time between positions for your target into speed. Suppose you take one position, and then in four minutes, you take another position. You measure and find that the two positions are 850 yards apart. With your ruler tool draw a line that connects 850 yards and four minutes. Where that line crosses the speed line you can read the target speed. Tricky, huh?

    O'Kane Technique & Fast-90 Tutorial, [URL=http://www.subsim.
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  4. #4
    Use it to figure out target speed? Ingenious! Funny how I went thru 4 nights using TMO while scratching my head trying to figure that one out. Thanks RockinRobbins.
    And Ducimus, where-ever you are..
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  5. #5
    There should be a document in the mod support directory explaing how to use the nomograph.

    For me, burnout is always one step away.
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  6. #6
    I just wish I could bet better plotting speed with contacts off. Getting better.
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  7. #7
    yea imagine what it was like doing it in real life.The tracking party usually didnt even have a visual, just took the bearing, range etc from capatain or OOD and marked on the map....

    Doing it in SH 4 is, like in real life, a lot of estimating, as long as you are pretty close with your map markings, youll be okay.Just sucks when you mark and think youll be 800 yards off track and you end up 1500 yards, not a huge error but still.Makes me miss map contacts a little when couldnt ensure would be 800 yards off their track.Than again in TMO they change course and move a little to the left or right of your projected track so its always a challenge.Love it though.
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  8. #8
    TMO was designed to be most realistic with map contacts on. All the cheat stuff in the stock game, ship silhouettes, velocity vectors, id text (for an un-ided target), friend/foe colors, they're all gone! What you have left is a position marker for where the enemy is. So long as you have radar, that is perfectly accurate. If it's a visual sighting, just don't do any measurements from the position! You know which is which.

    One of the main functions of the plotting crew was verification of the TDC setup with actual target position, something impossible to do with map updates off. Like I said elsewhere, it's like driving your car with a paper bag over your head and claiming it's realistic.

    Ducimus has done a masterful job of making map updates incredibly realistic, giving you the information you would have as a real sub captain and nothing more except for the exact position of visual sightings. You can just not use those positions to take any measurements from and you'll be legal.

    Try it! I think you'll like it.

    O'Kane Technique & Fast-90 Tutorial, [URL=http://www.subsim.
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  9. #9
    lol Robbins we have debated this for a while now.While I do conceed that TMO's map contacts are much more realistic than stock, they are still too much help.In real life, the map contacts didnt move unless the tracking party moved them for you.Now you can contend that the contact moving on the map is the tracking party but the way the game is set up YOU, the skipper are responsible for gathering, interpiting and using target data.So from my point of view and some other's, its more realistic to have them off, then from your and plenty of other's I am sure, it's not.

    Ducimus did a great thing making map contacts less help BUT I still find them too helpful so I learned to run my boat and mark the map myself with much success.It comes down to preference of the player I believe.

    I will admit sometimes I will go back to using map contacts..prob will next patrol simply because of the effort it takes on your part to track a target without map contacts.If have radar, the PPI scope is VERY helpful as it really was.Playing without them in 1942 when no radar can be difficult but possible.

    Not sure if you read my post about running into the IJN Midway carrier force yesterday, but I was playing without map contacts, had to plot myself on visual and sound.Visual wasnt much because it was a near pitch black night.Dark enough I was 2000 yards from a DD on surface moving at 3 knots and he sailed right on by.

    I see your point on this issue(and those who agree with you), hope you see mine(and others).Bottom line its preference but I do contend map contacts still make setting up the attack and attack itself way too easy, even in TMO.
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  10. #10
    Well, if you don't have radar and have an inclination to cheat I agree with you. If you have radar, you'd have information that accurate anyway. Personally I just don't take chart measurements from visual sightings.

    My problem with map updates off is that you can't check TDC against plot or real target position. That is a central part of firing a torpedo in a real submarine. Sometimes the captains even let their exec run the periscope so they could be the one to evaluate the quality of the solution. Either way, there was a man whose job was to say "solution looks good, we can shoot" or "solution fubar, don't shoot." With map updates off it's set and pray only. That would have been the end of a sub captain's career, right there.

    O'Kane Technique & Fast-90 Tutorial, [URL=http://www.subsim.
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