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How to blindnuke silos

Posted: Thu Nov 08, 2012 8:42 pm
by Laika
My version, I'm sure there are others.

For blinding I advice you to have a convenient ruler which you are not afraid of putting directly on your monitor screen. How I made mine:

1) Took a regular plastic ruler and snapped off some of it's length - 30 cm were excessive for the size my screen;
2) Smoothed snapped end with sandpaper (*optional);
3) Glued onto ruler little pieces of soft cloth for screen protection - 2 on both ends, and 2 more somewhere in between. (I used superglue);
4) Finally I've glued snapped off ends of toothpicks on the "0 cm" mark, "1st fighter hit" and "end of slug's flight" marks.

Making ruler from a scratch, the whole process took no more than 20 minutes, with cleaning trash and putting instruments back on shelves.

Mrmot said there is some kind of screen protector you can buy. Ace Rimmer iirc made a "soft" ruler from a transparent plastic film, with a printed piece of paper with useful marks applied onto it. Guess there are even more ways to make it.

This is copy of a .txt file which I made for myself as a reminder.


kanyakumari - suqatra (a bit south-east) = 14 cm -->

13.4 - 14 cm on hit
17.85 cm on end

*apply curved trace correction


Meaning is firstly I correct ingame zoom until there are 14 cm between southern tip of India and Suqatra island (google maps). Then, on ~13.4 cm distance (from silo) slug hits fighter first time, and on ~17.85 cm slug disappears. Those distances are true only if slug trace is almost ideally straight. If it's not (and most of the time it is not), I estimate correction by eye before marking silo. Of course, "fighter hit" distance varies if your opponent has not covered all silo fire range with radar. In that case "slug end" distance is the only reliable way for blinding.

Posted: Thu Nov 08, 2012 10:45 pm
by Little worm
U are even more sick than me:)
I thought my fingerpainting method was crazy,but urs..oh cmon..send me a vidio how u will do all this things.Someone can call 03,friend)
p.s looks similar with Ace Rimmer's method.

Posted: Fri Nov 09, 2012 3:10 am
by AndersBreivik
" Blind nuking: garunteed to make me rage-quit".

Posted: Fri Nov 09, 2012 6:29 am
by Laika
Little worm wrote:U are even more sick than me:)
I thought my fingerpainting method was crazy,but urs..oh cmon..send me a vidio how u will do all this things.Someone can call 03,friend)
p.s looks similar with Ace Rimmer's method.

lol ok

Posted: Fri Nov 09, 2012 7:32 am
by -- Tobias --
Very nice indeed. You are, to the best of my knowledge, the first to identify a specific calibration mechanism.

Posted: Sat Nov 10, 2012 4:33 am
by Laika

Posted: Sat Nov 10, 2012 1:03 pm
by tllotpfkamvpe
Nice video showing it in action. If you want to remove the zoom adjustment you can mark 1st and 2nd hit (if lucky) and work out the distance using a factor. ie position of silo is 6.5x the distance between the 2 hits.
And the next tactic is to apply this to battleships for naval nuking. I dont want to be around when the next generation starts using this.

Posted: Sat Nov 10, 2012 1:56 pm
by Zorotama
Nice video but shitty launch :wink:

Posted: Sat Nov 10, 2012 4:26 pm
by Laika
Advantage of using ruler with a standard zoom is that you can mark silos without drawing traces, while using existing ones before they disappear. It requires some skill, as you have little time to think about correction. You also can not allow your hand to shake.

Posted: Fri Nov 16, 2012 12:50 pm
by Laika
Stumbled upon Ace's 'ruler'. Maybe somebody will find it useful.


Posted: Thu Nov 29, 2012 11:44 am
by disappointed pony
But is a ruler even necessary?
If you can reliably trace AA fire from a least two directions you can triangulate back to sources.

Posted: Thu Nov 29, 2012 3:20 pm
by Ace Rimmer
A rule isn't necessary, but it makes things much easier. You only need one tracer, plus, once you find a silo you can use the ruler to eliminate/confirm placement. The ruler has a space guide too, so you can't accidentaly mark silo positions too close. This is really helpful with tight spaces like EU where you can work out airbases and radar with pretty good accuracy.

Posted: Wed Feb 06, 2013 6:46 pm
by tllotpfkamvpe
A ruler is very useful for playing defcon. Try to get a clear plastic one with white markings if possible. Black numbers are hard to read when holding up against the screen.

I measured some other useful things since getting my cheap ruler. These measurements are quiet small so I use maximum zoom, and use another mod which draws circles in the centre of all the units. These circles allow to know the precise centre of silos, airbases etc. Then I measured the distance between the centres of the circles.
I think these measurements should only work on the screen resolution I use (1680x1050).

The distance between two silos placed very close to each other = 11cm
The distance a silo must be placed away from a city (measured from centre of diamond) to not take damage = 4.5cm (damage was taken at 4.3cm)
How much radar a city provides (from the centre of diamond) = 11cm

The silo packing distance might help you with blind nuking. You can probably guess if someone is using a 2x3 close packing formation, an angled 2x3, or the triangle formation.
When spectating it's fun to start checking which units are placed too close to cities.
For city radar measurement, I have not yet found a useful application. But it doesnt hurt to know it. :P


Posted: Thu Oct 03, 2013 2:13 pm
Laika_rus wrote:Stumbled upon Ace's 'ruler'. Maybe somebody will find it useful.


Ace, can you provide more information on the markings
and how you use the ruler?

Re: How to blindnuke silos

Posted: Thu Oct 03, 2013 7:08 pm
by tllotpfkamvpe
Here is a theoretical ruler I made ages ago. It shows the art of tracing silos without radar coverage, ie using just the radar of the plane. This is not a trivial thing and much harder than tracing if you already have large cover using land radars, such as in close territories, EU vs USSR.


It shows three planes, one heading straight at the silo, one flying parallel to it and one in between. The radar cover of a fighter on this scale is equal to half a hexagon. This demonstrates how little clues you will have to trace back the silo position without addtional radar. The attack range of the silo is 7 hexagons. All these measurments were made using trial and error and using my hexacon grid mod. The grid mod is zoom independant, meaning silo range is always 7 hexes no matter what zoom you are at. However in practise it seems easier to use a ruler to do the tracing and its easy enough to set your zoom level to what you prefer.

Now the important bit.
The little green circles on the planes show where the 1st AA will strike and create a mini explosion. If you are flying directly at the silo, the explosion should occur on the nose of the plane. You can then easily trace to the silo position by extrapolating straight back at the direction of the AA line.

If the plane gets hit on the wing and you saw a little bit of curving of the AA fire at the same time then it becomes much harder to trace back. If the plane gets hit on the back wing it will be very hard to trace back to the silo location.

In theory, you could overlay this ruler with the explosion marks and the silo curve and still be able to trace back. Alternatively just use this knowledge to not trace back if the plane gets hit anywhere apart from directly on the nose of the plane.

And if a Danish bastard accuses you of cheating show them this thread and tell him to learn how to play.