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Old 11-26-08, 06:33 AM   #7
Rockin Robbins
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Join Date: Mar 2007
Location: DeLand, FL
Posts: 8,900
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And that, folks, is why I keep it simple. I credit manual targeting as the reason I still play the game. After awhile auto targeting is like shooting fish in a barrel, but manual targeting is just darn intimidating.

By eliminating every possible step, while rejecting shortcuts that sacrifice accuracy I've frustrated those better shooters who, for instance, know how to execute a perfect constant bearing attack without being on a right angle or a 45º angle to the track. But I've opened the door for people who thought manual targeting was black magic or Einsteinian mathematical wizardry with attacks that:
  1. Don't require calculators, charts or any outside materials like plotting paper, protractors, is-was banjos or ouija boards. Those things are all good, but not for the methods I teach. I use only in-game tools and simple rules of thumb that are easy to remember, but still methodologically accurate.
  2. Are reduced to a recipe that anyone can accomplish just by following the steps. You have a great chance of sinking your prey on the very first attempt. Just by reading the instructions you know that you can do this. Confidence is crucial when you're learning something new.
  3. Are precise and precisely explained. There are no made-up undefined terms. If I say "longitudinal spread" you can be sure that if you look it up in the Torpedo Fire Control Manual, you'll see what it is and its definition.
  4. Are for the purpose of producing skippers who are better than I am. Some instructional posts are heavy on the bragging and light on instruction. I want YOU to brag when you're done putting awesome amounts of Japanese shipping on the bottom.
Well, apparently there's no way to double-space the entries in that list. I keep some of the links to my stuff in my siggy. I also extensively use WernerSobe's [REL] Video Tutorals: TDC + PK advanced thread. I just kind of adopted it after WernerSobe was lost at sea. Also, look up tale's Multi-ship targeting videos. They're very good.

You might also search for John P Cromwell Technique, which Nisgeis and I cooked up. It's pretty interesting and has Nisgeis' method of vector analysis so that you can calculate a constant bearing shot from any angle to the track with a perfect zero gyro shot. It's more advanced than I would normally put in an instructional video, but just using it once reveals that the apparent complexity is just a cruel hoax. You can do it in seconds, and in-game too! No outside references unless you need a torpedo speed chart.

In order to run, you must first learn to walk. And it's great if while you're only walking you can do some interesting things, like blow up enemy shipping. Just please make an agreement with me. After you learn to run, don't make fun of the people who are still walking. Don't make fun of simpler methods as "unhistorical" or "shortcuts." There are plenty of runners who still use the Dick O'Kane and John P Cromwell techniques to their profit. And some of those walkers, like I'm goin' down, will be passing you in skills in a month or two!

My goal is to build a submarine fleet so good that I'm not qualified to be a skipper in it.

Last edited by Rockin Robbins; 11-26-08 at 05:23 PM.
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