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#1 |
The Old Man
![]() Join Date: Apr 2005
Location: New Orleans, LA.
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i tend to use metric but 680 yards does seem abit close for a 30 degree gyro angle. that could be your problem right there. but that also begs the question of... why are you firing with a 30 degree gyro angle to begin with if you have the time to wait for a 5 or 10 degree gyro? the more gyro the less accurate.
maybe someone else could chime in, but whats the inital torpedo run (in yards) before the torpedo makes its turn? also... a +2/0/-2 spread is abit wide imo. i rarely go over +/- 1 degree. usually its +/- .5 degree. but thats just my two cents. |
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#2 |
Sea Lord
![]() Join Date: Sep 2007
Location: Reno Nevada USA
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Gutted that is what makes this so strange a +2/0/-2 at 1000 yards all going in front?????? and than 3 more at 700 doing the same thing.
He seems pretty sure of the target speed and that is about the only thing I can think of. the straight run is about 4 to 500 yards I think? Edit that seems to be more like 2 to 300 yards. Magic
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Reported lost 11 Feb. 1942 Signature by depthtok33l Last edited by magic452; 10-16-09 at 03:10 AM. |
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#3 |
Swabbie
![]() Join Date: Oct 2009
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Thanks for the replies - I'll try to answer the questions.
It's game version 1.5 + RFB + RSRD, on 100% realism. 'Why a 30deg gyro angle' - well, given the geometry of the situation, if I shoot at 0 or 5 deg gyro it'll make the angle of torpedo impact with the hull closer to 90deg, which I'm trying to avoid because of the famous dud problem. I was going for something more like a 'several tens of degrees off perpendicular' impact. 'Why -2/0/+2 spread'; - mostly because I've been missing a lot, and I wanted to give a big spread to increase my chances of *something* hitting :-/ But I have a theory - I'm not sure yet if it's true and I'll not have time to check it before this weekend. But here's the thing. At close ranges (inside 3K yards maybe) I'm using the stadiometer as my primary range tool. I believed my estimated track was right because I could put the scope down, wait a minute, pop the scope up and see the target right where predicted, both bearing and distance (to within a few yards). But here's the thing. The recognition manual has these red bars at the top of smokestacks, and I've been using that as the reference height. (Not sure if they're from the stock game or one of the mods). But when I've watched tutorial videos on youtube, the person always uses the *mast* or rigging height - basically the tallest point on the boat. The stack is often lower than the tallest mast. Check my thinking here: if I'm using too low a point, that means the target is closer than I think it is. So my torpedoes will swim out in front of the target because they they're heading for an impact further out. One reason I'm not sure about it is that I've seen a good match between the stadiometer distance and the sonar distance. Now I know the sonar can have a large error, but at close ranges it seems *pretty* good, and certainly not 20 or 30 percent inaccuracy. Anyway, is my assumption wrong that I should be using the part of the structure marked with a red line in the recognition manual? Or should I rather be using the very top part of the mast or rigging? Sometimes the masts can be hard to see from a distance, so I had assumed they picked the easier to see smokestack instead. Maybe this could be my problem? Some ships have a big difference between the two heights. It could be a large range error, yet everything *else* would look fine, because when I check the range against TDC predictions, I'm using the same (flawed?) method. |
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#4 |
Straight and True
![]() Join Date: Jul 2009
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actually, I think you ARE supposed to use the red marks on the stack where indicated in the Recog. Manual.
So... that's shoots that theory down.. ![]()
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#5 |
Sea Lord
![]() Join Date: May 2008
Location: London UK
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Hmmmm
![]() Something springs to mind. I'm not running RFB at the moment but when I did I don't remember it having red marks in the recognition manual telling you where to range from. Is it possible you tried another MOD before RFB, eg. SCAF or TMO, both of which do use the red lines, and either of those is still installed, thereby screwing up your range estimation? At the moment that is all I can think of for your problem. |
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#6 |
Sea Lord
![]() Join Date: May 2008
Location: London UK
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Yep - just enabled RFB 1.52, checked out the recognition manual, NO red lines telling you where to range from.
From page 39 of the RFB manual: " Determining the Correct Distance Measure Reference Point In order to reduce confusion while remaining true to the dat apresented in the ONI manuals, the following reference points are used for each class of ship. . . . Merchant Ships: Top of the tallest mast Aircraft Carriers: Flight Deck All other warships: Top of the tallest funnel" Just to re-iterate: RFB recog manual does not have red marks in it, other mods eg. TMO and SCAF do. I'm guessing you may have a case of MOD SOUP going on here. Did you try out TMO or SCAF before settling on RFB? If you did, the recog manual change bit of the previous mod may still be enabled. That could screw up your range reading, and therefore screw up your shot. You are quite rightly not going for a dead 90 shot to reduce the chance of duds, but because it is not a zero gyro angle shot an accurate range estimate is required. Reading about your problem I would normally say that your speed estimate is wrong ( that will FUBAR your solution every time!), but you seem so sure that your speed estimate is right that this is the only explanation I can come up with. Anyone else any ideas about this fellas problems? This is the only explanation I can come up with. |
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#7 |
The Old Man
![]() Join Date: Apr 2005
Location: New Orleans, LA.
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likely the problem.
the larger the gyro angle, the more important the range to the target needs to be (at 0 gyro, range doesn't matter at all.). Also the further the range, the less actual gyro is needed to hit the target. two targets at 20 degrees periscope, will require different gyro angles if one is at 1000m, and one is at 4000m. ofcourse this would mostly only apply if they were moving. the torpedo going for the further ship will take longer to get there, and needs to lead the ship further.. and hence less gyro. so if the ship is actually closer than what the PK thinks it is (your problem)... then you aren't getting enough gyro. the torpedos pass in front of him to hit the imaginary ship the PK is tracking further away. try turning on map contacts for a mission (or two), to check that you are getting good stadimeter readings. if you are way off, then you are using the wrong parts of the target to use the stadimeter on. |
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#8 |
Sea Lord
![]() Join Date: May 2008
Location: London UK
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Another idea
Try the Dick O Kane targeting method Requires no stadimeter range finding I've been using this method for a year works every time http://www.subsim.com/radioroom/show...6&postcount=67 Let us know how you get on |
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