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Old 08-19-07, 04:52 AM   #1
gutted
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no need to calcuate
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Old 08-19-07, 06:49 AM   #2
Von Manteuffel
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Sorry, tried to post a table, but it wouldn't take.

Anyway, basically, there are three torpedo speeds: 30 knots ( G7a set at Slow & G7 e ) ; 40 knots ( G7a at Medium ) ; and 44 knots (G7a at Fast ).

As a rough calculation, a torpedo will take 6 seconds to cover 100 metres at 30 knots; 5 seconds to cover 100 metres at 40 knots and around 4.5 seconds to cover 100 metres at 44 knots.

So, if your target is 1200 metres away, a torpedo travelling 44 knots will take 12 x 4.5 = 54 seconds (approx) to reach it.

During that time, if your sub is travelling at, say, 4 knots, it will put 100 metres between its position at impact and the original firing position. 1 knot = approx 0.5 metres per second.

I have some tables I use for this, if someone can tell me how I post them here, please?

Last edited by Von Manteuffel; 08-19-07 at 07:01 AM.
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Old 08-20-07, 04:58 PM   #3
gutted
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again...

in SH3; since the AOB, gyro angle and periscope are linked... there is no need for any calculations.

just input the target's speed and point your scope on the bearing that makes 90 degrees to the ship's course. input an AOB of 90, then turn your scope back towards the target until the gyro reads the intial course you put your scope at. fire as he is passing through your crosshair.

thats it.

so if you are perfectly perpidndicular to your target.. you input his speed then put your scope at 0. input 90 AOB then turn your scope left or right until the gyro reads 0.


if he is coming from your left, and you are pointed in towards his course by 30 degrees.... you would input his speed then turn your scope to the bearing of 30. basically you are looking at the point where you will be at 90 AOB. at that bearing you input 90 degree starboard AOB. then turn your scope left until the gyro reads 30.

basically, since the AOB is linked with the scope when the manual entry button is turned off on the F6 screen.. all you have to do is put in an AOB at a certain bearing. if you have the speed dialed in... when you move your scope the AOB dial adjusts itself so that it is correct no matter where you are looking.

we want our torpedos to impact at 90 degrees so that the range doesn't matter. with a right triangle between your torpedo's course, the ships course.. and the firing angle the range doesn't matter (.ie the proportion of the triangles legs are the same at any range).

it's alittle harder in SHIV as the AOB and gyro angles aren't slaved to the scope like SH3.. but it's not harder by much. i made a table with precomputed firing offset angles for different speeds using a very simple trig forumula to find the needed angle for fast or slow torpedos.

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Old 08-20-07, 06:42 PM   #4
Mush Martin
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I do this quite a bit and by and large what I find helps is that instead of
analyzing the attack beforehand in terms of range and distance I tend
to think of it more in terms of interval. (duration of launch and trip time
per torpedo) in accordance with my usually perpendicular attack angles
(Long Range) what I do is start longest to shortest.

although the fellow above is correct it doesnt all have to be at the same
second to prevent evasion the closer you get to simultaneous strikes the
less chance there is for responses by the enemy.

total simultaneous first strike is not always necessary but it is the acme of
skill IMO.

MM


[edit] Im with steel tomb on this too. a customized practice range built in single missions
can really help your approach in career. (ie, using a simulator on shore before sailing)

similarly I used mission editor to build escort groups on a practice range and used
free cam to study their tactics and patterns while they hunted me.
helping my evasion techniques in career. this was very cool to watch.
buttercups deliberate and creeping attacks sprint and drifts the whole ball of wax.
people love to knock the ai around a bit but what a great job they did. to me
as I did this it seemed miraculous to have the ability to play against such.
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