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Help with determining target angles
Hey seasoned skippers.
I always have prided myself in plotting my own attack solutions since day one in SHIII at the periscope. Okay... I'm not the best at using sonar in WWII boats for torpedo shots but the periscope or surface firing was the most common way to attack so I sleep better at night. I do have problems with determining the angle of targets at times. I've minimized this by making flanking attacks my standard... you know, 90 degree shots maximizing the chances of my torps hitting. The problem is that this REALLY is limiting my evasion options after the destroyers are alerted. What I'm asking, are there any tricks or tutorials anyone could recommend to drill for better estimations? Drop me a line if you think of anything. |
You could check my DL site for a tutorial on calculating AOB etc, there are many methods but this is generally what I use.:yep:
Cheers. |
Did they just judge it in real life? I usually use the map contact to get the AOB (I know...the shame :oops: ) but would like to be better able to judge it by sight alone. The recognition manual helps a bit, but not enough...
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http://www.paulwasserman.net/SHIII/
^Great tutorials. IRL they used a mix of map plotting, measuring the distance between the masts and guess work. |
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i really did'nt think i would be posting in the sh3 formum again, sh3 is off my computer now, and i am impatiently waiting for sh4, but to answer your questions, you might want to look at this tutorial . http://hosted.filefront.com/greyrider/ it's called " the observed target course manual", written in powerpoint. this will show you want you want to know, but there is still an even easier way. i kept thinking what jurgen osten said when he stated that the game always beats him, and that in real life it was alot easier. in real life it was alot easier, that was the key statement, and i believed him, and so worked on it. to get on a ninety degree perpendicular or near ninety of a target even miles away is no problem at all, but thats the subject of another tutorial, but since sh3 is no longer on my computer, it will have to wait for sh4. |
For me the best way to determine AoB is with the AoB wheel, once you have the target speed and course the wheel do the rest, thats what i use.
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If you approach your target on a perpendicular course, there is a defined relationship between AOB and Bearing.
Target Moving Left to Right: Bearing 315° = AOB 45°stb Bearing 340° = AOB 70°sbt Bearing 350° = AOB 80°stb Bearing 000° = AOB 90°stb Target Moving Right ot Left: Bearing 45° = AOB 45°pt Bearing 20° = AOB 70°pt Bearing 10° = AOB 80°pt Bearing 000° = AOB 90°pt |
Angle on the Bow is a comparison in degrees between your course and the target's course. You draw a line from your ship to the target ship; then a line from the target ship out along the line of it's course. The resulting angle is Angle on the Bow. Also note that AOB is either Port (red) or Starboard (green) which refers to the direction that the target is crossing your bow, or another words, which side of the target you're looking at.
A good firing position is ahead of the target and 500 - 100 meters off the target's course which would result in an angle on the Bow of approximately 45 - 60 degrees. The problem with accurate measurement and application of Angle on the Bow is that it's constantly changing. The remedy is to determine the Angle on the Bow of the course intercept point which is constant. Using the angle tool, draw a line along your course (zero bearing) until it reaches the target's course; then a line out along the targets course. The resulting angle is the Angle on the Bow at course intercept. Go to the periscope or UZO view and set the scope or UZO at the zero bearing. With a clean notepad, enter the course intercept angle into the TDC as Angle on the Bow. Make sure you do all the clicking of the checkmarks to enter into the TDC. Now you can rotate the scope or UZO to the moving target and the TDC will automatically update the correct Angle on the Bow. Don't change it! You now will have amazing results with only the manual input of the correct estimated target speed. |
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Speed is by far the trickiest piece of firing data to get. Especially if you are trying to get it while submerged. |
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