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Old 02-27-17, 04:29 AM   #5
makman94
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Join Date: Jul 2008
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Quote:
Originally Posted by Von Due View Post
Greatly appreciated post, makman94. As you said, there are errors and the attack map and TDC are both questionable. The goal I would like to reach however is to figure out a way to manually plot lead angles for gyro angled shots, for various speeds and distances. Manually, because a bugged game is not going to do what it's supposed to so in short, find a way to work around the bugs and errors in the game.
there is no way to be able to calculate the gyroangle taking in account the parallax correction with a single formula.for that is the need of a computer.

there is a workaround though for those who doesn't want to use the tdc and it is called ''the broken tdc methods'' (http://www.subsim.com/radioroom/showthread.php?t=169935) but in these methods is not taking in account the parallax correction so there will be inaccuracies in very close shots.The method is good for use at shots more than 1500m
At the tutorials for these methods (tutorials can be found in MaGui F.rar), i showed the straight shots and the perfect shots (perfect shot means impact angle = 90°) but you can combine these two methods and create whatever curved shot you like (for any other curved shot you have to choose the desired impact angle-instead of 90°- and proceed).



in case that you are interested in these methods ,

have in mind to take the angle 'x' ,always and in any case, from the tables (not from the RAOBF rings as i am discribing in the notes.the RAOBF rings are good for getting angles <5.71° but if angle 'x' is greater the rings will be off. so get the angle 'x' only from tables)

here is one example how these two methods can be combined:



steps for the above example:
1. get angle lb1 from map (angle lb1 is the angle between yours and target courses).lets say at our example lb1=110°
2. select the impact angle (angle lb2) that you want for your shot (at perfect shots this angle is 90°). then set to gyro G=lb1-lb2 .then set tdc to manual mode from now on.
in our example . lets select impact angle lb2= 80° so we will have G=110°-80°=30° so will set G=30°to tdc and switch it to manual mode from now on.
3. choose the torpedo speed that you will use and look at its table for getting the angle 'x'. for this combined method,the torpedo tables now have at vertical columns the angles lb2. so find the lb2 of our example at vertical columns and the target speed at horizontal lines. the table will give you the angle 'x'.
lets say that our target is moving with speed= 10 knots and we choose to hit him with a 30kts torpedo.from the table,lb2=80° and u=10, so we get angle 'x'=17.2°
4. Shooting bearing = G + x so ,at our example, Shooting bearing = 30° + 17.2° = 47.2°
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