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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Ocean Warrior
![]() Join Date: Mar 2007
Location: Houston, TX
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Is that commonly believed? I've never heard of that until you mentioned it.
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"Never ask a World War II history buff for a 'final solution' to your problem!" |
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#2 |
Navy Seal
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I've run into it repeatedly. However referencing your diagram shows clearly that owncourse is entirely irrelevant to AoB.
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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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#3 |
Swabbie
![]() Join Date: Oct 2012
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All of these answers have been really helpful and that explanation by rockin robbins made it clearer than it has ever been to me. I just want to know few more things. Do you need to send the bearing individually of range or is the bearing automatic? Also when using radar or hydrophone to send information to tdc, does it update the tdc dials or is it just inputing the info without any kind of acknowledgement? When I click send range from hydrophone to TDC, i can never tell that it has actually done it. Of course, if there is already an explanation as clear as the one in this thread about it, please point me in the right direction, the overall theory behind all the variables effects on targeting is interesting and helpful.
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#4 |
Frogman
![]() Join Date: Feb 2007
Location: USA
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For Mallet (in particular) The following is much simpler to learn as a newbie, then you can explore the PK/AOB/sonar/radar complexity AFTER you are more familiar with the simulation:
With regards to using the TDC in all its complexity, (especially with the PK usage), I find that complexity for the sake of necessity in a game can be fun, however, even Dick O'Kane used a much less complicated modified constant bearing method of torpedo fire control that was much simpler and can be closely emulated in game. In fact Rockin Robbins himself has a video demo showing its simplicity. See Utilizing this constant bearing method, you don't ever need to turn on the PK, let alone worry about intermittent AOB/range readings. In fact all you need to start is initial course and speed so you can plot an end around if necessary to position yourself right off that course. Of course a few intermittent observations are necessary to verity that the target is indeed continuing along that course with/without a zigzag. Work your way into an approx. 90 degree intercept point at your preferred range. I generally use 600, but sometimes as necessity dictates will increase the distance. I will not set up less than 600 due to torpedo arming distance. With that in mind, and the approx. intercept point determined, you can preset the TDC with speed first, then preset what the predetermined AOB will be AT that intercept point. I use 10 degrees lead AOB for 8 knots or less, 15 degrees lead AOB for 9 to 12 knots, and 20 degrees lead AOB for any speed over 12 knots. Then at this same time, I preset the scope/TBT to the same lead angle (10,15, or 20 degrees), basically looking straight down the same heading as the AOB lead angle. Keep in mind, the sub itself will be pointed at close to 90 degrees to the target track. After the normal double clicks on the TDC, you can determine that your setup is almost perpendicular to the target AND you can do a quick check on the attack map screen to see that the torpedo is set up to fire at the approx 90 degree intercept gyro angle you have set into the TDC. Usually, I have the TDC already pre-setup WAY in advance of reaching the intercept point. This allows me to quickly make a simple one parameter change and re-double click if something necessitates a change. Keep in mind that you have to have the fore/aft torpedo selected that you are plotting to fire along with the scope/TBT lined up along the same lead angle. The latter two items can really mess with your mind when you re-double click and you have moved them since the last time you double clicked. Again this can be confirmed with the left side TDC ship image displays and a quick glance at the attack map screen. All you have to do now is place yourself at the predetermined intercept point and wait for the target to cross the Periscope/TDC wire. In effect the target has placed itself on the pre-determined artificial target point without you having to make all sorts of bearing/range/AOB observation inputs to the TDC/PK referred to in the earlier post(s) above. I use this technique in almost all my intercepts because I figure if Dick O'Kane used this method it's good enough for me. Correct me if I'm wrong, but if you add up all the sunk tonnage he was responsible for (Wahoo AND Tang), he was probably the leading sub ace in WWII. Some notes: I try to ensure that the target will indeed be at or slightly outside the predetermined TDC range setting (especially at higher target speeds). The reason for this is at such close range and higher target speeds the TDC lead angle will cause a bow shot to actually cross in front of the target instead of intercepting the bow. This intercept range is adjusted preferably by a small judicious forward/reverse ship movement, but can be done on the TDC, (necessitating double-click rechecking of the solution of course). Just because you have set up a solution waiting for the target to cross the wire does not mean you have to abandon the shot if you have managed to be a little late raising the scope all the way up. In that case, keep your calm, move the scope a little ahead of the target bow, double click the TDC and fire when he crosses the wire at that new point. This quick snap shot re-setup did not change any TDC settings except the periscope bearing it was fired on, so it usually works and for sure the target is probably slightly further from the pre-determined range referred to in the earlier note above. This constant bearing technique is much more adaptable to quick snap-shot solutions when you are in the midst of a group of ships than the PK/AOB observations earlier discussed. You can also use this constant bearing method at sub headings different than a 90 degree tangent, which is helpful in mult-ship convoy intercepts. You just point the sub at your chosen intercept angle and then set the AOB to (10, 15, or 20 degrees) lead from that and align the scope/TBT to that same lead angle. This allows you to shoot at a further target as it crosses the wire using a slower torpedo speed setting, then quickly resetting the TDC range to an inside target and firing torpedoes at a faster speed setting resulting in near simultaneous detonations. (This assumes all the convoy ships are on the same course and speed) Remember the object of the game/simulation is to sink tonnage in as realistic (but not necessarily as complicated) a manner as possible, depending on your enjoyment factor of course.
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. Member since February 2007 Wargaming since 1971 (1st game Avalon Hill's Stalingrad) Hobby/Gaming Computng since 1977 (TRS-80) (adhoc programming & game modding ever since) Last edited by Gray Lensman; 09-09-16 at 10:42 PM. |
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#5 |
Swabbie
![]() Join Date: Oct 2012
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Gary Lensman, I just tried that method and succeeded right away, quite amazing how fast that was. I have had some success in the past using the regular TDC system, range, AOB, Speed, and all that. However I just sometimes fail for a reason that I really cant find. The ocean was pretty wavy but my speed calculation and AOB was correct, but the bearing/ range just wasnt putting the artificial target over the actual target. I couldnt use the stadimeter as the waves obstructed my view so I used sonar instead. Perhaps my range and bearing was off somehow. I think I am getting better but my attempts at normal TDC usage are 40/60 success to failure.
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#6 | |
Frogman
![]() Join Date: Feb 2007
Location: USA
Posts: 308
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edit> The random weather model in this game is so screwed that I've seen times when a 15 meter/sec storm lasted for game weeks across most of the pacific, going from east to west north of the equator against the prevailing winds no less, much like the great Red spot on Jupiter LOL. Usually in those cases if I have not made a contact and the wind is stuck on 15 meters/sec (not 14 or less), I will just semi-rage quit and restart from the last save. Even then it might take several restarts until a restart results in a weather taper down. It's just so frustrating the amount of detail devoted to the game/simulation and then have to deal with totally illogical weather patterns that span half the Pacific or more in effect resulting in once in a 1000 year earth storms constantly. Yes I'm running a weather mod patch for TMO but all it seems to do is make the bad weather seas more realistic. It doesn't seem to do a darn thing about maxed out wind duration.
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. Member since February 2007 Wargaming since 1971 (1st game Avalon Hill's Stalingrad) Hobby/Gaming Computng since 1977 (TRS-80) (adhoc programming & game modding ever since) Last edited by Gray Lensman; 09-10-16 at 10:52 AM. |
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#7 |
Stowaway
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Correct, sorry for leaving that out of my first reply. But, be careful, because if your visibility clears up, so does your targets!
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#8 | ||
Frogman
![]() Join Date: Feb 2007
Location: USA
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Quote:
I've since then advanced on purpose without waiting because 0100 I got an Ultra dispatch re:IJN heavies out of Truk headed to Tokyo and reaching a certain position in 3 days time, and I'm east near Bungo Suido. I would not use it in that situation since I consider that cheating myself out of the challenge of getting back over in position even in high seas and hoping for a little better weather somewhere along the way... it paid off, I'm gonna make it on time and the weather dropped to 9 meters/sec... doable for me if I can manage to be in front of them figuring them to be fast movers. Last edited by Gray Lensman; 09-16-16 at 03:55 AM. |
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Tags |
aob, missing, targeting, tdc, tmo |
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