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Old 03-24-22, 10:41 AM   #1
Kapitan
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Thanks Stewy

At 700 yards the run time on that fish doing 35knots is going to be roughly 45 seconds.

I sometimes use a cheat sheet for conversions this might help you and it is faster than doing the math on the 3 or 6 minuet rules when things are moving quickly, I usually round up or down to make it easier.

Knots to Yards

You can Multiply this up for the hour (x60)

1 Knots to Yards Per Minute = 33.7562
2 Knots to Yards Per Minute = 67.5124
3 Knots to Yards Per Minute = 101.2686
4 Knots to Yards Per Minute = 135.0248
5 Knots to Yards Per Minute = 168.781
6 Knots to Yards Per Minute = 202.5372
7 Knots to Yards Per Minute = 236.2934
8 Knots to Yards Per Minute = 270.0496
9 Knots to Yards Per Minute = 303.8058
10 Knots to Yards Per Minute = 337.562
20 Knots to Yards Per Minute = 675.1239
30 Knots to Yards Per Minute = 1012.6859
40 Knots to Yards Per Minute = 1350.2479
50 Knots to Yards Per Minute = 1687.8099
60 Knots to Yards Per Minute = 2025.3718

Knots to Miles

You can divide this into minuets if required (/60)

1 Knots to Miles Per Hour = 1.1508
2 Knots to Miles Per Hour = 2.3016
3 Knots to Miles Per Hour = 3.4523
4 Knots to Miles Per Hour = 4.6031
5 Knots to Miles Per Hour = 5.7539
6 Knots to Miles Per Hour = 6.9047
7 Knots to Miles Per Hour = 8.0555
8 Knots to Miles Per Hour = 9.2062
9 Knots to Miles Per Hour = 10.357
10 Knots to Miles Per Hour = 11.5078
20 Knots to Miles Per Hour = 23.0156
30 Knots to Miles Per Hour = 34.5234
40 Knots to Miles Per Hour = 46.0312
50 Knots to Miles Per Hour = 57.539
60 Knots to Miles Per Hour = 69.0468
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Old 04-19-22, 04:40 PM   #2
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Someone actually managed to avoid a torpedo that's acquired your boat?

Usually my tactic is to say my prayers at that point and try to get the other guy with snapshot..
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Old 04-19-22, 04:45 PM   #3
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Yes there are ways to avoid, the trick is to be very very quick with your evasion if its close.

If the torpedo is coming at you in less than 1,500 yards your very unlikely to escape that.

You have a mediocre chance between 1,501- 4000 yards and beyond that it gives you time to move and reposition.

Typical tactic is to classify and confirm the inbound TIW, then turn while dropping CMs, sometimes diving deep doesn't help you the objective is to put distance between you and the torpedo you cant do that in a dive.

You will need to make a series of turns as well while dropping CMs

Your turns shouldn't really be more than 45 degrees in the opposing direction either.
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Old 04-20-22, 07:03 PM   #4
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For some reason my crew tends to have problems doing TMA on the torpedo to determine if it's heading in your way or not.. Once it's got your number and pinging merrily in your way you know for sure of course but it's a bit late at that point.
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Old 04-22-22, 10:03 PM   #5
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Auto crew can be a little slow at times, if its pinging i just use active intercept and assume its heading for me.
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Old 04-23-22, 07:13 AM   #6
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Talking this from my memory. The Frequency of Torpedo is a good indication. When they acquire you , they change to a higher frequency

yes, just found this from RA manual folder

20000 MK 48 ADCAP
20000 MK 48 Mod 4

25000 MK 48 ADCAP Attack Mode
25000 MK 48 Mod 4 Attack Mode

Also the number of pin per second is another indication. On torp pin every 3 seconds is OK. But 3 pin per second, you are in big trouble.
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Old 04-24-22, 01:37 AM   #7
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Quote:
Originally Posted by Kapitan View Post
Auto crew can be a little slow at times,
Especially if the skipper keeps the boat in the wrong position.

I use auto crew because it keeps the game more realistic, if that makes sense.

TMA relies on change. The auto crew can't adapt if the boat just keeps chugging along on the same course and speed. Depending on your situation, change course* or speed every 15-30 minutes or so. Try changing speed if you think a contact is close to its CPA. Give your auto crew something to work with. Remember that TMA is basically a guess, give it some new numbers to refine its accuracy.



*- If you're tracking a contact, change course by 10-20 degrees to give the TMA something different to work with. Change speed by 5 kts + or - when working a "close" contact. You want to screw up your solutions using the old contact position as a base line. If your old solution was pretty close to accurate, the change you make shouldn't change your new solution by much.
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Old 04-24-22, 05:19 PM   #8
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Guys, I was being snarky. Autocrew may have some simulated existential dread on account of being on the wrong end of a rapidly closing death-stick. You don't exactly have tens of minutes to work out what the torpedo is doing either so it has to be done on high speeds against a very fast target that probably is changing course constantly.
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