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Old 09-11-09, 01:41 AM   #1
magic452
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Default Two Vewctor Analysis targets.

In the Skippers bag of ticks there was a discussion about hitting two different targets in the same column using high and low speed settings for the Mk. 14 using 2 vector analysis solutions.

I played with the idea of turning the boat to get off two shots that would impact the targets at about the same time, before the ships can react by turning and/or slowing.



I was firing from about 3,200 yds at merchants at 9 Kn.

The first target was the lead ship with a 31Kn solution with a shooting bearing of 15° and an approach angle of 75° to the target course (AoB)

The second ship was at 46 Kn. and turning the boat to about 60° angle, with a shooting bearing of 10°

I also shot a third target in a different column that does not show with the pic. with the same 46 Kn. solution. These torpedos hit about 5 seconds after the pic. Hitting two ships in different columns is a piece of cake.

While this attack was very successful, all three went down for about 16,000 tons, I could not turn the boat with any degree of accuracy to get off good second shots, most of the time I could only get one of three fish to hit the second ship. This is just not accurate enough to use.

This MAY work better against fast warships as you wouldn't need to turn the boat as far. I don't know enough about the mission editor to set up a warship encounter.

I'm posting this in a new thread as I didn't want to hijack Rrockin' Robbins thread.


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Old 09-11-09, 10:56 AM   #2
Armistead
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Good job.

I use to have a fit with the fast DD's running the slot. Trying to use a stad setup was impossible. With Vector or even O'Kane, I can now usually take out 2-3 dd's. Do use a little bit more angle.

I've hit a few at the same time, it's a glorious thing.
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Old 09-11-09, 07:17 PM   #3
I'm goin' down
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Default I couldn't resist

The attack scenario on two ships that you describe is from an older thread/video. Try this.

If targets are on the same course or close to the same course and on running parallel, attack using the Easy AoB mod, taking on the faster target first. You can verify your solution on the Attack Map.

After torpedoes are away to the first target, swivel the periscope to the second, adjust the second target's speed on the TGT dial, reset range, and fire at it. (If you have time, check the Attack Map to verify the firing solution.)

After the torpedoes are away to the second target, swivel the periscope to the third target, adjust the TGT dial for its different speed and range, then fire.

I have nailed three targets in a single attack run with this method, but I haven't hit a fourth yet as it will probably require firing the entire quiver of loaded torpedoes with a 80 percent success ratio to take out four, plus you may have to return to the scene of the crime and finish any damaged ships with the deck gun.
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Old 09-13-09, 02:43 AM   #4
magic452
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@ armistead I like the 60° to 70° approach as it puts me in a good position relative to the escorts and a low profile as well. The flanking DD is most often far enough behind to give me a clear shot and not be on my tail too quickly.
That's why I don't use the O'Kane method, only vector analysis.

A 65° approach will give you a shooting bearing equal to the targets speed. You can adjust up or down 1 degree for 70 or 60° approaches.

My goal is to hit at least 2 merchants and get the heck out of there before the escorts can find me, I have a great dislike for depth charges.

On a recent patrol I racked up 74,000 tons, most with vector shots and only had one DC dropped near my sub. Strange thing was that all this happened within a 40 mile circle and in a day and a half. I had just reached my patrol area and had to hang out for 2 days with no torpedos to complete my mission. I've never seen so many ships in so short a time.

@ I'm goin' Down I haven't tried easy AoB yet but will do so soon as you and others seem to have great luck with it.

Magic

Edit Here is the map of that patrol:


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