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Cajun
04-05-07, 04:09 PM
I noticed someone had an AoB calculator they made....does anyone have the pattern available for download? Seems it would work faster than the one in the game....but that could be my imagination...not to mention the immersion factor.


Thanks.

cdrake66
04-05-07, 04:24 PM
I noticed someone had an AoB calculator they made....does anyone have the pattern available for download? Seems it would work faster than the one in the game....but that could be my imagination...not to mention the immersion factor.

Thanks.
I have recreated Etchasketch's AoB calculator because I couldn't find it for download. I made it available to the community here: http://hosted.filefront.com/cdrake66/1929340

I offer it in both .psp (paintshop pro) and .jpg format. Just print it (on card stock for best results), cut it out, and assemble with a brass paper fastener.

Regards,
Chris

Cajun
04-05-07, 05:11 PM
Thank you thank you thank you!

I had started doing it in AutoCad last night....but dang that would have taken a while...it's been a while since I messed with AutoCad....

jmr
04-05-07, 05:34 PM
I can't remember who made it but I have a flash version uploaded to my webspace here (http://spidermine.com/SHIII/wheel.swf) You can save it to your hard drive and launch it with your browser whenever you want to use it.

Captain Krunch
04-05-07, 08:18 PM
Here's mine, based on an actual one from 1943:

Sub Attack Course Finder (http://rapidshare.com/files/19118009/Submarine_Attack_Course_Finder.pdf.html)

Seadogs
04-05-07, 09:04 PM
Pretty nifty stuff. Thanks guys.

I do have to admit, I am not so great in the arts and crafts department. In fact making one of these imposes a great risk of personal injury to myself.

But enough of dangers of safety scissors. What do you recommend using to make these out of. Regular paper? And what are you using to hold it together?

tedhealy
04-05-07, 09:56 PM
Here's mine, based on an actual one from 1943:

Sub Attack Course Finder (http://rapidshare.com/files/19118009/Submarine_Attack_Course_Finder.pdf.html)
How exactly do you use this?

I've got A on the bottom, then B, then P, then C. Is this correct?

I'm not exactly sure which wheel should be pointing towards which bearing and where to read the AOB. Any help would be appreciated.

Edit: after messing with this, I think I've got it.

Line up your own true course on the B ring to 0 on the A ring.

Then line up the periscope wheel's tab to the A ring using relative bearing to target.

Then line up the C ring's 0 mark to the B ring at the target's course.

Then read AOB on the C ring at the opposite side of the periscope tab.

The portion of the C ring on the side where it says "ENEMY VESSEL" seems to be port, and the other side starboard.

Sounds kind of complicated, but it's actually quite easy to use....if I got this right. I'm just running through some easy examples and things seem to be working out.

Simets
04-06-07, 09:44 AM
What is this used for? I'm sorry if this is a stupid question, but I've never seen this before :oops:

tedhealy
04-06-07, 11:36 AM
You can get AOB from it if you know your own heading, the bearing to the target, and the target's course. I suppose it could also be used to come up with the target's course if you knew the AOB, but not the course.

cdrake66
04-06-07, 12:45 PM
Just to add to Ted's response; AoB is required to develop a firing solution at higher realism levels (manual targeting).

Regards,
Chris

AndrewDon
04-06-07, 04:33 PM
It would be helpful to me, at least, to see some examples, like a problem set. Each would include 1. own bearing 2. target course heading 3. relative target bearing 4. and finally, AoB. This is all a bit confusing so some visual or concrete examples with "correct answers" would help me to deconstruct some of this stuff. I've had SHIV for a week or so, and I've refused to use the 'point and shoot' option so far since I think this is what the simulation is all about for me, but the lack of instruction and documentation in the game manual is beyond frustrating. it's self-defeating. anybody who's got this AoB thing down pat, please some examples! thankyou

cdrake66
04-06-07, 05:57 PM
The best explanation I have seen is this:

Imagine you are standing on the bridge of your target. At what angle would you have to look to see your sub? Dead ahead is 0 degrees AoB. Dead astern is 180 degrees AoB. Directly off to the left would be 90 degrees port AoB and directly to the right would be 90 degrees starboard AoB. So basically, how many degrees and to which side off the bow would you have to look from the target to find your sub? That's the AoB.

Hope this helps.

Chris

tedhealy
04-06-07, 08:23 PM
It would be helpful to me, at least, to see some examples, like a problem set. Each would include 1. own bearing 2. target course heading 3. relative target bearing 4. and finally, AoB. This is all a bit confusing so some visual or concrete examples with "correct answers" would help me to deconstruct some of this stuff. I've had SHIV for a week or so, and I've refused to use the 'point and shoot' option so far since I think this is what the simulation is all about for me, but the lack of instruction and documentation in the game manual is beyond frustrating. it's self-defeating. anybody who's got this AoB thing down pat, please some examples! thankyou

When first learning, it helps to draw it out on some paper.

Your ship is heading due east at 90 degrees.

You spot target ship with scope pointing straight ahead at 0 relative bearing - that is when you look at your scope reading, it will say 0.

Target ship is heading due south - 180.

Target's AOB = 90 starboad.

If you draw it out, that should be pretty easy to understand. If you were on the target ship facing straight ahead, you would have turn 90 degrees to your right to see the sub.

AndrewDon
04-06-07, 08:58 PM
Thanks alot! I've made a simple tool from CaptainKrunch's 1943 AoB calculator above, also. It took me a while to figure it out but I used your examples. Awesome.

For those of you who are using this really cool tool this is what I gather from it:

I set my bearing from due north by rotating the 0'mark on disc B to the appropriate heading on disc A. Then I do the same for the target's bearing from due north by rotating the 0'mark on disc C to the appropriate heading on disc A, also. Then I rotate the 'periscope disc' across disc B, which should match my sub's periscope heading 'in-game': this is the target's bearing RELATIVE to my submarine's heading. AoB = 180 degrees, or directly opposite, from the periscope caret.

Example:

My sub is heading due East, 90 degrees.
Target is heading due East also, 90 degrees.
Relative bearing ('periscope bearing') is 0 degrees.
AoB = 180 degrees.
Which makes sense because my boat's trailing directing behind his ship.

Example:

My sub is heading due East, 90 degrees.
Target is heading due South, 180 degrees.
Relative bearing ('periscope bearing') is Southeast, 45 degrees.
AoB = 135 degrees Starboardside.

I started with some simple example like these because they're easy to visualize and check mentally, so I could be sure of my AoB results from more complex examples.

Thanksforallyourhelp mates!