Quote:
Originally Posted by Puster Bill
I might be a little confused (wouldn't be the first time), but what difference does it make to your torpedo solution if you don't know exactly where you are? After all, for all intents and purposes when you are attacking the assumption is that your boat is the 'center of the Universe'. All target data is in relation to your boat, ie., range, bearing, AOB. Only target speed is independent of your position, but that is a scalar, not a vector.
So I'm not following why manual navigation would make targeting harder. It seems it would certainly make interception harder, but your procedure assumes the target has been spotted.
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Sorry about that. What I meant by manual navigation is that you use a transparent .tga file for your sub so it is invisible on the map. Some of the manual targeting procedures have you draw a couple of lines from the center of your sub to a specific range/bearing for a target ship. You can no longer do this under the manual navigation mod so I spent some time looking into a procedure that doesn't require the map and only needs one range snapshot. After reading about some of the geometry tables that were used by Uboat weapon officers (both WWI and WWII) I came across the right triangle procedure that has the sub slide down the hypotenuse during the speed calculation and doesn't require whiz wheels or slide rules for the last few seconds of the torpedo solution. Plus it allows you to manually turn the dials on the TDC in the conning tower (has always been one of my favorite parts of the sub simulation) without pausing the game and avoiding the notepad entries on the periscope screen that kind of take away part of the immersion for me.
Thanks,
Ron