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Old 07-03-08, 08:07 AM   #977
CapnScurvy
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Quote:
Originally Posted by MDV_4life
Quote:
Originally Posted by CapnScurvy
Quote:
Originally Posted by MDV_4life
Quote:
Originally Posted by Seran
I play on the same settings and have the same trouble. What I've started to do is (on the main map) place a mark over the contact, wait a few minutes or so, and mark it again. Then I open the tool helper, draw a line between the two, and read the angle off the line. Then I tweak it as seems sensible, to adjust for error. For example, if it's a task force in the open Pacific and I measure its course as being 269 degrees, I round it to 270.

Once you have the target's course as above (I think that's called the 'true' course), you go to the AoB input and rotate the ship. Look at the PK now. What you want is the bow of the ship aligned with the true course you just found. If the ship is going at 270 degrees, line it up to the 27. It's easy to do that, but you'll have to guess-and-check. But then you're done with that!

There's going to be some error inherent in this method because you can't zoom all the way in and place the mark perfectly onto the square, but it's never caused me to miss. For me, it's far more reliable than using the speed calculation for the course.
Thanks i see what you mean.
But when I'm playing with the germen subs you can't see as visual as the PK in the US subs. It was easy for me when you could clearly see the ship on the map. Just pull the line of the ships course to the ship and then to your sub. Always correct but i find it difficult with the RFB mod because when you zoom in to much you can't see the square anymore.

And its hard to take the time to place marks when your in the middle of a convoy full of destroyers.
Your right to say you haven't got time but for a "knee jerk" reaction when in the middle of a convoy. The time to start planing is when you first hear the "Ship Spotted!" call from one of your watchmen. RFB takes away the map screen help that perhaps you've relied on for giving yourself the input information to make an accurate attack. Well all is not lost, you can still make good plans for attack if you know how to manually plot a ship's course on the map (this is how the crew would have had to do it in real life anyway).

I've had a tutorial for quite some time that will aid you in ploting a ship's course on the map screen, without the aid of the ship icons appearing. You gather information through the Periscope or Sonar station and relate it onto the map for ploting a targets position and speed. The angle on bow will be gathered this way as well, and you simply input the data into the Position Keeper for preparing the assult.

The tutorial is set up to use a calculator I made to compare "True North" to "Realitive North" bearings, but the U.S. Position Keeper does a fine job of this if you know how to read it. The Greman side will benifit from the AoB Calculator. Both can be found at the thread "High Realism Tutorial" on this forum. It sounds to me that you men are ready for the next step into sub simulation.
I just tried it with the tutoriul mission where the ship moves. Hitted him 4 times with 4 fishes. But sometimes your plot can be not so accurate if it is zigzagging.
In the tutorial I mentioned I have the "decks awash" to keep out of the high sea rollers that were on the ocean that day. This puts your sub higher out of the water and can lead to being detected if you stay in that position as the target nears.
Common sense say's hide when you can to prevent the enemy from taking evasive actions like getting into a zig zag pattern. Freighters have watchmen that will sound the alarm if they see your sub. Keeping the periscope down most of the time, or just partially raised are good ideas too. If the jig is up and you are detected, I've stayed parallel to the target's course for quite some time, waiting on the ship to return to a standard course. When it does I get ahead of it's path and set up for another shot.

Also, in the tutorial I used the sonar to give accurate range data for my map plotting, it should go without saying but remember, if you use your sonar on an enemy escort he will likely turn in your direction and come after the source of the ping in a heated trot. Escorts, unlike freighters, have excellent ears.


Quote:
Originally Posted by vanjast
AOB takes a little practise. Eventually you can do it with no maps, etc, only scope (the way it should be done).
It's a very simple calculation :-
- you determine the angle the ship will see you at (this is AOB)
- Your scope bearing + AOB = 90 will place you on a 90 degree course to the ship course, the ideal firing angle.
- Wait for the range to be ~1000m, or target bearing = 20 Degrees before you fire.

Preset all your torps to 1000m range, long before you get to this point....
I'll take exception to the statement that AoB "should be done" without map plotting. The captain was only one part of the equation when making an attack, the plotting board got plenty of use to check and recheck what the captain, watchmen, or sonarman reported as data. You are correct to bring your sub to a 90 degree angle, perpendicular to the target's course, it is the ideal angle. Also, waiting for the target to be front and center, within 15 to no more than 20 degrees off the center of the sub's bow is important to keep the torpedo gyro angle to the minimal amount. But, if you do your homework and you check it twice (or three or more times) you can hit target's, as in the tutorial, at 3000 yard range! I don't advocate this distance is what you should use. The point is, if you take the instruction and set up your attack with the proper data you can hit targets with the settings for High Realism without the aid of the map giving you the target's course and position. This in effect is how it should be done.

Best regards
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