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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
XO
![]() Join Date: Jan 2002
Posts: 409
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Jazman,
I had a rough time with high school algebra. All I can say is that range is the least important component of a firing solution, no matter what method you are using(with some exceptions that probably dont apply here.). At any rate, on the nav map, draw a line representing the target's course. Pick a spot that marks the approximate location of the target where you plan on torpedoing it. Measure the range from that spot on the target track to your sub and enter it manually into the TDc. If you have an accurate speed estimate and your range is under 1500 yds you should be getting hits. I hope this helps. Someone with better math skills than me is going to have to explain the mathematical reason why range is not important. Joe |
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#2 | |
Commander
![]() Join Date: Jul 2007
Location: Crush Depth
Posts: 449
Downloads: 50
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"The true soldier fights not because he hates what is in front of him, but because he loves what is behind him." -- Chesterton |
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#3 | |
Ace of the Deep
![]() Join Date: Jun 2005
Location: Palm Beach, Florida
Posts: 1,243
Downloads: 53
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If target speed and course are constant, and intercept speed and course are constant, there's a trig solution that gives the third side of the triangle and thus calculate the intercept course. The three angles of the triangle never change as the torpedo approaches its target. The bearing to the target remains constant (you may have heard of the Constant Bearing Formula?) right up until impact. Since this solution never changes as the two objects converge you could infinitely expand the distance between the two and still score hits on a perfect 2D plane. Likewise if you're running the bridge of a ship and you have a radar bearing on another ship and you notice that as you track that ship for 30 mins the range is steadily decreasing but the bearing is not changing what might that be telling you? (you're on a collision course) There is one variable that does throw a wrench into the sub targeting though. The torpedo advance. The range doesn't matter commentaries relate only to low gyro angle shots. If you are shooting with more than a 3-5° gyro then your solution will be influenced by error in range estimation. If you typically shoot within the 1000-2000 meter range then set the TDC for 1500 and you don't have to worry too much about it if you keep your angles low. Incidentally, I always thought it would be cool to drive a train. Then people could ask me what I do and I'd say, "I'm an Engineer"... and they'd say something like, "Oh, really? Mechanical or Electrical?" and I'd say, "Trains". |
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#4 |
Navy Seal
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Actually there was no name for the technique while we were playing with the blasted chart. Like aaronblood, I considered the chart to be cumbersome. After we developed using the TDC with the PK off, aaronblood called my attention to the fact that Dick O'Kane had mentioned doing that without actually detailing the precise method he used. Because Morton and O'Kane were renowned for being the preeminent TDC wizards, and we were using the TDC in a non-standard way, aaronblood suggested that we name the method after O'Kane, as a tribute to that great man. I never meant to imply that Dick O'Kane ever used the exact method, but he certainly used elements of it.
Aaronblood is a spreadsheet jockey extraordinaire and knows his trig like you know the alphabet. It was he, after I was feeling all puffed up about writing the tutorial on the Dick O'Kane method (I offered him and gutted first shot and got stuck writing it), PM'd me with the news that I blew the attack. Without aaronblood there would be no Dick O'Kane method in SUBSIM. I have a big mouth, he has a big brain. He called my attention to the fact that I had the AoB wrong and the only reason I hit the target was that my solution and the correct solution happened to overlap. He sent me a cute little MoBo plot to prove it, too! If you really want to understand what is happening in the TDC and want to understand the mechanics and analysis of the attack in detail, you HAVE to try out aaronblood's MoBo, found on SUBSIM in its own section. I'll bet everyone has wondered what the MoBo logo on my siggy is about. Well, there's your link and I can't recommend it highly enough. In an unrelated aside, in SH4 the TDC automatically adjusts for whatever torpedo you select. In real life, the TDC was set for a single torpedo speed, or maybe just the two speeds of the Mark 14. I just read an account of a layover of a sub (can't remember where I read it or what sub it was ![]()
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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 Last edited by Rockin Robbins; 02-03-08 at 10:43 PM. |
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#5 |
Commander
![]() Join Date: Jul 2007
Location: Crush Depth
Posts: 449
Downloads: 50
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Now I'm looking at this MoBo thing. I've just downloaded and am reading the documentation. What a nice little piece of work, now I can put the OOD to work instead of him just gaping at the nav map.
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"The true soldier fights not because he hates what is in front of him, but because he loves what is behind him." -- Chesterton |
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