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Old 04-05-08, 01:12 PM   #5
Rockin Robbins
Navy Seal
 
Join Date: Mar 2007
Location: DeLand, FL
Posts: 8,900
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Quote:
Originally Posted by peabody
I am having a little bit of trouble with this. I still have a probelm wrapping my pea brain aroung "range doesn't matter, but it will come to me.

Questions
Quote:
Now go to your attack map and look at the projected torpedo path. You should be able to perceive the torpedo’s projected path of travel at an angle off your starboard bow. This angular deviation from your straight ahead bearing 0º is actually the mirror (on axis AC) of angle A of our triangle. Measure and remember this angle.
There are no tools in the attack map to measure the angle. Do I need a MOD to do it?
Yup! I guess you're using the stock game. Find the 360º bearing plotter mod and you'll have the bearing ring around your boat in both the attack and nav maps. Sorry, I'm so used to Trigger Maru that I forget all it does for the game sometimes.

Quote:
Originally Posted by peabody
Quote:
Next thing you need to do is to set the "actual" AoB. This is actually angle B of our triangle. You can quickly calculate angle B by subtracting angle A from 90º. E.g. if angle A is 12º, then AoB is 78º. Make sure you set AoB on the correct side of the target ship. In this example, AoB is set on starboard side of target (for target crossing your bow from port to starboard).
Do I click send here or AFTER I move the scope to angle A? I assume after because that would overwrite the first send anyway, right?
Am I reading this wrong, do you leave the AOB at 90 or do you change it to angle b.
You've got it! First, you enter the speed of the target.

Angle A is the amount of lead you need for the torpedo to impact at a perfect right angle. Since the perfect right angle isn't critical, any angle within 10º one way or the other of angle A will work. You're right, point the periscope at angle A toward the direction the target is coming from and hit the send range/bearing button!

Then you have to figure out angle b, which is the angle on the bow (at time of firing): nothing more than the bearing from to target to you! Subtract the angle you chose to fire from (perhaps angle A) from 90. Suppose you decide to fire 15º before the target gets to 90º. Then you would set the AoB to 75º starboard or port. If he's coming from your starboard, the Aob is port. If he's coming from your port the AoB is starboard. Set angle b as your AoB, press the send AoB button and you're ready to fire.

Now, point the periscope at angle you decided to fire from, 75º in this case. When the ship is in the crosshairs you will hit the ship exactly where the vertical hairline intersects the hull of the ship. That means each torpedo is individually aimed at its own part of the ship, unlike shooting with the PK where all torpedoes but one are wasted because they hit the same spot on the target. You can saturate that CV from one end to the other with distributed shots that are MUCH more likely to sink your target.
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