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Old 09-26-05, 12:40 PM   #1
ddiplock
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Default AOB is as irritating as friggin ever

The AOB calculation is one of the most imprtant calculations for a torpedo shot yeah?

There has to be an easier way of calculating the AOB instead of using the AOB tool on the periscope/UZO. I am getting incrediably frustrated with torpedos that i know are going to miss their targets as soon as they've left the tubes cause tehy go off to far in one direction or the other. :@


I might as well put my officer assistance thing on, and just let him do the work.....but first, please help, there HAS to be an easier way of getting the AOB.
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Old 09-26-05, 02:22 PM   #2
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There's another AOB thread just a few below this one. It's not the easiest concept to deal with. More often than not, I just let the WO do the work nowadays.

But, have a look at that thread, and here's a good quote from it:

Quote:
Originally Posted by Tombomsee
Try out this one :

http://www.communitymanuals.com/shii...e=Angle_on_bow

Lots of other helpful topics in there.
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Old 09-26-05, 04:26 PM   #3
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Once you work on it for awhile it suddenly clicks and all is klar!!! Don't give up!! In fact do use your WO to get a feel for AoB calcs.
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Old 09-26-05, 05:22 PM   #4
ddiplock
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yeah i probably should. I'll start my campaign again and try not to feel guilty about using my wepons officer to achive near perfect shots :P
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Old 09-26-05, 07:10 PM   #5
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The engineering gang aboard the Wahoo put a ship model on a lazy susan in the wardroom for their XO, "Killer" O'Kane to practice with. O'Kane would get at one end of the room and view the model through a pair of reversed binoculars. O'Kane used to call out the AOB and was never off by more than 2 degrees. Practice, practice, practice.
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Old 09-26-05, 08:00 PM   #6
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You don't need to be calculating Angle on Bow.

Just look at the ship and use the Recognition Manual as a guide.
Or, if you have map updates on or have plotted the target's course, then just look at the map and eyeball it.
I fear that if you worry about calculating it, confusion may result. And it is really not necessary. Just get close and position the boat to get lots of 90° AoB shots.

IMO, only after you are proficient at knowing AoB good enough to sink ships, only then worry about calculating the AoB (and then only if you really want to for some reason) for distant or other 'trick' shots.
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Old 09-26-05, 08:12 PM   #7
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I too, found this AOB calculation frustrating at first - even though I was familiar with the concept from a previous subsim game.

3/4 of the way into my first patrol I decided to try Wazoo's 90-degree angle on the bow method, and I started to have much better success.

The method has as a premise that you are able to get your ship lined up for a 90-degree angle shot, but then it lets the TDC make minute AOB adjustments for you automatically if you shoot slightly to the left or right of what's ideal. (It also gets you started on manually entering information into the TDC, which I think is a lot more realistic than the 'point and shoot' method.)

You can find Wazoo's tutorial here:
http://www.paulwasserman.net/SHIII/#...ols%20Required
but it might give you a bit more information than you were hoping for.

You can also try jiggering with the bearing setting on the TDC for more of an 'off the cuff' situation. That has helped me on more than a few occasions. (Sunk my fist destroyer that way.)

Hope this is of some help.
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Old 09-27-05, 12:14 PM   #8
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Calculate AoB via formula.

AoB = 180 - (Target Course) + (True Bearing to Target)
[if the AoB value from the above formula is greater than 360 then subtract 360 from it.]

To find the true bearing to the target use the following:

True Bearing to Target = (U-boat Heading + Bearing to Target)
[if the "True Bearing to Target" value from the above formula is greater than 360 then subtract 360 from it.]

Someone please correct me if these formulas are wrong.
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Old 01-20-12, 06:22 PM   #9
gi_dan2987
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Quote:
Originally Posted by oblio View Post
Calculate AoB via formula.

AoB = 180 - (Target Course) + (True Bearing to Target)
[if the AoB value from the above formula is greater than 360 then subtract 360 from it.]

To find the true bearing to the target use the following:

True Bearing to Target = (U-boat Heading + Bearing to Target)
[if the "True Bearing to Target" value from the above formula is greater than 360 then subtract 360 from it.]

Someone please correct me if these formulas are wrong.
I know this is an old post, but it is possible to figure AOB given the intercept angle (angle at which your two course lines intersect) and your relative bearing to the target. Obtain the target's course using any method available (two range/bearing estimates typically), then plug them all into this formula. 180-(Intercept Angle + Relative Bearing)=AOB But if you know the enemy's course, wouldn't you just maneuver to intercept him at 90 degrees? I like to obtain the enemy's speed and course, then maneuver to intercept him for a 90 degree straight-run offset shot. That way range doesn't matter since you already know what the angle on bow and speed is (unless he changes either of the two, then you're screwed anyways). As long as you fire when he's at the proper bearing, assuming he maintains course and speed, your torps will hit him at any distance. I use this technique a lot in SH3GWX3 with makman99's 4 bearing hydrophone technique. If everything works right, you won't have to see the target, raise a scope, or even surface to make him into a fish sanctuary.
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Old 01-20-12, 07:30 PM   #10
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Quote:
Originally Posted by gi_dan2987 View Post
I know this is an old post...
Not only that, but you're giving advice to a member who hasn't posted on these forums in five years. His last look at the forum was two years ago. He's not very likely to get your message.
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Old 01-21-12, 02:09 PM   #11
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Quote:
Originally Posted by Sailor Steve View Post
Not only that, but you're giving advice to a member who hasn't posted on these forums in five years. His last look at the forum was two years ago. He's not very likely to get your message.
That's OK, it helped me. I hadn't played SH3 in about 3 years, until I found the game disk a couple of weeks ago. And 6 years after buying the game and joining the forum, I just this week started posting.

Having this thread resurrected helped me a lot, since it showed up in "new posts".

Now, if I can just figure out how to know which countries are neutral during the game....

Thanks,
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Old 01-22-12, 01:37 PM   #12
gi_dan2987
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Quote:
Originally Posted by Sailor Steve View Post
Not only that, but you're giving advice to a member who hasn't posted on these forums in five years. His last look at the forum was two years ago. He's not very likely to get your message.
Oh well, at least the knowledge is out there now for everyone.
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Old 09-27-05, 12:47 PM   #13
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The real problem in SH3's AOB is that they got it WRONG ...the team obviously researched a lot about WW2 subs but since info about US subs was easier to find they used the american AOB concept, which is meant to be used with a TDC equiped with position keeper, like the US TDC was and not for a german TDC The german AOB is constant and works for all ships in a convoys that follow the same course, but the US one is not
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Old 09-27-05, 03:03 PM   #14
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1. Get target's course through your observations
2. Chose a bearing that you will fire at the target on
3. Draw a line from your sub along your chosen bearing so that it intersects with target's course
4. Measure that angle with the protractor. This will be the aob when the target reaches your firing bearing.
5. Enter AOB manually
6. When the target reaches the bearing you have chosen, fire!

If you want to target specific parts of the ship, then set your periscope for your "firing bearing" and wait until the section you want to hit enters your crosshairs.

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Old 09-28-05, 03:28 AM   #15
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I'd suggest trying out etchasketch's excellent AoB wheel. In combination with other methods described above, I've had very good luck with it. It's also very satisfying to use, and you get to have fun with scissors, cardboard, and glue.
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