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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 | |
Commodore
![]() Join Date: Jul 2002
Posts: 608
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#2 |
Fleet Admiral
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It really should be written Angle of the Bow
So you telling me that my AoB is not just the reciprocal of my bearing? <ducking and hiding> I actually did that when I started in sub sims. I can't remember which one first introduced AoB but I quickly found out the error is my ways ![]()
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#3 | |
Commodore
![]() Join Date: Jul 2002
Posts: 608
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If you "pull lead" to optimise your gyro angle, you need to take care that you don't, at the same time, skew the AoB (check target heading on the TDC to be sure) . Whether you align your crosshairs with your bow or adjust them to lead the target, the target still needs to be at 90 AoB when it crosses your bow. (With a proper lead, you will fire prior to the target crossing your bow such that the torpedo impacts the target exactly as it crosses.) |
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#4 | ||
Ocean Warrior
![]() Join Date: Jan 2008
Posts: 2,909
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The reciprocal of your own bearing is the bearing from the target to you. If you were sat stationary, pointing north and your target were directly ahead of you on a relative bearing of 000 and sailing NE, then the AoB would be 135 degrees to starboard. If the ship were due west of you and was sailing south, the relative bearing would be 270 and the AoB would be 90 degrees to port. If you have two of the three pieces of info, target true bearing, target AobB and target course then you can work out the missing one. |
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#5 |
Navy Seal
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Angle on the bow is easy. It's a point of view problem, that's all. Just step off your submarine! You're just on the wrong boat.....ship.....vessel.....whatever.
Angle on the bow is your bearing from the target! The only thing different is that it is counted from zero at the bow to 180 on the stern and then starboard or port is attached, depending on which side the bearing is on.
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Sub Skipper's Bag of Tricks, Slightly Subnuclear Mk 14 & Cutie, Slightly Subnuclear Deck Gun, EZPlot 2.0, TMOPlot, TMOKeys, SH4CMS |
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#6 | ||
Commodore
![]() Join Date: Jul 2002
Posts: 608
Downloads: 25
Uploads: 1
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#7 | |
Admiral
![]() Join Date: Aug 2007
Location: Suomi, sauna, puukko, perkele
Posts: 2,346
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Wazoo's great "Fast 90" tutorial: http://www.paulwasserman.net/SHIII/ |
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#8 | |
Commodore
![]() Join Date: Jul 2002
Posts: 608
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With the bow as a 90-degree reference point, you can use the crosshairs to adjust for lead. With the crosshairs as a reference point ... how do you lead the target? Admittedly, I can see where your method would come in handy. For instance, a running surface attack on numerous targets. As soon as you judge yourself to be broadside of your current target, you take a bearing and shoot. As long as you've already set the AoB meter for 90 degrees (starboard or port, as required), any bearing sent to the TDC should give the torpedo a correct gyro angle. * Again, not meaning to imply that AoB is, itself, relative to the sub. |
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#9 |
Fleet Admiral
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Thanks to Rockin Robbins
Rockin Robbins,
I have been using the 90 AoB targeting system that you described. I still don't understand it I still think it is magic I still think that you are probably BSing me But I AM putting holes in the floaty things without having to ID the ship or take a single range reading. I don't know why it works and I probably don't have a need to know why it works But it works, the floaty things have holes in them and I am having fun This old dog at least learned to fake a new trick anyway Thanks ![]()
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abusus non tollit usum - A right should NOT be withheld from people on the basis that some tend to abuse that right. |
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#10 | |
Navy Seal
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Sub Skipper's Bag of Tricks, Slightly Subnuclear Mk 14 & Cutie, Slightly Subnuclear Deck Gun, EZPlot 2.0, TMOPlot, TMOKeys, SH4CMS |
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#11 |
Commander
![]() Join Date: Jul 2007
Location: Crush Depth
Posts: 449
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Here are a couple of images that document the math needed to understand. Part I shows the geometry, part II steps through the math. I can't help you if you don't understand Trigonometry, that requires a course.
![]() ![]() You don't need the range X. It doesn't matter, if you have the speed of the ship correct and you really are at AoB of 90 degrees. And if your torpedo goes at the rated speed. (In reality range does matter, because there is a curve in the torpedo's path, unless you have the sub pointed down the torpedo track.)
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