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View Full Version : ARRRRGGGHHHH!!!!.... Random Zig-Zags


treblesum81
06-05-10, 02:45 PM
So I've been tracking the convoy that I ran into on that night with 0 visibility and trying to set up a good sound only firing position. The only problem is, every time I get myself in position (3 times in a row now) and start tracking an individual ship to set up a firing solution, the whole fleet turns onto a new course literally 15°-20° before the target ship enters my firing arc. So then I back off, surface, and track them to a new firing position and then the same thing happens...

I know the answer to this is to set up closer to the last position, but I'm also trying to make sure I don't tip off the escorts by running too hot too close on the end around (visibility is still pretty low), so its becoming a balancing act of being close enough to get into position quickly, and far enough no to tip them off to my presence.

Does anyone know what the parameters are for random zig-zags in TMO 1.9 + RSRDC? I know they are, by definition, random, but some sort of ball park figures might help me avoid repeating the situation again.

Thanks

Bubblehead1980
06-05-10, 03:07 PM
Ah good old TMO, imagine how the captains and crews in RL felt when they zigged.I actually took the time to count a long time ago but think it's about every 4-6 hours they zig, some are worse than others and may zig more, sounds like you ran into a real PITA convoy.Just stick with them and dont give up, the chase is half of the fun.As Morton told O Kane "Tenacity Dick! Stay with em till they are on the bottom" good luck.

BillBam
06-05-10, 03:10 PM
It is my experience in TMO that they change course about every 20 miles or so.

magic452
06-05-10, 07:54 PM
What I've had to do is skip one zig and plot them on the zag. Make scene?

I'll parallel their course through one full zig and cut them off just after the next turn. You can than set up about 5 or so miles into the zag, give them enough time to get all organized again.

Magic

treblesum81
06-06-10, 05:57 AM
Thanks for the tips... I finally managed to get myself positioned by figuring about 4 hours / 20 miles and expecting the same course for each zig. Still, this is with a slow moving convoy... I can imagine trying to mess with a task force running all out faster than I can even move...

Armistead
06-06-10, 12:51 PM
With RSRD, some TF zig, some don't, but usally go as fast or faster than you.

Take the Coral Sea TF, it's speed is 20 kts when it heads wnw coming from San Cristobal, but when it turns south, it speeds up to 26kts. I followed it from the flank and couldn't catch it, but when it turned south it headed almost at me. The only bad thing is during daylight planes will often drive you down, putting you further behind.

I chased the Santa Cruz TF for over 500nms and it was zigging, but the zig gave me a 1kt speed advantage and after getting it's base course I finally got ahead of a zig leg and he turned right into me..5 hours play...I had perfect setups on two carriers....All torps either prematured or were duds...I almost lost it.

Point is don't give up the chase, even if you lose contact, you can still hear them on sonar for long periods of time. Many of the TF in RSRD take the same path home, so if you lose them, stay where you are and wait a few days, they may come back...I know several that do.

green_abobo
06-07-10, 08:42 PM
Point is don't give up the chase, even if you lose contact, you can still hear them on sonar for long periods of time. Many of the TF in RSRD take the same path home, so if you lose them, stay where you are and wait a few days, they may come back...I know several that do.

anyone know if convoys and tfs in RFB 2.0 follow specific shipping lanes too?

i never tried RSRD,but,your post has really got me thinking i should just stay put for a period of time when they "get away"

thanks.

Ducimus
06-07-10, 09:03 PM
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