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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#46 | ||
Captain
![]() Join Date: Jan 2004
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Its hard to do execute end-arounds in a S-boat. |
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#47 |
Eternal Patrol
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Location: Southampton. UK
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Calculating Speed and Course combined
Providing you are dived, your passive sonar gives you a bearing. Use the "marker" to place an "X" at the extreme end of that bearing and note "time".. As the bearing rate alters, place another and so on until you have about 6 or 7 "X's". They may seem to be scattered but you can take a mean line through them, using the "ruler". This should give you a fairly accurate course of the target until you close to your "prior to aiming point". Having those "X's" timed you can now work out speed by taking the "compass" tool and get "distance travelled by target" measuring from your first "X" marker to your last......in so much time, (which you have noted), target has travelled so many nm or meters(or parts of)...you have your speed to within + or - 1Knt.
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#48 |
Mate
![]() Join Date: Mar 2007
Location: ...Let me get back to you on that
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Not really a favorite per se but it's currently the only way I know how to get speeds and it works.Yes...........I guess the speeds
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Silent Hunter-Napalm.86 |
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#49 | |
Silent Hunter
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Location: Riverside, California
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#50 | |
Lucky Jack
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“You're painfully alive in a drugged and dying culture.” ― Richard Yates, Revolutionary Road |
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#51 | |
Pacific Aces Dev Team
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I think it is the target bearing in the own ship dial what will tell you if speed is good or bad, not the AOB. The AOb in 99% of the situations is dynamic, i.e. changes constantly as the ships approach. Only exception is the one described above. ![]() I think ![]()
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One day I will return to sea ... |
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#52 | |
Machinist's Mate
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#53 | ||
Lucky Jack
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In fact, if you are dead on with you PK. Lower the scope. Watch your distance to target slowly diminish. Once you are under 1500 yards, fire! No need to look in the scope when you do this because the PK has keep the constant provided your last calculations were very accurate and the target did not change speed or course. Watch the clock until you hear "TREFFER" oops "Torpedo hit".
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“You're painfully alive in a drugged and dying culture.” ― Richard Yates, Revolutionary Road Last edited by AVGWarhawk; 04-04-07 at 11:41 AM. |
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#54 | |
Born to Run Silent
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#55 |
Helmsman
![]() Join Date: May 2005
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Personally, I lick my finger and point it in the air to guesstimate.
![]() In this game, unless you are firing A) beyond range of 3000, B) at a target as it zig-zags or C) at a ship which is bearing straight in on you.... the solutions aren't terribly difficult. Generally, 2 clicks left or right will hit. For me, it only gets tough when the ranges are under 800... say when a DD is hunting you at full speed. Then its a tough call, no matter if they are doing 5kn, 9kn, 21kn or 34kn. Getting the solution right at that range is a pain. Less so if you open the tube first. Caveat: I try to take all my shots with a 90* angle on the target, thus my generality of 1-2 clicks works well... its rare that I slip one past the target. |
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#56 |
Mate
![]() Join Date: Mar 2005
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From the book Wahoo by R.H. O'Kane:
"Two more fish were on their way to hit amidships and under her bow, all in an elapsed of 15 seconds. Buckley reported, "All hot, straight and normal," but I could see the faint, blue smoke of our last torpedo heading towards, not leading the enemy. They would all miss astern. We fired another torpedo with the destroyer's speed on the TDC increased to 18 knots, but now alerted, she turned away just in time..." They had the same problems in the real thing, too....Missing a DD at point blank range because of a 5 knot speed TDC entry error.
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Currently onboard USS Cuttlefish (SS171) Sub school, New London, CT ![]() |
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#57 |
Watch
![]() Join Date: Apr 2007
Location: Belgrade, Serbia
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#58 | |
Lucky Jack
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“You're painfully alive in a drugged and dying culture.” ― Richard Yates, Revolutionary Road |
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