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Old 03-05-10, 01:48 AM   #5
Snestorm
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Quote:
Originally Posted by Dissaray View Post
I must agree that range is rather irrelivant when manualy targeting ships, with exception of when you are planing a simultanious strike on two or more targets; then the range is very much important.
It's also extremely important when making a 90 degree shot. That is firing on a target that's either on the same (bow tubes) course as you, OR opposite (stern tubes) course as you. If one plays "No Parking", it's the only way of attacking a convoy from the inside, without getting run over.

Quote:
As for speed and AOB readings you can get both via the map and some simple plotng. Mark the location of the ship on your map and start yoru stop watch. Allow 3 minites and 15 seconds to pass and mark the ships location on the map agin. Measure the distance between point one and two and multiply that by 10 and you will have the target's speed in knots. The next bit helps if you have a map tool mod of some kind, like the one in the GWX mod, that will tell you the bearing of line you are drawing. Simply extend the line from point one thru point two and you will have the target's course and with a little protarctor work you can figure the AOB.

There are also GUI mods that can greatly aid you in this like the OLC gui or the Markman gui. Both are simular in function and vrey helpful.
I can't get away with that, as there are no contacts displayed on my chart.
I do however practice the same principal, over much longer ranges, or keep the target at 090/270 while working around it. The second method is faster, but not as perfect.
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