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#1 |
Crusty
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LIke wise
Thanks for posting this information as well .. I saw another variation using the RAOB ..crossing the same line and than dividing th lenght of the ship by the seconds on the clock than multiplying that by two .. However using the UJagged ,, forget about all that mess .. Nice thanks ,, any now of a shortcut to find AOB on a fly ?
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#2 |
Sonar Guy
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Historically it was estimated by experienced crew. The identification book shows what the targets look like for various angles.
The problem with the AoB is that you need to feed it into the TDC along with an estimated range. What I'd like is an easy way to estimate the target's relative heading, ie the angle where its course and your course intercept, because with that one you don't need to consider the range or the use the TDC.
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#3 |
Sparky
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Ok another question. I have tried the U-jagd chrono method, I have watched the tutorial, and first I had in sight a small composite freighter, the max speed of which is 13 knots. I use the u-jagd and get 14 knots, so I set the speed to 13 thinking I made a mistake. The torpedo barely hit the back of the ship......
next I was hunting a "convoy" of one small composite and a modern liner. The modern liner's top speed is 17 but the small composite has 13 knots,, since they are in a convoy my guess is that speed is 13 (oh yeah Benno says moving fast, that's how I know the speed isn't 12 or 6 knots). I use u-jagd 2 times I get a speed of 14 knots......I am really careful when I start and stop the watch. So I fire two torpedos at around 1100m one barely scratches the front of the ship the other one misses...... Any suggestions or something.....anyone?? :/ |
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#4 | |
Sonar Guy
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Then you can make sure that the other variables are correct, such as AoB, and range, using the drawing tools, and eliminate those as a sources of error. Use pause if you have to.
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#5 |
Sparky
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Thanks for the reply jason, well I use the external view to check course, I use advanced shift kesy to check range, I have a pretty high success rate but the problematic factor is the target's speed, more accurately it's calculation.
Well thank you for the help but I will rather try trial and error in "realistic circumstances" ![]() Last edited by Maki4444; 01-20-12 at 07:04 PM. |
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#6 |
Sonar Guy
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Then check torpedo speed and torpedo skill speed fix.
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#7 |
Sparky
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I alreadyhave the vanilla torp fix
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#8 | |
Silent Hunter
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![]() Quote:
1. Make sure your heading/course is constant. Even bobbing around due to wave-action could be enough to mess it up. Submerged should make you more stable. 2. Choose to be at a dead stop (0 knots actual speed), OR make sure the persicope is looking straight ahead (bearing 0) or to aft (bearing 180) while you are moving forward measuring the time of crossing. This means you should turn your uboat's course to be infront of the target's bow before this all starts. A complete deadstop is not really realistic because some speed is neccesary for depthkeeping. So the latter option of 2. is more appropriate and reliable.
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