![]() |
SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
|
![]() |
#1 |
Sub Test Pilot
|
![]()
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
__________________
DONT FORGET if you like a post to nominate it by using the blue diamond ![]() ![]() ![]() Find out about Museum Ships here: https://www.museumships.us/ Flickr for all my pictures: https://www.flickr.com/photos/131313936@N03/ Navy general board articles: https://www.navygeneralboard.com/author/aegis/ |
![]() |
![]() |
![]() |
#2 |
Gunner
![]() Join Date: Jul 2002
Location: Finland
Posts: 99
Downloads: 3
Uploads: 0
|
![]()
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.. |
![]() |
![]() |
![]() |
#3 |
Sub Test Pilot
|
![]()
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.
__________________
DONT FORGET if you like a post to nominate it by using the blue diamond ![]() ![]() ![]() Find out about Museum Ships here: https://www.museumships.us/ Flickr for all my pictures: https://www.flickr.com/photos/131313936@N03/ Navy general board articles: https://www.navygeneralboard.com/author/aegis/ |
![]() |
![]() |
![]() |
#4 |
Gunner
![]() Join Date: Jul 2002
Location: Finland
Posts: 99
Downloads: 3
Uploads: 0
|
![]()
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.
|
![]() |
![]() |
![]() |
#5 |
Sub Test Pilot
|
![]()
Auto crew can be a little slow at times, if its pinging i just use active intercept and assume its heading for me.
__________________
DONT FORGET if you like a post to nominate it by using the blue diamond ![]() ![]() ![]() Find out about Museum Ships here: https://www.museumships.us/ Flickr for all my pictures: https://www.flickr.com/photos/131313936@N03/ Navy general board articles: https://www.navygeneralboard.com/author/aegis/ |
![]() |
![]() |
![]() |
#6 |
Seaman
![]() Join Date: Nov 2019
Location: Type 091's engine room
Posts: 40
Downloads: 41
Uploads: 0
|
![]()
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. |
![]() |
![]() |
![]() |
#7 |
Ocean Warrior
![]() |
![]()
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. ![]() *- 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. |
![]() |
![]() |
![]() |
#8 |
Gunner
![]() Join Date: Jul 2002
Location: Finland
Posts: 99
Downloads: 3
Uploads: 0
|
![]()
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.
|
![]() |
![]() |
![]() |
|
|