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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
DILLIGAF
Join Date: Feb 2007
Location: florida
Posts: 2,058
Downloads: 210
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Come on you have never done that?
I took three ships out without touching anything but the rudder. Manual set up. Scope set to zero. Most likely 1000 yards or less from the targets. All I did was turn the boat and fired 6 fish into three targets sinking all three. You lose about 5 seconds for speed run up so you just lead the target. It is the same on radar or sonar bearing shots. You know that receiver has to go around so you never shoot at the target because it will always lead your line of fire. You can't sit at the sonar and at the scope so you learn to lead the target. I took out the Yamato in a typhoon with an average yardage of about 1000-1500 using radar alone. You do not need math when you know how the devices your using work. It is like using the Israeli instinctive shooting method. You just know where it is going.
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Self-education is, I firmly believe, the only kind of education there is. ![]() ![]() Mercfulfate 将補 日本帝國海軍 |
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#2 |
The Old Man
![]() Join Date: Dec 2005
Location: Philadelphia Shipyard Brig
Posts: 1,386
Downloads: 160
Uploads: 19
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Yeah, I'm familiar with "Kentucky Windage", my oldest son was a US Army artilleryman (motto, Ready, Fire, AIM!). IIRC it was Edward L Beach himself who used the "angle-off" method, guesstimate the speed, set range at 1000, speed and AOB in the TDC to zero so you have a zero gyro angle, then fire when the target hits the crosshairs 10 to 15 degrees left or right (depending on estimated speed and crossing direction). Instead of firing a spread, fire all tubes on the same bearing but spaced out 10-15 seconds apart, the motion of the target takes care of the spread all by itself.
I still find it much faster to shift scope, click send button, and fire than to turn the whole sub. |
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#3 |
Silent Hunter
![]() Join Date: Sep 2010
Posts: 3,975
Downloads: 153
Uploads: 11
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![]() For those who like approximate methods, you can try the SPEED PLUS 3 method. |
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#4 |
The Old Man
![]() Join Date: Aug 2006
Location: Yonkers, NY U.S.A.
Posts: 1,507
Downloads: 154
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This video may help:
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#5 |
The Old Man
![]() Join Date: Dec 2005
Location: Philadelphia Shipyard Brig
Posts: 1,386
Downloads: 160
Uploads: 19
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Good video.
![]() I keep forgetting to mention, one type of mod that's a must have (unless you're already running a mod that includes it) is one of the ship acceleration physics mods. In the stock game a freighter chugging along at six knots sees a wake, lights the afterburners and peals out like a hot rod on a drag strip. It's especially aggravating if you're playing an Asiatic campaign because you're bound to run across those floating fiascos that have half a dozen tiny troopships escorted by a bunch of crazy destroyers and 3 cruisers. They start out in a perfect formation and a few miles later the cans are zipping in and out of the columns causing the troopships to scatter hither and yon, and at each waypoint they seem unable to figure out which way the next one is and mill about at 1 knot in various directions then suddenly speeding up to go in circles at 20+ knots for a while, then stopping or slowing to 1 knot again. It's like trying to shoot torpedoes at a cluster of waterbugs even with the physics acceleration mod, without it you're just wasting time and torpedoes. |
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#6 |
Loader
![]() Join Date: Jul 2011
Posts: 88
Downloads: 56
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I'm afraid I cheat and use the auto-TDC method - math never was my strong point. What has seemed to work for me is to whenever possible never shoot more than 1000 yds away from target. As previously stated, this should give the captain on the target ship just enough time to spot the wake at the last second and give a call over the 1MC for everybody to jump up off the deck plates at the same time to keep from having their ankles broken - then make a fast break for the boat deck.
What takes rather complex figuring is trying to time the torpedo impacts for two separate targets at different ranges to occur within 5 or 10 seconds of each other. This keeps one target from applying evasive tactics after seeing their buddy get hammered. Can someone give us the speed in fps for a Mk 14 and Mk 18 torpedo, Mk 14 speed setting "high"? |
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#7 |
The Old Man
![]() Join Date: Dec 2005
Location: Philadelphia Shipyard Brig
Posts: 1,386
Downloads: 160
Uploads: 19
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When you think you're close enough, get closer!
![]() ![]() As for speed, Mark 14 on high does 46 knots. Nautical mile is 6080 feet, 46 x 6080 = 279,680 feet per hour. Divide by 3, 93,267 yards per hour. Divide by 60, 1554 yards per minute. Round it off to 1500 yards in a minute, general thumb rule figure 20 seconds for each 500 yards. 1000 yards in 40 seconds, 1500 yards = 1 minute, 2000 yards = 1 minute 20 seconds, 2500 yards = 1 minute 40 seconds, 3000 yards = 2 minutes. Rounding off means the impact times are off by a few seconds, but if you're shooting at one target 2000 yards away and another 1000 yards away, wait 40 seconds between shots and both should impact within a few seconds. EDIT: Missed the Mark 18 part of the question - speed is 29 knots, using the same math I did for the 14 see if you can calculate it. |
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