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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#16 | |
Good Hunting!
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I am (quite) sure that what is being discussed in this thread is whether or not it is even mathematically possible to reach a track and, if so, wishing to determine the best way to get to that track. By best I mean the optimal combination of speed and course. I don't think anyone here is talking about setting up straight-running torpedo solutions.
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#17 |
Electrician's Mate
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You can estimate an intercept course with just range circles, assuming you know target course and speed. No calculators or outside references needed.
Time to Intercept Method: 1. Pick a desired time to intercept and draw a range circle around the target at a distance of Target Speed x Intercept Time. Draw an X on that circle where the target course intercepts it (cursor bearing from center of circle is displayed while you're drawing the circle). If you want a specific range other than zero at intercept, offset the X from the target course line at the desired distance (on your side of the course line obviously). 2. Draw a range circle from your sub that intersects the X, note the cursor bearing while it is on the X. That is your intercept course. 3. Intercept speed is the new circle radius divided by the Intercept time. Speed to Intercept Method Simplest method for this is to try different iterations of the Time to Intercept method, using shorter or longer intercept times, until you like the Intercept Speed calculated in Step 3. Once you do it a few times, you'll get a feel for where to start the iterations to speed up the process. Admittedly, neither of these methods is likely to give the "exact" intercept course/speed for a given situation, but as others have said, with modern seeking weapons, you don't really need to be exact. Mike |
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#18 | |
Seasoned Skipper
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why you need method for interception? In my opinion mainly for attack target. in that case, my points about weapon are also important. I think "interception" isn't good word because in some cases better attack possition is far away from target (for example with SUBROCS). I think "attack possitons" is much better term than "interception". |
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#19 |
Good Hunting!
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That's understandable, semantics can be annoying. I'm just repeating what I've come to learn in my experience: getting close to a target, whether that means tracking it or attacking it, is known as "intercepting the track". Either way, "moving into attack position" or "intercepting the track" is a separate concept from a "firing solution".
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#20 |
Seasoned Skipper
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In my experience when player asks for "methods of interceptions" he want to do something familiar to "interception" in SH or Air simulation games.
Problem is in fact, that modern submarines are completly differend than submarines from WWII (or planes). In many cases tracking from long ranges forces manevouring for building TMA data. Main sonar array (good for interception) is TB 16. Main problem for this sonar is blind cone in bow direction. So you can't just go straight to your target. It is not only problem because it is also good oportunity for building TMA situation. Because of the above, simply methods for "interception course" are pointless. Other reason lays in abilitties of your and enemy weapons. Modern ASW or ASuW weapon give you very speciffic way to attack. You should take advanteges of your weapon. Ploting course of interception is good for close attack. But in many games, I've launched my rockets or torpedoes even from possitions behind island (to linked or earlier ploted target). This means "old-fashioned" interception is not always good for attack. |
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#21 |
Good Hunting!
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I'm talking on a more basic level, a very basic level. An intercept course as in your target is 500 miles away going 16 knots in a given direction. What do you need to do to reach this target to be able to attack or even track it? Intercept math is still very much necessary.
Also, if you are intercepting a track that is moving perpendicular to you, you will not be heading directly toward it to get it, you will be heading to the point where your two boats will be at a future time. How do you determine this point? You use trigonometry to set an intercept course. Remember, very very basic. Don't think about stand-off weapons versus heavyweight torpedoes or helicopters in the vicinity. We're taking away all those complex layers away to get to the root of the problem. Only then can you start adding those complexities back in. (Due to the nature of my work, I can't think about a problem without tearing away complexities and I assume that's how everyone else thinks, as well. Apologies for any confusion)
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#22 | ||
Bosun
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I agree that 1) an intercept course is not necessary with modern weapons and 2) an intercept course does not necessarily provide a good attack position for the aforementioned modern weapons. Even still, suppose I am attacking a fast target with a TEST-71 torpedo. Autocrew and fire control does not seem to do a good job launching torpedoes on an intercept course and the TEST-71 has limited ability to catch a 30 knot target from behind. To be absolutely sure of killing my target I may wish to draw to within close distance ("no escape range") before shooting. |
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#23 |
Seasoned Skipper
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I know that all of this is for very, very basic model of situation. But this situations won't happend in 99% of scenarios.
Do you use "interception course" for P-3 Orion ASW operations? Do you know what I mean? BTW: "tearing away complexities" is not always good method for solving every problem. Sometimes you have specific context that changing the same situation completly. |
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#24 | ||
Seasoned Skipper
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TEST-71 have range only 8.1 nmi with max speed. That means, you should be 4-5 nmi before attack fast warship. Do you realy need "interception course" for this kind of attack? I think not. |
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#25 | ||
Bosun
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The gain rate of a 40 knot TEST-71 torpedo on a 25 knot warship is 15 knots. The run time of a TEST-71 torpedo is 12.2 minutes. 15 knots is 506 yards per minute, with 12.2 minutes available run time and a 15 knot advantage, the no-escape range of a 25 knot ship against a TEST-71 torpedo is about 6150 yards or 3nm. I can hit him from further if he does not evade but I want to be sure. Target speed was 25 knots. Target bearing was 90. Target course was 180. Target distance was 20nm. Ownship best speed is 35 knots. Using the tool linked to above we achieve this intercept solution. ![]() Calculated intercept angle is course 136 at 35 knots for 49 minutes. 49 minutes is a long time! You could easily waste a lot of time with a poor intercept angle. I would probably run course 139 or 140 so that I would eventually be in position ahead of him, that way I could listen once in a while and verify my intercept. Then I can use my very small 3nm torpedo range to good effect. I hope this illuminates why some of us are so interested in the question "how to intercept." |
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#26 |
Seasoned Skipper
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#27 |
Seasoned Skipper
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![]() ![]() This is only example, but almost all attacks looks very similar 0) Only bearing and bearing rate 1) waiting for TMA data, identification 2) waiting for more TMA data, identification, you have course with medium error 3) you have range, course with medium error 4) you have speed with medium error and range/course with small error 5) you have speed without error (DEMON) and all data with small error 6) preparation for attack, you have all data Like I said before, methods for ploting "course of interception" are crap in real situations. |
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#28 |
Join Date: Aug 2024
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I've read this guide 12 times. I've watched people plot a course across multiple videos. I've played the game UBOAT for 7 hours. I can't intercept anything. I can't hit any targets. I literally can't even SEE a ship anywhere. Can't get my money back bc I played it too long. Seriously just cannot understand any of this.
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#29 | |
Gefallen Engel U-666
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"Only two things are infinite; The Universe and human squirrelyness?!! |
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