View Full Version : Hitting zig-zaging lone merchants?
MarkShot
01-08-08, 04:16 PM
GWX - the seas are too heavy for a deck gun. I tried a stern shot surface at 700M, but I guess I led too much with the zig-zag.
How to do a good set up on zig-zag target?
Thanks.
Jimbuna
01-08-08, 04:43 PM
Watch it for a while, marking it's course at regular intervals, then you should have a fair idea of predicting each 'leg' http://www.psionguild.org/forums/images/smilies/wolfsmilies/pirate.gif
MarkShot
01-08-08, 04:50 PM
I am using the WE officer. After getting his setup, I manually added lag, but I think it was the wrong approach.
I think I should gotten WE's setup with AOB 90, then taken the setup and divided the target's speed by 3 and entered that in to TDC and shot for center mass?
bookworm_020
01-08-08, 05:43 PM
Fire at between 500 to 600 metres at the centre of the target, with a fast running torp. Try and shoot just after the target finishes a turn for tha maxium chance of a hit.
KeptinCranky
01-08-08, 06:44 PM
Dividing speed by three is too much, that would mean a ship going 12 knots would only do 4 zigzagging :nope:
more like subtract 2 or 3 knots, a ship doing 7 knots will slow down to 4 or 5 usually
I'd also suggest a mag shot set to 1,5 meters below draft and aimed aft, I'd go for the aftmost mast, this means if you're a knot fast in your speed estimation you'll probably still hit. even over a range of 1500 meters or so, beyond that it gets trickier obviously
if you've taking the time to make a new speed estimate with the 3.15 trick, if you aim for center mass and it's turning away from you, don't "lead" the shot too much, if it's turning toward you lead a little more.
or fire 2 eels initially if you want to make sure, although I prefer the one eel one ship tactic myself
joegrundman
01-08-08, 07:57 PM
If you are talking about the zig-zag defense that the ship follows after it has detected you, then it is not a zig-zag really, instead it's more like a sine wave.
If you are trying to shoot from a distance, then the answer is really that you should indeed use an effective speed measurement, and i'd say knock off 1-2 knots is about right. You should also use a spread.
But if you are close, then this is not necessary. The target is still actually moving at the previously determined speed. If you time the attack so that the entire torpedo run will occur while the target AOB is between 70 and 90 then you can just use the original speed solution.
von Zelda
01-08-08, 08:36 PM
I tried a stern shot surface at 700M, but I guess I led too much with the zig-zag.
The best way to accurately hit a zig-zaging target is by manually inputing the target data: speed, AOB and distance.
Observe and plot the target on the nav map to determine its Base Course. Determine the target's Relative Speed from point A to Point B (not the target's actual speed because relative speed will be slower due to zig-zags). If the target has already been torpedoed, its Relative Speed will be declining as you track it so err to the low side on the speed.
Manually input your Relative Speed estimate into the TDC (F6).
Estimate the Angle on the Bow to the target's Base Course and manually input it into the TDC. There are several ways to do this and it's not worth the discussion here.
As long as you have a good firing position which allows for a zero to 20-degree gyro-angle, distance is not a major factor. Input your best estimate manually into the TDC.
Don't forget to open the tube doors, try to time the firing with the zig-zags to get as close to a 90-degree hit as possible. Los!
Magnito
01-09-08, 10:09 AM
I tried a stern shot surface at 700M, but I guess I led too much with the zig-zag.
The best way to accurately hit a zig-zaging target is by manually inputing the target data: speed, AOB and distance.
Observe and plot the target on the nav map to determine its Base Course. Determine the target's Relative Speed from point A to Point B (not the target's actual speed because relative speed will be slower due to zig-zags). If the target has already been torpedoed, its Relative Speed will be declining as you track it so err to the low side on the speed.
Manually input your Relative Speed estimate into the TDC (F6).
Estimate the Angle on the Bow to the target's Base Course and manually input it into the TDC. There are several ways to do this and it's not worth the discussion here.
As long as you have a good firing position which allows for a zero to 20-degree gyro-angle, distance is not a major factor. Input your best estimate manually into the TDC.
Don't forget to open the tube doors, try to time the firing with the zig-zags to get as close to a 90-degree hit as possible. Los!
Yes, i'm agree. Only say that to predetermine the Base Course (that is ships make a sinusoidal regular course with a constant Major orientaton)
you better take 3 or more mesurements in the moment that she change the turn to the same side, and then joint this point to a line, this wil be the Base Course aprox.
melnibonian
01-09-08, 10:53 AM
If you cannot get a good AOB try to use magnetic pistols for keel shots. That way the AOB is irrelevant and with a well placed shot you can actually sink most ships. I would get really close in this case (1000m or less) and set the running speed for Fast to make sure the target does not evade the torpedo.
Good Luck
VolvicCH
01-09-08, 01:45 PM
I usually just follow them on the surface, to get a feel for the way they zigzag, then move a bit further ahead of them to set up a shot for 90 degree short-range shot. Takes a bit of practice but after a while it gets easy. Same for convoys except I tend to stay slow, waiting for some unsuspecting merch to wander into my sights.
Have a nice day :D
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