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A-ganger
![]() Join Date: Jul 2007
Posts: 76
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Hello and welcome to my tutorial on the Dick'O Kane attack method.
Mods used in tutorial Just before i start ill just clarify a few points about my mods so that eliminates questions later, these mods will allow you to adjust the dials manually more easily than the stock version: NewUIs_TDC_1_1_0_ByTheDarkWraith BRF 1.3 full Enhanced Ship Recon Manual V1.02 Old Style Explosions V1.1 Damage assessment Important Points about the Dick'O Kane (DoK) attack method This attack method was designed to be used in US submarines. A number of captains used the DoK method as their preffered choice to calculate a firing solution due to the fact it helped to overcome the inadequacies of the position keeper. This tutorial will show you how to apply the same method in UBoats. This solution is not as accurate as some of the other methods available to you, however it is easy to set up and execute allowing minor discrepencies in your infomation gathering. The following points should be taken into consideration: 1 - It works for any angle. 2 - A gyro angle of 000 once the solution is completed will eliminate range from the equation. 3 - This method is best used on large single targets or large convoy groups in line abreast formations (as in tutorial). 4 - Targets MUST be on a constant speed and heading for this method to be accurate. 5 - The DoK method allows you to engage as many targets almost simultaneously as you have fore torpedoes loaded (in most cases 4 if you so choose). The ability to engage multiple targets with a single firing solution is a massive plus, however the drawbacks being your unlikely to score kills with single torpedoes against larger vessels. In this instance you can double up torpedoes or alternatively hit them with one and cripple them. When they fall behind the convoy and escorts, they are just tonnage waiting to be claimed. The Dick'O Kane attack tutorial For this tutorial i played with map contacts on and free camera to allow for better understanding. So on to the scenario.... ![]() Slide 1 ![]() So we have detected multiple noise contacts, and have established that they are heading roughly due east or on a heading of approx 90'. We can tell this as the sonarman has informed us of their bearing and that they are closing from long range. All we will do now is make sure that we are at periscope depth, waiting to see the ships with the attack periscope and prepare to intercept. Slide 2 ![]() Once the ships are visually in range we can prepare to intercept and set in motion our plan of attack. Slide 3 ![]() Now we need to mark the nearest ship to you and ascertain as to where his heading ill take him on the map in relation to our submarine. We do this by marking with the pencil tool the dead centre of the ship in question. Repeat this process after about 1 min to have 2 points marked (note - the more marks you take the more accurately your ruler will mark his course). Slide 4 ![]() Use the ruler tool to link the 2 marks you made and extend through the target and out past your area of operation, at this point be sure to be accurate with your measurement, I will set up at a 90' angle. This will give me a greater chance of a kill due to a decreased chance of non detonations from a shallow torpedo strike angle, and maximum target profile (The whole length of the target) Slide 5 ![]() Now we use the targets course to set our sub up at a 90' angle, use the protractor to accurately mark a 90' angle and position you sub anywhere on that line, remembering to take into account the distance for your torpedos to arm and the enemy watch crews will be looking for you! Remember your sub MUST be stationary so the knot counter is showing 00. In this example i set up approximately 1km from where the nearest ship will pass. You should aim to set up the same distance from the nearest ship as the convoy is deep, in this way your torpedoes should impact at roughly the same times give or take 30seconds. Slide 6 ![]() Now we must work out speed. To do this we need to one ship in question, lock the ship in your periscope and bring up the recognition manual. You need the Enhanced Ship Recon Manual V1.02 Mod as this will give you the length of the ship. Once you have the length you can dismiss the weapons officer and unlock your target. Slide 7 ![]() Now place the crosshair of your attack scope at the bow of the target and start your stopwatch. Slide 8 ![]() As the target passes through the other side of your crosshair stop your watch. We now have the length of the ship and a time. Now comes the maths: [L(length)/T(Time)] x 1.94 = S(Speed) once you input these values and get your answer you can round up or down to the nearest whole number giving you the targets speed in knots. eg an answer of 5.86 is rounded up to 6 knots. Slide 9 ![]() Now you have the speed of the target we can manually input that into the TDC. Unlock it by clicking this button, now we can adjust the dials as we please.(note - you need NewUIs_TDC_1_1_0_ByTheDarkWraith or a similar UI mod to see the dials). Slide 10 ![]() Scroll the speed round to your calculated answer. Last edited by Aufklarer; 04-10-10 at 04:40 PM. |
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