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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Ocean Warrior
![]() Join Date: Dec 2010
Location: Montreal, Canada
Posts: 2,776
Downloads: 833
Uploads: 11
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Hi guys,
I will describe here the most acurate method (in my opinion) that i use to sink ships in sh5. Note: You must to have installed: 1) MO or new UIs by TDW 2) Manos scope Lets start - we have in our periscope sight a ship: 1) lock the target 2) identify the target 3) put your vertical line of the scope in the front of the target and start the clock (cronometer) 4) stop the clock when the ship just pased your vertical line of the periscope Open the SOAN and check the lenght of the ship: we supose the lenght of the ship is 149 metters and the clock show us 19 sec We aplie the math: speed of the ship = lenght of the ship/time*1.94 speed = 149/19*1.94=15.21 knots - we will consider 15 knots This is an acurate method to find the speed! (in my opinion) - for best result i recommand a distance around 3000 meters and an angle not to far from 90 degrees (20 degree less or more) - if not maybe you will mistake around 0.5 knots ![]() so, untill now we know the speed = 15 knots 5) use the stadimeter and find the distance from the ship. we supouse that we have distance=3000 metters 6) now we will find the AOB using a methode called ,,AOB aproaces zero'' - wich is the most acurate metode to find the AOB of a ship. AOB=degrees(asin(ARobserved/ARreference)) AR= aspect ratio How this is working: ARreference= lenght of the ship/mast hight of the ship 6.1) Open the SOAN and find the ARreference We supose that we have lenght of the ship = 149 and mast hight of the ship 49,66 (i know that is to big but is just an example ![]() ARreference = lenght of the ship/mast height of the ship ARreference = 149/49.66=3 6.2) open RAOFB and find ARobserved ARobserved=number of lenghts marks/numbers of height marks (no need to convert) Using ,,manos scope,, we will have an acurate reading of RAOFB We supose that we count on horizontal line 12 marks (that is the number of lenght marks) and on the vertical 3 marks (that is the number of height marks) ARobserved=12/3=4 Normaly now we must to calculate the formula: AOB=degrees(asin(ARobserved/ARreference)) but now he comes the tricky thing: We use the AOB SLIDE RULLER (i have a printable jpeg image and in 2 seconds we find the most acurate AOB of the target). Here is the AOB slide ruller:http://www.filefront.com/17868255/AOB approaches zero.bmp So, untill now we have ARreference=3 ARobeserved=4 AOB=ARreference *100/ARobserved=3*100/4=75 We read where is 75 on the AOB SLIDE RULLER and we find an AOB=49 degrees If the ship is heading to us then AOB=49 degrees if the ship is going away we have an AOB= 49+90=139 degrees So we have now all the data we need: speed = 15 knots distance=3000 metters AOB=49 degrees 6) Put all the data in TDC and fire torpedo. Have fun ![]() Note: that method is used for playing in an area close to 100% realism Note: all that i have writted here it is not my original ideea. I readed from all of these things on the internet and books and i puted all togheter in 1 pack. Note: when TDW will use the toniloCoyote work in his MO, this method will become more acurate and we will have then a small number of ,,mised torpedos'' Note: thanks to TDW and Manos for theirs wonderful work! Best regards! ![]() P.S. I also know a method (i used 2 monts ago when i was playing at 40% realism) to hit almost all the target at a distance of 6000 meters - in few seconds - but it is like cheating. http://www.subsim.com/radioroom/show...=165015&page=2 Last edited by stoianm; 01-31-11 at 08:47 AM. |
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#2 |
Swabbie
![]() Join Date: Jan 2011
Posts: 8
Downloads: 35
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very interesting....
a hell of a lot better than my usual: "lock target.. flood tubes... Torpedo Los! ........torpedo missed sir! DAMMIT!! I shall give your method a go ![]() |
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#3 |
Ocean Warrior
![]() Join Date: Dec 2010
Location: Montreal, Canada
Posts: 2,776
Downloads: 833
Uploads: 11
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#4 |
Silent Hunter
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Hi Mate !
Yes, interesting ! ![]() Look into this: ftp://hartmuthaas.no-ip.org/Volume_1...H3%20TUTORIALS Then download you "Tactics Manuals" ! ![]() Best regards ! ![]() P.S. My 1000th Post..... |
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#5 | |
Ocean Warrior
![]() Join Date: Dec 2010
Location: Montreal, Canada
Posts: 2,776
Downloads: 833
Uploads: 11
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![]() Quote:
![]() Thanks for the link! I already readed almost all the docks from there (but i found new interestings ones! ![]() What i want from you is to download AOB slide ruller:http://www.filefront.com/17868255/AOB approaches zero.bmp and to make a test (only for the AOB - part) and tell me how acuratte you find that AOB reading! Best regards! ![]() |
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#6 | |
Planesman
![]() Join Date: Jan 2010
Location: Greece
Posts: 188
Downloads: 115
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![]() Quote:
http://www.grc.nasa.gov/WWW/K-12/airplane/tablsin.html Overall the method you propose is fast and accurate. |
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#7 | |
Ocean Warrior
![]() Join Date: Dec 2010
Location: Montreal, Canada
Posts: 2,776
Downloads: 833
Uploads: 11
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![]() Quote:
I know that is acurate the bmp. - what i meant is to play with ,,map contact update - on'', use RAOFB and bmp to determine the AOB and then compare with the real one (find the real one by drawing an angle from the target cource - then the target - and the Uboat - on the map). How close is from the ,,real AOB,,? Thanks for the table of sinus - i did not had that! ![]() Best regards! ![]() |
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#8 |
Mate
![]() Join Date: Mar 2010
Location: Near the port of Rotterdam
Posts: 59
Downloads: 77
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Sounds good!
I certainly will give it a try when I come home |
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#9 |
Ocean Warrior
![]() Join Date: Dec 2010
Location: Montreal, Canada
Posts: 2,776
Downloads: 833
Uploads: 11
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#10 |
Navy Seal
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I added a "tell me range and AOB" script. You can use it to test your slide
![]() I also tried added the slide to the front cover of TDWs SOAN. It did not work. I have no idea why. |
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#11 |
Navy Seal
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#12 |
Ocean Warrior
![]() Join Date: Dec 2010
Location: Montreal, Canada
Posts: 2,776
Downloads: 833
Uploads: 11
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Wow - it looks awesome!
![]() You already puted in yours tutorial - last time checked i saw no changes?!? If TDW will agree to pu this in UI i will not look at my print page anymore (not like that) - i will use like in the game! Awsome! ![]() ![]() ![]() P.S. Check your PMs please! Best regards! ![]() |
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#13 |
Ocean Warrior
![]() Join Date: Dec 2010
Location: Montreal, Canada
Posts: 2,776
Downloads: 833
Uploads: 11
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#14 |
Mate
![]() Join Date: Mar 2010
Location: Near the port of Rotterdam
Posts: 59
Downloads: 77
Uploads: 0
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#15 | |||
Silent Hunter
![]() Join Date: Apr 2002
Location: standing watch...
Posts: 3,855
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Good summary Stoianm, but if I can add a few additional pointers:
Quote:
Another method which is independent of AOB is the map plot method, namely: 1) determine Range, Bearing, plot on TAI/NAV map(Mark #1); 2) run chrono for a fixed time period; 3) determine Range, Bearing, plot on TAI/NAV map(Mark #2); 4) draw a line from Mark #1 to Mark #2, measure distance with ruler. You can then determine speed with the following formula: -distance measured on map x (factor to convert to distance travelled over an hour, for example if you ran chrono for 1 min, you would multiply by 60) divided by 1852;or -if you run the chrono for 3min 15 seconds, you can just drop the last 2 digits from the distance measured to get the speed in knots. Quote:
1) identify target and determine mast height; 2) measure mast height in number of Horizontal Bars on the scope; you can then measure the range based on a formula, for example with Arclight's MRP, the formula is: 1.5x - MastHeight x 100 / horizontal bars = Range 6x - MastHeight x 400 / horizontal bars = Range for example, a Liberty Ship has a mast height of 27.1 meters, if the measured height is 4 bars at 6x, the range would be 2,710 meters. i.e. 27.1 x 400= 10,840 divided by 4= 2,710 meters. This thread can also be of interest. The 1st post by Hitman links to a document of German U-boat periscopes. http://www.subsim.com/radioroom/showthread.php?t=166280 Quote:
You now have Range, Bearing, Speed and AOB which can plug into the TDC. Best of all, you just need the scope, map and a calculator.
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