View Single Post
Old 07-14-07, 01:48 PM   #12
Rafter11
Watch
 
Join Date: Apr 2007
Posts: 23
Downloads: 0
Uploads: 0
Default

Quote:
Originally Posted by heartc
Quote:
Originally Posted by switch.dota
Quote:
Originally Posted by heartc
You look at it.
Good luck guesstimating a 20 or 70 degree AoB.
No problem. How is that difficult? Really, you don't even need to think in terms of "Is that 10 or 15 degrees?". With that handy AOB wheel you got that ship symbol in a birds eye view. When you look at the target, you just picture the situation from above and turn the wheel accordingly. Really has more to do with looking at it than calculating anything.

Also, I'm pretty sure most people try to fire from too long a range. iRL a firing range of below 1500 yards was advised, and most skippers fired from at or below 1000 yards. The shorter the range, the less small solution errors will matter.

The only thing you might have to calculate for a firing solution is speed. When you calculate AOB, you are wasting a lot of time for just a bit more accuracy - maybe.
PS.: Playing with map contact updates on and drawing two lines is not calculating AOB.
I think it is a big problem. AOB is critical to your torpedo solution. If you don't nail speed and AOB, you waste a lot of torps. In my experience, the AOB as viewed through the periscope/TBT is often much higher than reality.

So I think the best way is to plot the target and use the protractor to measure the AOB. That will be damned accurate and unless the target changes course you won't have to do anything but check your moving protractor angle against the TDC angle

Rafter11
Rafter11 is offline   Reply With Quote