View Full Version : Uses for attack map.
Yesterday I was trying to sink a merchant. I tought of a use for the attack map. Use the attack map to plot the speed and track/course of our target, instead of on the nav chart. All we need was a set of draw tools on the attack map. Zoomed in place a marker for our sub with a compas rose around it (preferably 180° both sides instead of a full 360° circle). So we can draw it ourselve or my prefered way.
I order some1 to place a mark (line from my sub with a dot/X at the end)at set range and angle from my sub. Do this several times and you have track. Perhaps even track several ships in a convoy to estimate best attack time.
Now we do that on the nav chart.
The problem with the nav chart is that real navigation isn't possible due to the fact the location of our sub is precise. If there was another "map" where we could draw on. One problem is solved.
With a specialized tool we could 'draw' a target track/course using the marks placed. From wich we can plan our attack. If they could implement zigzagging over a general course we can make better timed attacks. For instance get inside the DD screen when the turn.
On the attack map screen we have the tools needed for setting up our torpedoes. so no need to switch to other screens.
P.s. I removed some alineas and stuff so it might look a bit jumbled but I think the idea is clear.
The attack plot should be for relative motion, as a Maneuvring Board. The boat a central static point on a 360º [or a 180º Port -180ºStbd] rose, her stem always pointing up. Perhaps a small rose showing her cap. And the plotting tools.
No ground representation.
An option to plot the bearing from the periscope, UZO, radar or sonar, with its time mark (and an estimated, measured, or AI actualized range)
With this capability, it doesn't matter if you are working on a GPS position or on a navigation position. The attack problem would be more realistic that it is nowadays.
karamazovnew
11-14-09, 01:06 AM
For long time plotting using the sonar and with the sub changing course multiple times, I prefer using the nav map. But for short time plotting I plot my attacks in the middle of the ocean, on an empty piece of map. This allows me to work with the relative bearings directly. If my sub is moving, I also plot the position of the sub for each reading.
It would indeed be nice to have a sort of maneuvering board to combine these 2 methods. You place the position of the sub (a dot or simple sub shape), and this point will be the pivot of the map. When you change course, the map will rotate around that pivot. This rotation should be toggable. (if it's off, the map would be just like a simple empty sheet of paper). The movement of the sub should only be indicated as a dotted line(again toggable), starting from the sub shape but not linked to it. You'd drag the sub shape at the end of the line and the line would reset to start from the new position. At the old position a simple mark (with the time) would appear so that you can trace your path.
As for the tools, I reeaaaaaly hope this time they'll allow us to move lines just by dragging them (and press shift to slide along their direction), link lines as waypoints and allow us to make annotations (with a right click to select Enter Current Time and Edit Entered Time).
kptn_kaiserhof
11-17-09, 09:45 AM
attack map-plotting and tracking ships
and planning an attack
Hmm that was my idea :) having a propper place to plan attacks. With several aids to make life easier.. In my OM game it's hard to make all the plots on the nav map cause I play on 92% difficulty (only free cam on I like to see the boom :) ) thus on heavy seas it's impossible to get a decent range of a target, and plot it correctly on the navmap.
Sailor Steve
11-17-09, 02:24 PM
I agree. The Attack map should hold every tool for planning and plotting the approach and attack. It should be orientable - your sub always points 'North', or your sub points the way it is actually travelling - your choice. One thing I think is necessary is that your boat always stay at the center, not moving across the map.
The Nav map should only ever be used for, well, navigation.
It should also be very useful for the ruler, an option to draw easily, after tracing a line, a parallel line through another point.
Platapus
11-21-09, 12:43 PM
One thing I think is necessary is that your boat always stay at the center, not moving across the map.
Yes! It kinda defeats the purpose if the icon for your boat keeps moving. That is what the nav screen is fer.
I always use the Nav maps to plot long range direction for an attack, ie plotting targets relative course and speed. As I move to intercept I am constantly diving to take another relative bearing to make certain that the target hasn't changed course, or worse, that my relative speed and course are wrong.
Once I get within visual range of the target I switch to the Attack Plot map, where I usually enter in all the TDC information (Speed, AOB, Bearing) and then use the Attack plot map to make sure I am not hitting at a perfect 90 degree angle (very bad till 43). Once I am comfortable with my solution I lower scope and track via sonar until the target is within 20 degrees of my desired firing point (20 degrees of relative bearing). Then I quickly up scope do a quick double check of my solution based on the near perfect position on the target, then jump back to attack plot to make sure that any changes have not put me at the 90 degree mark.
Then I wait till the target passes through my desired firing point and watch the fireworks (or bug out if its a convoy). That is how I use the AM it may or may not be how it was intended to be used, but I get the best out of it that way.
Based on the fact that many of you guys are far more knowledgeable on the subject than I (some of you actually served on subs) I will take whatever suggestions you have and support them because I know they will make the game better.
But that's just my 2 cents.
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