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Old 08-20-07, 04:58 PM   #3
gutted
The Old Man
 
Join Date: Apr 2005
Location: New Orleans, LA.
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again...

in SH3; since the AOB, gyro angle and periscope are linked... there is no need for any calculations.

just input the target's speed and point your scope on the bearing that makes 90 degrees to the ship's course. input an AOB of 90, then turn your scope back towards the target until the gyro reads the intial course you put your scope at. fire as he is passing through your crosshair.

thats it.

so if you are perfectly perpidndicular to your target.. you input his speed then put your scope at 0. input 90 AOB then turn your scope left or right until the gyro reads 0.


if he is coming from your left, and you are pointed in towards his course by 30 degrees.... you would input his speed then turn your scope to the bearing of 30. basically you are looking at the point where you will be at 90 AOB. at that bearing you input 90 degree starboard AOB. then turn your scope left until the gyro reads 30.

basically, since the AOB is linked with the scope when the manual entry button is turned off on the F6 screen.. all you have to do is put in an AOB at a certain bearing. if you have the speed dialed in... when you move your scope the AOB dial adjusts itself so that it is correct no matter where you are looking.

we want our torpedos to impact at 90 degrees so that the range doesn't matter. with a right triangle between your torpedo's course, the ships course.. and the firing angle the range doesn't matter (.ie the proportion of the triangles legs are the same at any range).

it's alittle harder in SHIV as the AOB and gyro angles aren't slaved to the scope like SH3.. but it's not harder by much. i made a table with precomputed firing offset angles for different speeds using a very simple trig forumula to find the needed angle for fast or slow torpedos.

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