SUBSIM Radio Room Forums



SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997

Go Back   SUBSIM Radio Room Forums > Current crop of subsims & naval games > Wolfpack
Forget password? Reset here

Reply
 
Thread Tools Display Modes
Old 03-20-19, 08:11 AM   #1
Jonny-Dog
Sailor man
 
Join Date: May 2006
Posts: 44
Downloads: 142
Uploads: 0
gear 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
Attached Images
File Type: jpg _news.jpg (19.4 KB, 15 views)

Last edited by Onkel Neal; 03-14-23 at 08:48 AM.
Jonny-Dog is offline   Reply With Quote
Old 03-20-19, 10:23 AM   #2
Pisces
Silent Hunter
 
Join Date: Dec 2004
Location: AN9771
Posts: 4,894
Downloads: 304
Uploads: 0
Default

Quote:
Originally Posted by Jonny-Dog View Post
Here is a tutorial I've made for setting up a "Fast 90 Attack" in Wolfpack.
I could not figure out how to insert an image to this post, so you have to download it at 4shared.




Enjoy,
Jonny-Dog
You can attach an image (or whatever small file) like shown in the image I just attached.

[edit: hmm quality is pretty bad though. I guess I didn't pay attention to image filesize and resolution]
Attached Images
File Type: jpg Subsim_upload.jpg (14.2 KB, 67 views)
Pisces is offline   Reply With Quote
Old 03-20-19, 10:44 AM   #3
Justaguyinnc
Seaman
 
Join Date: Mar 2009
Posts: 37
Downloads: 47
Uploads: 0
Default

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.
Justaguyinnc is offline   Reply With Quote
Old 03-20-19, 10:55 AM   #4
Jonny-Dog
Sailor man
 
Join Date: May 2006
Posts: 44
Downloads: 142
Uploads: 0
Default

Perfect
Jonny-Dog is offline   Reply With Quote
Old 03-22-19, 10:04 PM   #5
Jonas Grumby
Watch
 
Join Date: Feb 2017
Location: Retired in Rapid City, South Dakota
Posts: 23
Downloads: 124
Uploads: 0
Default

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!
Jonas Grumby is offline   Reply With Quote
Old 03-23-19, 12:30 AM   #6
gutted
The Old Man
 
Join Date: Apr 2005
Location: New Orleans, LA.
Posts: 1,378
Downloads: 480
Uploads: 11
Default

Quote:
Originally Posted by Jonas Grumby View Post
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!
Approach from 90 degrees. Set scope to 0, set 90 AOB (port or starboard), input speed, ignore range. Swivel scope until the gyro reads 0 and thats your shoot point. It's not hard.

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.
__________________


Solution Solver 2.3.2 - Visual Targeting Tools & Aids
gutted is offline   Reply With Quote
Old 03-26-19, 09:07 PM   #7
pfs
Nub
 
Join Date: Mar 2019
Posts: 2
Downloads: 1
Uploads: 0
Default

excellent
pfs is offline   Reply With Quote
Old 03-26-19, 09:08 PM   #8
Aktungbby
Gefallen Engel U-666
 
Aktungbby's Avatar
 
Join Date: Jul 2013
Location: On a tilted, overheated, overpopulated spinning mudball on Collision course with Andromeda Galaxy
Posts: 28,786
Downloads: 24
Uploads: 0


Default Welcome aboard!

pfs!
__________________

"Only two things are infinite; The Universe and human squirrelyness; and I'm not too sure about the Universe"
Aktungbby is offline   Reply With Quote
Old 03-30-19, 05:23 AM   #9
JuanLiquid
Machinist's Mate
 
Join Date: Jun 2016
Posts: 130
Downloads: 60
Uploads: 0
Default

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?
JuanLiquid is offline   Reply With Quote
Old 09-08-19, 05:07 PM   #10
Jonas Grumby
Watch
 
Join Date: Feb 2017
Location: Retired in Rapid City, South Dakota
Posts: 23
Downloads: 124
Uploads: 0
Default Fast 90

Quote:
Originally Posted by gutted View Post
Approach from 90 degrees. Set scope to 0, set 90 AOB (port or starboard), input speed, ignore range. Swivel scope until the gyro reads 0 and thats your shoot point. It's not hard.

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.
Thank you. Did not realize someone replied to my comment.
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.
Jonas Grumby is offline   Reply With Quote
Old 04-10-20, 01:37 PM   #11
Beckham
Swabbie
 
Join Date: Mar 2020
Location: Woodstock GA
Posts: 8
Downloads: 2
Uploads: 0
Default Thanks mate

This is just really cool. Having allot of fun with this. This procedure makes targeting very predicable.

__________________
[SIGPIC][/SIGPIC]
Run Silent, Run Deep

And whack the hell out out these frickin squirrels
Beckham is offline   Reply With Quote
Old 04-10-20, 04:32 PM   #12
Jonny-Dog
Sailor man
 
Join Date: May 2006
Posts: 44
Downloads: 142
Uploads: 0
Default

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
Jonny-Dog is offline   Reply With Quote
Old 04-10-20, 11:57 PM   #13
Aktungbby
Gefallen Engel U-666
 
Aktungbby's Avatar
 
Join Date: Jul 2013
Location: On a tilted, overheated, overpopulated spinning mudball on Collision course with Andromeda Galaxy
Posts: 28,786
Downloads: 24
Uploads: 0


Default

Quote:
Originally Posted by Jonny-Dog View Post
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
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.
__________________

"Only two things are infinite; The Universe and human squirrelyness; and I'm not too sure about the Universe"
Aktungbby is offline   Reply With Quote
Old 04-26-20, 07:00 AM   #14
ElJammos
Swabbie
 
Join Date: Dec 2017
Posts: 9
Downloads: 1
Uploads: 0
Default

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.

ElJammos is offline   Reply With Quote
Old 04-26-20, 07:10 AM   #15
derstosstrupp
Grey Wolf
 
derstosstrupp's Avatar
 
Join Date: Aug 2008
Posts: 902
Downloads: 490
Uploads: 0


Default

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.
__________________
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.
derstosstrupp is offline   Reply With Quote
Reply

Tags
fast 90 attack


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT -5. The time now is 07:12 PM.


Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2024, Jelsoft Enterprises Ltd.
Copyright © 1995- 2024 Subsim®
"Subsim" is a registered trademark, all rights reserved.