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-   -   Targeting Problems (https://www.subsim.com/radioroom/showthread.php?t=138312)

XLjedi 06-19-08 07:25 AM

Quote:

Originally Posted by Feltan
Quote:

Originally Posted by aaronblood
I think he's referring to holding the aiming wire constant, ie constant bearing attack...

I was, and also not necessarily at 90 degrees to the target track, but re-reading what I wrote above I didn't make that very clear. Sorry if I caused confusion.

Regards,
Feltan

Actually the real O'Kane method involved using the PK and calling the AoB to determine target true course... confirming the PK track and then just as he was ready to fire... turn the PK off and fire at points of interest as they passed the wire.

We've dumbed it down quite a bit...

O'Kane followed the standard approach course procedure target bearing 90° abeam (that's different than a 90° approach to the target true course) and used 3 second scope peeks to true up the PK track to the target.

If you follow this attack strategy then all inputs to the PK are indeed important, the order of importance is as follows:
1) Speed
2) AoB
3) Distance

You should prioritize your data gathering with the above order in the back of your mind. AoB and distance are very forgiving... speed is a solution killer.

The closer your gyro track is to 0° the less distance will have influence. The error that distance introduces is ONLY related to the torpedo advance. After the torpedo makes it's turn, and providing you're staying inside of a 20-30° gyro angle it's not too bad.

If you you've got speed and distance close AoB allows a lot of room for error... I think you're pretty safe in the +-15° to 20° range provided your within 1000yds.

Mush Martin 06-19-08 08:11 AM

its been my experience that okanes method makes for a good searching
shot if your not certain of your data. what Dick realized is that a trigonometric
torpedo shot is really a function of interval (time) intersection.

the target will pass through the spot at some point the question is when.

Okanes method also has a tendency when used right on a difficult target.
(eg, Yamato) to walk the damage down the full length of the target ship,
a distribution of damage that is recomended and effective in game.

on the other hand spread shooting can be artistic and in the case of
shooting on formations more effective. as often as not when I target
multiple ships I will target one and shoot on two by estimating the
bearing difference in the offset angle created by the two targets seperation
along the line of advance.

this creates simultaneous first strike on multiple targets Precluding
enemy evasive maneuvers ruining your shot.

Thus !

http://i43.photobucket.com/albums/e3...06-04_0708.jpg
(btw this is an eight thousand yard shot)

XLjedi 06-19-08 08:48 AM

Well shoot... after that patrol you ought to have the option to retire as an admiral and write a book! :lol:

BTW, I'm not impressed at all... I see you missed that last one. http://www.xl-logic.com/emoticon/bored2.gif

Feltan 06-19-08 09:26 AM

Quote:

Originally Posted by aaronblood
Quote:

Originally Posted by Feltan
Quote:

Originally Posted by aaronblood
I think he's referring to holding the aiming wire constant, ie constant bearing attack...

I was, and also not necessarily at 90 degrees to the target track, but re-reading what I wrote above I didn't make that very clear. Sorry if I caused confusion.

Regards,
Feltan

Actually the real O'Kane method involved using the PK and calling the AoB to determine target true course... confirming the PK track and then just as he was ready to fire... turn the PK off and fire at points of interest as they passed the wire.

We've dumbed it down quite a bit...

O'Kane followed the standard approach course procedure target bearing 90° abeam (that's different than a 90° approach to the target true course) and used 3 second scope peeks to true up the PK track to the target.

If you follow this attack strategy then all inputs to the PK are indeed important, the order of importance is as follows:
1) Speed
2) AoB
3) Distance

You should prioritize your data gathering with the above order in the back of your mind. AoB and distance are very forgiving... speed is a solution killer.

The closer your gyro track is to 0° the less distance will have influence. The error that distance introduces is ONLY related to the torpedo advance. After the torpedo makes it's turn, and providing you're staying inside of a 20-30° gyro angle it's not too bad.

If you you've got speed and distance close AoB allows a lot of room for error... I think you're pretty safe in the +-15° to 20° range provided your within 1000yds.

Thanks for that summary -- all of it quite familiar to me. Eugene Fluckey was my Godfather, and my father was a classmate of his. Had an opportunity to talk to him at length about this sort of thing before his health failed.

Regards,
Feltan

XLjedi 06-19-08 10:01 AM

Quote:

Originally Posted by Feltan
Thanks for that summary -- all of it quite familiar to me. Eugene Fluckey was my Godfather, and my father was a classmate of his. Had an opportunity to talk to him at length about this sort of thing before his health failed.

Regards,
Feltan

Cool... too bad we can't mount rockets on our boats like Fluckey did.

He was like a madman... always on the surface... that harbor attack... blowin up trains... I don't think he would've lived to long in the Bay of Biscay.

Very aggressive he was; different tactics for a different theater against a different adversary I s'pose. ...and I truly think he was pretty "Lucky" :lol:

I wish Fluckey would've given a little more detail on his targetting method in his book. But it seemed like he more often was doing semi-crazy stuff like sneaking past destroyers to shoot at fat stationary harbor targets, or assaulting cities with rocket attacks.

Mush Martin 06-19-08 12:30 PM

Quote:

Originally Posted by aaronblood
BTW, I'm not impressed at all... I see you missed that last one. http://www.xl-logic.com/emoticon/bored2.gif

Sorry I was putting three in each of the first three, well maybe next time
on the promotion to neptune lord of all the seas.

Rockin Robbins 06-19-08 12:55 PM

Quote:

Originally Posted by Feltan
Thanks for that summary -- all of it quite familiar to me. Eugene Fluckey was my Godfather, and my father was a classmate of his. Had an opportunity to talk to him at length about this sort of thing before his health failed.

Regards,
Feltan

Fluckey revolutionized submarine warfare. He cannibalized his own scuttling charges to blow up that train, landing the only American troops on Japanese home soil during the war. Starting his career after boats were returning to Pearl full of torpedoes reporting no contacts, Fluckey bagged and incredible score, bringing more medalsto boat, crew and himself than any captain of the war.

Aside from the Dick O'Kane targeting technique, my whole strategy is based on a study of Fluckey's career.

I'll disagree with aaronblood. Fluckey wasn't a madman. Everything he did was calculated and nuanced. He took chances but not foolhardy chances. He realized that audacity is a great defense stategy. He would have done fine in the Bay of Biscay.

XLjedi 06-19-08 02:51 PM

Quote:

Originally Posted by Rockin Robbins
I'll disagree with aaronblood. Fluckey wasn't a madman. Everything he did was calculated and nuanced. He took chances but not foolhardy chances. He realized that audacity is a great defense stategy. He would have done fine in the Bay of Biscay.

Oh good grief...

I was speaking fuguratively of course! As you might say to a teammate in baseball after they finish a game 5 for 5, "You Madman!"

Fluckey's tactics would not have served him well trying to sail out of Biscay later in the war. I imagine he would've adapted to the situation. But if he just blazed out on the surface it would've killed him. As I said, different tactics, different theater, different adversary...

Shoot, I still use the Barb emblem as my avatar on the Ubi-Forum! ...use to have it here in my sig too.
Probably my favorite sub commander.

http://www.xl-logic.com/mobo/badges/...atch_64x64.png

That reminds me... I gotta redo the MoBo emblem and have Neal add it to my avatar here. I've never seen a ship's helm with 12 spokes; at most 10 and I've seen a lot with 8. Be kinda funny if I used 11 though... "Yeah, most helms have 10 spokes, mine goes to 11."

ananas_987 06-29-08 03:43 AM

Quote:

Originally Posted by aaronblood
If you're trying to use the simplified O'Kane 90° method...

When we talk about firing down a 0° torpedo track, that doesn't mean you point the aiming wire at 0°. If you do that, your torpedo won't track 0°, it'll veer to the left or right 5-10°. If you entered no solution at all... it'll track a straight line down the 0° gyro path, but you'd have to point the aiming wire with a 10°-20° lead for a better point of impact. In which case you've just totally ignored the TDC completely and you're playing as if WWI technology is all you have to work with.

To use the TDC, you'll need to setup a firing solution such that you'll be holding the aiming wire steady on about a 10° or 20° mark (depending on target speed) and then as points of interest pass the wire, you can fire and your torpedos should track a straight line to the target (0° gyro angle shot).

How can i know when it's 10 degrees and when 20 degrees, i mean what the speed should be?

ananas_987 06-29-08 04:30 AM

[quote=ananas_987]
Quote:

Originally Posted by aaronblood
If you're trying to use the simplified O'Kane 90° method...

When we talk about firing down a 0° torpedo track, that doesn't mean you point the aiming wire at 0°. If you do that, your torpedo won't track 0°, it'll veer to the left or right 5-10°. If you entered no solution at all... it'll track a straight line down the 0° gyro path, but you'd have to point the aiming wire with a 10°-20° lead for a better point of impact. In which case you've just totally ignored the TDC completely and you're playing as if WWI technology is all you have to work with.

To use the TDC, you'll need to setup a firing solution such that you'll be holding the aiming wire steady on about a 10° or 20° mark (depending on target speed) and then as points of interest pass the wire, you can fire and your torpedos should track a straight line to the target (0° gyro angle shot).

edit=removed

Segwin 06-29-08 05:55 AM

Quote:

Originally Posted by Mush Martin
(btw this is an eight thousand yard shot)

How often do you fire at this distance?

btw, very nice!

John Channing 06-29-08 07:52 AM

Allow me just to pop into this thread for a second to say how proud I am to be associated with poeple of your calibre (all of you).

This is what Subsim is all about. Thanks.

Carry on.


JCC

Urge 06-29-08 09:07 AM

Quote:
Originally Posted by Mush Martin
(btw this is an eight thousand yard shot)


Quote:

Segwin
How often do you fire at this distance?
Also, if using visual targeting, do you use an optics mod? What model torpedo are you using?
Are you using sonar only targeting? What mods are you using? Inquiring minds want to know.
Awesome shot(s)!

Mush Martin 06-29-08 09:51 AM

Quote:

Originally Posted by Urge
Quote:
Originally Posted by Mush Martin
(btw this is an eight thousand yard shot)


Quote:

Segwin
How often do you fire at this distance?
Also, if using visual targeting, do you use an optics mod? What model torpedo are you using?
Are you using sonar only targeting? What mods are you using? Inquiring minds want to know.
Awesome shot(s)!

The Torpedo Range (single missions) isnt like ingame
although some methods developed on the range do make
it into the regular game it comes down to a matter of personal
taste in your settings.

To answer litterally I shoot at those ranges about twenty times a week.

but its not necessarly even close to that in my career game.

what I am doing is working up strategies and spreads for massive opening
hits for maximum effect. (as described above)

back to the matter of personal tastes, if you keep map updates on
you can always get a good range.

as for what optical package I think Im using the second or third last
version of improved scopes. (v.1.4)

but the way the Stand off shooting works the scope optic doesnt play
out that far,

- determine the max range available for your tdc in my own
case that is 9850yds

assuming your at station keeping peridepth and silent
diagram a circle onto the map that extends exactly to that
range. in this example 9850yds.
Zoom into the max zoom and center the diagrammed circle
on that point on your sub where the line for the waypoint connects.
zoom back out,

using the scope lock feature repeatedly at each point
get the speed using the normal method
(mark , time , mark , measure , multiply distance over time)
as the target approaches the circle determine course in the
usual fashion, aob v visual and map marking for course.
as the target approaches the circle mark on the map,
determined by range gating the target in by jumping
back and forth between periscope lock and map screen.
I normally update range everytime I do, you have to make
sure AOB stays right, anyway with speed and course set
turn on the PK and when the target ship is crossing the circle
make a final range correction,
assuming I made sense here and you did it right the pk solution
on the attack screen should be kissing the nose of the target
icon and tracking it perfectly for the next five miles,

time to shoot,

I will be back with a few pics.
M

[edit] ps. torps were mk xiv's shot anticipates enemy response
but even at that they always pick up the torps really late.
I think partly because the formation is at a more realistic
spread from each other (750 - 1250 yds) than the default
setting (300yds) in mission editor

Mush Martin 06-29-08 10:00 AM

the Harpoon shot..........
 
http://i43.photobucket.com/albums/e3...065821_625.jpg
(this mapshot is from a different shoot but demonstrates the layout described)

http://i43.photobucket.com/albums/e3...070010_812.jpg

http://i43.photobucket.com/albums/e3...192238_247.jpg
No limits to the possibilities................

http://i43.photobucket.com/albums/e3...192426_122.jpg

http://i43.photobucket.com/albums/e3...192509_904.jpg
Hells Harpoon......you gotta know its gonna leave a mark.

kylesplanet 06-29-08 11:44 AM

If you were a little more aggressive you could have got another.:p
:rotfl: :rotfl:

Kidding aside, that was a great shot MM!:yep:

Mush Martin 06-29-08 12:03 PM

Quote:

Originally Posted by kylesplanet
If you were a little more aggressive you could have got another.:p
:rotfl: :rotfl:

Kidding aside, that was a great shot MM!:yep:

let me tell you from experience
you can put five torps into two yamatos
thrice a day for a week and you will only
ever stop one your never gonna sink one
in five.

hows this though?

http://i43.photobucket.com/albums/e3...075342_187.jpg

XLjedi 06-30-08 11:22 AM

Quote:

Originally Posted by ananas_987
How can i know when it's 10 degrees and when 20 degrees, i mean what the speed should be?

That was the whole point of my original suggestions on how to adapt fast-90 to SH4 (or using the TDC without turning on the PK). It's to calculate the appropriate gyro angle, which would be very close to zero if on a 90° track and generally setting up your solution for a 15-20° bearing to target aiming point.

My original suggestions on how to do it are documented here:
http://www.subsim.com/radioroom/show...&postcount=134

Elsewhere within that "Attack Tactics" thread you'll find a table with angles for different torpedo/target speeds (I think RR even posted it to this thread). This would allow you to never even mess with the TDC; just shoot fish straight out the bow on a 0° track. Essentially, I like to use the TDC to determine the aiming point rather than refer to a table, but either method works.

XLjedi 06-30-08 11:35 AM

@ Mush...

http://www.xl-logic.com/emoticon/coolpics.gif

Hey!! No fair!

You must be using that late, late, late war wire guided torpedo mod. http://www.xl-logic.com/emoticon/huh.gif

Mush Martin 06-30-08 01:28 PM

Quote:

Originally Posted by aaronblood
@ Mush...

http://www.xl-logic.com/emoticon/coolpics.gif

Hey!! No fair!

You must be using that late, late, late war wire guided torpedo mod. http://www.xl-logic.com/emoticon/huh.gif

nope mk 14's w only a range tweak no warhead changes or speed
changes (5000/9999yds) but Im certain all of these shots couldve
been done without the range change either.

none the less I think Im not really being helpful to the original
subject anymore but thanks for the encouragement.
M

[edit] I will add however that positioning and orientation play
a lot into the result for spread shooting. and if you look at
the third pic in the set above its and the previous tdc shot
show all the clues for effective full salvo.


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