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New Speed Estimation Procedure for 1.3
It's really quite simple: :know:
1. Identify the ship and turn on the PK. 2. Get an intial range on the target. Send this data to the TDC. 3. Wait some time, and then get another range on the target, and send it to the TDC. 4. Click on the Estimate Target's Speed button. Provided you have good data, the navigator will come back with a speed and course estimate (e.g., "Target plot shows speed 12 knots, course 65 degrees"). Send this data to the TDC. 4. Enter in the AOB and send it to the TDC. Your firing solution is now complete. Note there are restrictions on getting a good speed estimate. The following are the other new messages that can show up when estimating speed:
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One quick note... I hope you all understand the difference between target AOB and course ... :)
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I dont have a clue how to find AOB using 100% realistic . Do i just guess by looking thru the scope . Is this how it was done in WW2 .
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Data You have: Distance, relative bearing of the target and its course ( you got it with the speed report). Draw the triangle between your sub, target , and targets course and you have your AOB . AOB is angle between your sub, target and it's(target) course. PS Actually Distance(2/ 3 measurements made with time interval - you need only if you dont use help of the WE Party of the crew to determine(draw )target course) |
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Myself, on the nav map, I just use the protractor to draw a line in front of my target and extend it to the middle of the ship. Then I draw the second leg from the middle of the target to the middle of my boat. It works well enough for me! |
Last night, to get a good speed estmate, I entered both range AND AOB into the TDC. My belief was that the target AOB would indicate the target course to the firing party.
I simply estimated AOB from the scope and it seemed to work quite well |
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I played the same game, and the most unpredictable are people watched by me from my appartment's window. Can You imagine !!!!!!!!!???????? They always use ZIGZAG tactic!! |
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TIA JD |
@jdkbph
Good question, given that the target becomes "unrecognised" once the scope is lowered then my gut feeling is no, it will not work if you lower and re-raise the periscope. Should though really and wouldn't be difficult to implement if the game cached last locked target. Anyone ? |
It works even if there's no actual target, just random data inserted. So yeah, you can lower the scope.
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Luke,
Thanks! |
Beautious.
Thank you. |
Are there hotkeys that can be used to set the various range getting functions?
I'd like to minimize my scope time, and it definitely adds time to have to keep running the mouse up to the upper right corner to set the bearing, then switch the mode to range, then work the stadimeter, then move the mouse back to the upper right to transmit to TDC, etc. If I could just [pg]-[up] to raise the scope, hit a key to run the stadimeter, hit a key to send to TDC (with voice comms, could program this key to saying "range, mark"), [pg]-[dn] to lower the scope...that'd be great. With the above changes, this would be damn near EXACTLY how the real skippers did it. Up scope, "Bearing...mark", "Range...mark", down scope. Wait a few seconds, up scope, "Bearing...mark", "Range...mark", down scope. Estimate speed and heading. |
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