![]() |
SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
![]() |
#1 |
Planesman
![]() Join Date: Dec 2001
Location: Edinburgh Jockland
Posts: 199
Downloads: 33
Uploads: 0
|
![]()
Whats the easiest or quickest way to work out AOB ?
I'm not a maths genius and can just do basic arithmetic so please don't talk about sins and cosins and stuff like that !! :p Is'nt there some sort of wheel i can print off ? Thanx
__________________
Whats not to love about Submarines? Long'Hard and full of Seamen!! |
![]() |
![]() |
![]() |
#2 |
Navy Seal
![]() Join Date: Nov 2005
Location: Houston, TX
Posts: 9,404
Downloads: 105
Uploads: 1
|
![]()
Use your PROTRACTOR to draw a line starting at a point along the target's path and extend it to the middle of the target. Click and then draw the second line to the middle of your ship. That angle is your AOB. All you have to know is whether it is port or starboard.
Edit: Thanks Bando
__________________
They don’t think it be like it is, but it do. Want more U-boat Kaleun portraits for your SH3 Commander Profiles? Download the SH3 Commander Portrait Pack here. Last edited by mookiemookie; 07-14-07 at 08:44 AM. |
![]() |
![]() |
![]() |
#3 |
Commodore
![]() Join Date: May 2007
Location: Where you don't see me
Posts: 607
Downloads: 23
Uploads: 0
|
![]()
Like mookie, but I'd use protractor
__________________
Regards, Bando |
![]() |
![]() |
![]() |
#4 | |
Navy Seal
![]() Join Date: Nov 2005
Location: Houston, TX
Posts: 9,404
Downloads: 105
Uploads: 1
|
![]() Quote:
![]()
__________________
They don’t think it be like it is, but it do. Want more U-boat Kaleun portraits for your SH3 Commander Profiles? Download the SH3 Commander Portrait Pack here. |
|
![]() |
![]() |
![]() |
#5 | |
Samurai Navy
![]() Join Date: Dec 2006
Location: Munich
Posts: 562
Downloads: 71
Uploads: 0
|
![]() Quote:
|
|
![]() |
![]() |
![]() |
#6 | |
Captain
![]() Join Date: May 2007
Location: Romania
Posts: 492
Downloads: 0
Uploads: 0
|
![]() Quote:
|
|
![]() |
![]() |
![]() |
#7 | ||
Samurai Navy
![]() Join Date: Dec 2006
Location: Munich
Posts: 562
Downloads: 71
Uploads: 0
|
![]() Quote:
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. ![]() |
||
![]() |
![]() |
![]() |
#8 | |
Sea Lord
![]() Join Date: Sep 1998
Posts: 1,846
Downloads: 163
Uploads: 5
|
![]() Quote:
In real life the tracking party would establish a rough estimate of the course of the target based on range and bearing information provided either by the Cap. or XO's periscope observations or from radar data. From there they would use exactly that proceedure to establish the initial AOB. This would be compared to the Captain's estimate and then a big slap-fight would break out about who was right and the target would slip away. But seriously folks... The Archerfish had established the AOB of the Shinano from radar tracking long before they ever had it in view, using this process. JCC |
|
![]() |
![]() |
![]() |
#9 | |
Ace of the Deep
![]() Join Date: Apr 2007
Location: ~About 60' below
Posts: 1,150
Downloads: 7
Uploads: 0
|
![]() Quote:
http://www.subsim.com/radioroom/show...&postcount=115 cheers ![]()
__________________
All Ships can dive, but only Submarine's surface!" MODS: KillFlags - Elco PT109 - AOB Attack Course Tutorial Last edited by sqk7744; 07-17-07 at 02:37 PM. |
|
![]() |
![]() |
![]() |
#10 |
Ace of the Deep
![]() Join Date: Nov 2002
Location: No-good Missouri scum
Posts: 1,223
Downloads: 43
Uploads: 0
|
![]()
I use the Schwarz. Oh, and guesstimating gets pretty close after a lil practice.
![]()
__________________
"When Gary told me he had found Jesus, I thought, Yahoo! We're rich! But it turned out to be something different." - Jack Handey |
![]() |
![]() |
![]() |
#11 | ||
Samurai Navy
![]() Join Date: Dec 2006
Location: Munich
Posts: 562
Downloads: 71
Uploads: 0
|
![]() Quote:
An example for a good simulation of the crew is the now properly working chronometer. You take the observations, and based on those, a result will be "worked out" (in fact: computed). When you enter BS information, say, a wrong range, then the result will also be bollocks. Map contact updates on however is a very poor way of simulating a "plotting party", because the result is instantanous and accurate. It is in fact rather a simulation of a high tech real-time radar, with IFF and target type identification, something the air to air radar in 5th generation fighters like the F-22 might be up to. A better way to simulate the plotting party here would be to take a similar approach as with the speed gathering: You take range and bearing, several times, and based on your observations the ships will be drawn on the map with their projected tracks. Something like the PK does when map contact updates are on, but *without* the actual ship positions magically drawn. I myself play with map contact updates off, and sometimes on. I can't really decide. ![]() |
||
![]() |
![]() |
![]() |
#12 | |||
Watch
![]() Join Date: Apr 2007
Posts: 23
Downloads: 0
Uploads: 0
|
![]() Quote:
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 |
|||
![]() |
![]() |
![]() |
#13 |
Samurai Navy
![]() Join Date: Dec 2006
Location: Munich
Posts: 562
Downloads: 71
Uploads: 0
|
![]()
I ususally approach my targets on a lead course, having it at around 30-45° (or 330-315°), depending on target speed. When the bearing does not change, I know I'm on the proper intercept course. When closing into firing range, I change course to minimize the gyro angle. At that point, AOB will then usually be in the 45-75° range. The closer the target gets, the more the AOB increases. In any case, I enter what I see. I turn the AOB wheel so that the ship depicted in it has the same facing as the one I see. Then I fire from around 800 yards. I don't remember the last time I missed. It really is not difficult.
Target speed is what can really screw your solution. Range is most unimportant, almost irrelevant for the gyro angle (but becomes important if you use it for speed calculation). AOB is somewhere in the middle, becoming less important the closer the range is (and the lower the AOB is, though this might not be a great advantage because the target will also be "smaller"). Of course, prior to all that I already entered target data in earlier observations and check the validity via the PK relative target bearing output, mostly to gain good target speed. When the bearings match over a prolonged period of time, everything should be fine, so often I only take a last target bearing during the final shooting observation if the bearings drifted from one another only by a small margin before. Last edited by heartc; 07-14-07 at 02:20 PM. |
![]() |
![]() |
![]() |
#14 |
Commodore
![]() Join Date: May 2007
Location: Where you don't see me
Posts: 607
Downloads: 23
Uploads: 0
|
![]()
I agree with Rafter. I'm playing without contact updates, but plot very frequent. Using the protractor after having plotted, filtered and calculated a lot I'll use the solution and fire with the scope down. I've learned to trust the work I've done beforehand. On normal convoys, ships travelling alone it gives good results. With Taters mod (new campaign layers) it's a bit more tricky. Just like real life, I keep telling myself.......
__________________
Regards, Bando |
![]() |
![]() |
![]() |
#15 |
Samurai Navy
![]() Join Date: Dec 2006
Location: Munich
Posts: 562
Downloads: 71
Uploads: 0
|
![]()
-edited this into my previous post-
|
![]() |
![]() |
![]() |
|
|