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03-20-19, 08:11 AM | #1 |
Sailor man
Join Date: May 2006
Posts: 44
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Fast 90 Attack tutorial for Wolfpack
Here is a tutorial I've made for setting up a "Fast 90 Attack" in Wolfpack.
Enjoy, Jonny-Dog Last edited by Onkel Neal; 03-14-23 at 08:48 AM. |
03-20-19, 10:23 AM | #2 | |
Silent Hunter
Join Date: Dec 2004
Location: AN9771
Posts: 4,894
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Quote:
[edit: hmm quality is pretty bad though. I guess I didn't pay attention to image filesize and resolution] |
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03-20-19, 10:44 AM | #3 |
Seaman
Join Date: Mar 2009
Posts: 37
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hope this helps... just bracket the image file with [img] internet file location [/img]
https://i.imgur.com/l6tWG81.png Last edited by Justaguyinnc; 03-30-19 at 08:10 PM. |
03-20-19, 10:55 AM | #4 |
Sailor man
Join Date: May 2006
Posts: 44
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Perfect
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03-22-19, 10:04 PM | #5 |
Watch
Join Date: Feb 2017
Location: Retired in Rapid City, South Dakota
Posts: 23
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Seems like the O'Kane method.
Took me months to get that down on SH4. I've had it mastered for years and now I have to study and practice all over again. I love it! |
03-23-19, 12:30 AM | #6 | |
The Old Man
Join Date: Apr 2005
Location: New Orleans, LA.
Posts: 1,378
Downloads: 480
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Quote:
The only difference with this game is that you can't actually see the gyro while in the scope. So you have to disable the TDC from the scope then move the heading dial on the TDC (which should really be labeled bearing) until you find the bearing that zero gyro is on, then re-slave it to the scope and put the scope on that bearing. Or just have the man on the TDC tell you when the you are on the zero gyro. |
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03-26-19, 09:07 PM | #7 |
Nub
Join Date: Mar 2019
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excellent
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03-26-19, 09:08 PM | #8 |
Gefallen Engel U-666
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Welcome aboard!
pfs!
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"Only two things are infinite; The Universe and human squirrelyness; and I'm not too sure about the Universe" |
03-30-19, 05:23 AM | #9 |
Machinist's Mate
Join Date: Jun 2016
Posts: 130
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Maybe I didn't understand it right.
But once you know speed and course (aob), it should be as easy as aim with the attack periscope to the ship, place speed&aob in the TDC, and a estimated range (very rought one, by eye) and fire. I don't see any advantage using this method. In fact it is very uncomfortable if you are targetting multiple ships which are sharing speed&heading Could someone explain it further? Why is it better than classic method? |
09-08-19, 05:07 PM | #10 | |
Watch
Join Date: Feb 2017
Location: Retired in Rapid City, South Dakota
Posts: 23
Downloads: 124
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Fast 90
Quote:
I have the Fast 90/O'kane method well in hand now for Wolfpack. Very easy. It also has the added benefit of making it easier to gauge the convoy speed by using only one of the escorts. In my opinion, it is MUCH easier to identify an escort for my speed determination than it is to identify a merchant. Sometimes the merchants can be tricky when they are massed together and the masts and kingposts get jumbled together. I've been sinking ships at will while surfaced by myself quite successfully with this method. |
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04-10-20, 01:37 PM | #11 |
Swabbie
Join Date: Mar 2020
Location: Woodstock GA
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Thanks mate
This is just really cool. Having allot of fun with this. This procedure makes targeting very predicable.
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[SIGPIC][/SIGPIC] Run Silent, Run Deep And whack the hell out out these frickin squirrels |
04-10-20, 04:32 PM | #12 |
Sailor man
Join Date: May 2006
Posts: 44
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Aktungbby, I fail to see what your post has to do with Fast90/O'Kane method, other than confuse new captains.
Please elaborate... Jonny-Dog |
04-10-20, 11:57 PM | #13 |
Gefallen Engel U-666
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Sorry about any potential confusion. The diagram is from wiki's tdc site and has been used extensively by me and other old kaleuns. fixed.
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"Only two things are infinite; The Universe and human squirrelyness; and I'm not too sure about the Universe" |
04-26-20, 07:00 AM | #14 |
Swabbie
Join Date: Dec 2017
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I made a video about this a while ago, also going into a little bit of detail (a very small bit) why this works (mathematically).
I can't say I agree that this works for different angles of approach as well (such as 75, 110, whatever) as those are not right triangles anymore. The further from 90 you are, the less accurate it will be in that case by quite some margin. It's still very much possible to figure out the lead angle then, but you need a bit different math (law of cosines, for example) for that. I also feel that just setting the gyro to 0 on the Tvre and manually calculating the lead angle (or reading it off a a chart) is a bit easier and less prone to accidents than manipulating the Tvre to get there. That's just a matter of taste though, both are perfectly fine of course. At any rate, here's the video. |
04-26-20, 07:10 AM | #15 |
Grey Wolf
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That’s a great video Jammo. Range ceases to matter at any impact angle, not just 90, so yes it will work at others as well and was the preferred method to use. Remember, all we care is the “lateral speed across the line of sight”, then we still have a right triangle. That’s by factoring in the sine of the AOB.
arcsin ( target speed / torpedo speed x sin (AOB)) And since it was ballistically advantageous to have an impact angle of slightly less than 90, often times they will wait until the 90° AOB to even shoot. Then that’s simple as well, simply take the arcsine of target speed over torpedo speed, and then lead the course by that lead angle, such that when you pull the trigger the target it will be AOB 90 when gyro is 0. That way they also then had the added benefit of being able to recognize easily an AOB of 90 right at the shot as confirmation. So for example, target course is 0, I put myself on course 270. I want to compute the lead angle at 90° AOB, target speed 8.5 and torp speed 30. I do the division, take the arcsine, 16.5°. I then turn to course (270 + 17) 287, and wait for the target to cross the wire.
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Ask me anything about the Type VII or IX! One-Stop Targeting Shop: https://drive.google.com/drive/folde...WwBt-1vjW28JbO My YT Channel: https://www.youtube.com/channel/UCIJ...9FXbD3S2kgwdPQ Last edited by derstosstrupp; 04-26-20 at 07:31 AM. |
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