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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. |
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) |
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 |
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Regards, Feltan |
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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. |
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on the promotion to neptune lord of all the seas. |
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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. |
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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." |
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[quote=ananas_987]
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btw, very nice! |
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 |
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Originally Posted by Mush Martin (btw this is an eight thousand yard shot) Quote:
Are you using sonar only targeting? What mods are you using? Inquiring minds want to know. Awesome shot(s)! |
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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 |
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. |
If you were a little more aggressive you could have got another.:p
:rotfl: :rotfl: Kidding aside, that was a great shot MM!:yep: |
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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 |
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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. |
@ 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 |
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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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