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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#16 |
Sea Lord
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Range only matters for shots when your u-boat IS NOT 90 DEGREES TO THE TARGET TRACK!
But when you are shooting 90 degrees to the target track, range does not matter. ![]() |
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#17 |
Watch
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11) Drive sub to course 90 degrees to target track. Open tube doors.
how to do that without drawing course on map?? how can i know that iam perfect 90 not 93 for example?? |
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#18 |
Samurai Navy
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TargetSpeed x sinusAoB=TorpSpeed x sinusDeflection at the moment of firing. So distance doesn't matter at any type of shot 90degrees or not. Torpedo and target are always on the same relative bearing and this is the only condition. Range has to be used if you have to define the deflection by plotting, but this is another case.
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#19 |
Seasoned Skipper
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Damned !
And meanwhile you calculate(at first you must found the table of sinus and cosinus[ where is it Leutnant ? Forget at Kiel Herr Kaleun !) every parameters are changing ! Are you pressing "pause" during your mathematic operations ? ![]() |
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#20 |
Samurai Navy
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In the game it is one man show. In reality there is an entire firing control team. So, it is not bad to "pause" and use your wheels and tables.
Finally the range in the game is used only to calculate the speed of the target. The formula is R=2*SrAlos/(Bearing rate). Where Sralos=Subspeed*sinusLeadingAngle+ or - Targetspeed*sinusAoB. That's why if you have AoB=0 and measyre the Bearing Rate, you have the distance of the target. By the target range you will deside at what distance you will shoot, in order to set the spread angle etc. For the firing angle, you don't need the distance, because the function is the one that I mention on the previous post. For the solution for DA of the function you replace AoB=Ib-DA. Ib is the impact angle of the torpedo on the target, which is actualy defined by your coarse at the moment of fire relative to the target coarse. So the captain has to deside at which range will shoot and at what impact angle. Best is 90degs of course. In have determind the Ib pro-launch so you resolve the function for DA and you have it. This is the theoritical mathematical background of the approach and firing procedure. That's all.
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#21 |
Ocean Warrior
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Oh dear,surely Zeus will be angry for this.Beware the thunderstorms
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#22 |
Rear Admiral
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#23 |
Ocean Warrior
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As long as its the Kraken from the old COTT,this new hollywood crap doesnt appeal to me
![]() But I agree,release the kraken! ![]()
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#24 | |
Rear Admiral
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![]() Quote:
And by "star power" I do NOT mean Harry Hamlin, lol. |
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#25 |
Samurai Navy
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I think it is KRAAKEN.
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#26 |
Ocean Warrior
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Going back to the issue about range,the best and probably most efficient way to get range is to first get yourself into a good position ahead of the target,calculate its future course from your plot markings and extend the line say 25km or so,get yourself well ahead of the target into your attack position,make a point from your UB to the target course line,measure,and there,you have a good range estimate,unless of course the target has changed course or is struggling in rough sea,he could veer a few 100m from his track.Calculating range on the fly is difficult and then estimates will be needed,but you can make life easier by maintaining exact course and speed with the target and make a plot for your UB to the ship and measure,and the distance should be constant,then fire when you have a good angle on his beam.
As has already been said,range is only really important with angled shots,and steep angles at that,90 degree bow shots range is irrelevant. Speed of the target is the most vital piece of data,getting it wrong causes your torpedoes to pass either fore or aft of your intended spot.And I tend to favour the fixed line method for getting speed,maintain course,and change your speed until his bow is constant with your crosshair's vertical line.This is difficult in rough seas mind,an average will be needed if you intend to still attack. I ALWAYS (unless against very fast ships in which case a running perpendicular attack will be needed) set up well in advance of the attack with all the attack data known and put into the TDC,and set up attacks on MY terms,at a predetermined spot and range (in ideal conditions).And also make sure you observed your target prior for a good 30mins or more to be ceetain of its course and speed etc.
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#27 |
Ocean Warrior
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Kraken is from the old Norse tongue,and is spelt Kraken
![]() ![]() These sea monsters were believed to exist in the sea between Norway and Iceland.
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#28 |
Sparky
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Everything is crystal clear except for the bearing rate. Can someone explain what it is and how to obtain it?
By the way Geo brilliant stuff if you have more then keep them coming!
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#29 | |
Ocean Warrior
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![]() Quote:
And to obtain it simply unlock the TDC until the green light comes on,if the target is ANYWHERE on your port side set the dial to 90 deg port,and anywhere on your starboard side set to 90 deg starboard,then,lock the TDC until the light goes red,then point the scope to the target,lock it,and the TDC will update the bearing for you.The TDC was a rudimentary computer,its job was to make the commander's job easier,and so should you see it that way,trust your friend the TDC ![]() Of course,if the attack data is wrong so will the torpedo release angle be wrong,you must be certain all your data is true before an attack.
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#30 |
Samurai Navy
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Bearing rate is the change of bearing for given time. This means in 3minutes the target traveled from 320 to 323. So the bearing rate = 323-320/3min = 3degrees/3minutes=1degree/minute. For the function above, you have to use yards-knots-deg/minute.
It is bearing rate actually that is calculated by the stopwatch in order to give the speed of the target. Of course, the bearing rate changes so you have to keep no more than 3minutes for calculation. Furthermore, the greater the bearing change (great AoB, high speed) the more accurate the bearing rate is.
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