Quote:
Originally Posted by skirich
I've been playing using either the Dick OKane method of targeting or using the 3D TDC and PK. Both have been very effective.
However there are times the Dick Okane method is not possible to get the lineup in time, and the TDC method is somewhat calculation intensive and tracking the target is necessary for a few points to get a proper solution.
The Vector method has intrigued me based on what I read off the Bag o Tricks thread.
I want to make sure I understand this, please correct me if wrong.
1. Trace path of target, get proper bearing and speed.
2. Plot course of intercept of the path someplace in front of target.
3. Plot aiming point on target course based on 100yrd X speed of target.
4. Get my sub to the spot on my own course equal to 100yrd X torpedo speed.
5. Stop sub at that spot.
6. When target crosses aiming point - shoot.
If that all sounds right, can you tell me does this only work when my angle of attack is greater than 90 ( target is in front of me coming at me) ? Can I use this method to target a ship that I am chasing assuming I can get to the sub setup point?

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Steps 1 to 4 sound right to me, but you don't have to be stationary so step 5 is unnecessary. Step 6 is correct.
Step 5 is not necessary provided that you are not turning. It isn't needed because when you're talking about triangles everything is kept in proportion if the angles don't change. For example, if you have a 9 knot target and a 46 knot torpedo and you draw lines of 900 and 4600 respectively, you get the same angle as you would if you drew a 9000 yard line and a 46000 yard line. The only reason we multiply by 100 is that it's easier to do on the plot map. It's because of this proportionality that the range doesn't matter in a vector analysis attack (unless you go to close for the torpedo to arm or too far that it runs out of fuel).
So, you should be able to use the vector analysis attack whenever you can draw the vectors of your torpedo and target (i.e. ANY situation).