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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Swabbie
![]() Join Date: Apr 2008
Posts: 7
Downloads: 3
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Hi All,
Just wanted to share, this is a cross post to Ubi Official Forums: http://forums.ubi.com/eve/forums/a/t...5/m/3501089746 Best Regards, Secretgimp |
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#2 |
Fleet Admiral
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it is a good method. I did not believe it when I first tried it, but son of a gun, it works!
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abusus non tollit usum - A right should NOT be withheld from people on the basis that some tend to abuse that right. |
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#3 | |
Navy Seal
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OH! This is secretgimp's first post: WELCOME!!! ![]() Edit: I've just updated my The Dick O'Kane (UB & FB) and Fast-90 (UB only) attack methods post to include new, easier to understand step-by-step (follow the bouncing ball!) procedure PLUS a brand new tutorial on Wazoo's great Fast-90 attack technique for U-Boats. Yes, if you order now I'll give you our Dick O'Kane slide seminar, the simple, step-by-step directions that even your cat could use successfully, and if you order in the next thirty minutes, I'll include absolutely free of charge, my entirely new, easy to understand procedure for Wazoo's incomparable Fast-90 U-Boat attack! That's three great tutorials for the cost of one! Then you can say with me "Yea, though I walk through the valley of death, I shall fear no evil, for I am the meanest son of a biscuit eater in the valley!" Please note that although I share credit for the Dick (not Richard) O'Kane attack procedure with aaronblood and gutted, the Fast-90 technique was originated and named by Wazoo. Names are important and it ticks me off to see lazy people not give credit where credit is due and who take it upon themselves to rename something created by others. Damn, I sound as cranky as Ducimus!:rotfl: Typical of that other forum and one of several reasons I don't go over there.
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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; 04-05-08 at 11:33 AM. |
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#4 | ||
Admiral
![]() Join Date: Jan 2008
Location: New York State, USA
Posts: 2,390
Downloads: 126
Uploads: 7
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I am having a little bit of trouble with this. I still have a probelm wrapping my pea brain aroung "range doesn't matter, but it will come to me.
Questions Quote:
Quote:
Am I reading this wrong, do you leave the AOB at 90 or do you change it to angle b. Peabody
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System Spec: Gigabyte GA-965P-DS3, PentiumD Dual Core Presler 945 3.4Ghz, Gigabyte Geforce 7600GS, 2-1GB Corsair XMS2 800Mhz in Dual Channel, 2-WD 250 SATA 3Gb/s, Onboard Realtek HD 7.1 Audio, DVD ROM, DVD burner, Hiper 580 Watt Power supply, WinXP SP2. Last edited by peabody; 04-05-08 at 12:52 PM. |
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#5 | ||||
Navy Seal
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Angle A is the amount of lead you need for the torpedo to impact at a perfect right angle. Since the perfect right angle isn't critical, any angle within 10º one way or the other of angle A will work. You're right, point the periscope at angle A toward the direction the target is coming from and hit the send range/bearing button! Then you have to figure out angle b, which is the angle on the bow (at time of firing): nothing more than the bearing from to target to you! Subtract the angle you chose to fire from (perhaps angle A) from 90. Suppose you decide to fire 15º before the target gets to 90º. Then you would set the AoB to 75º starboard or port. If he's coming from your starboard, the Aob is port. If he's coming from your port the AoB is starboard. Set angle b as your AoB, press the send AoB button and you're ready to fire. Now, point the periscope at angle you decided to fire from, 75º in this case. When the ship is in the crosshairs you will hit the ship exactly where the vertical hairline intersects the hull of the ship. That means each torpedo is individually aimed at its own part of the ship, unlike shooting with the PK where all torpedoes but one are wasted because they hit the same spot on the target. You can saturate that CV from one end to the other with distributed shots that are MUCH more likely to sink your target.
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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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#6 | |
Ace of the Deep
![]() Join Date: Jun 2005
Location: Palm Beach, Florida
Posts: 1,243
Downloads: 53
Uploads: 8
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![]() ![]() Notice in the example above, how targets M1-M5 are all tracking 210° at 7kts on a 20° bearing. Notice how the firing solution for every one of them is the same. Therefore, for any target bearing 20° heading 210° at 7kts, the firing solution is 7°. This is true for any target on a 20° beam regardless of distance. Distance can skew a solution if you are not firing at close to a 0° gyro angle. That's why positioning yourself at 90° helps to simplify the process. The skewness has to do with torpedo advance, the torpedo runs straight for a distance and then begins it's gyro turn toward target. If your gyro angles are relatively low (as in our 7° angle above) the error is not significant enough to effect your shot inside of 2000m. It is interesting to note that we all have this "sense" built into us. Most kids growing up in the US play football. Do you remember when you were trying to run down that person streaking down the sideline, you probably didn't realize it, but the way you figured what direction to take in order to tackle that person was to run toward them such that your head was locked on them. You were subconsciously holding bearing to your target constant while moving in a direction (close to a straight line) and closing distance. Thankfully it was a skill that the coaches didn't have to teach, we were all just born with it. |
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#7 | |
Admiral
![]() Join Date: Jan 2008
Location: New York State, USA
Posts: 2,390
Downloads: 126
Uploads: 7
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Thanks for the answers guys, I set up a little practice mission in the editor, but when Rockin said to look at the attack map and the fish would be coming straight out of the tube, well mine weren't so I knew I was doing something wrong. And by setting up a practice mission, I knew what the speed was so if it didn't work right I knew it wasn't a speed calculation error. Just one step at a time.
And Thanks for the range info. I lost all 'sense' a long time ago. I think what was messing me up is I was thinking since it would take the fish longer to get to the far ship, it shouldn't work, but thinking it through: it will take longer for the fish to get to the farthest target but if they are lined up side by side (not the way you show them but like in a convoy) it will take longer for the close one to get to the firing solution. So the fish will be almost to the far ship before you even shoot at the closest one. So the pieces are starting to fall into place. Quote:
Peabody
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System Spec: Gigabyte GA-965P-DS3, PentiumD Dual Core Presler 945 3.4Ghz, Gigabyte Geforce 7600GS, 2-1GB Corsair XMS2 800Mhz in Dual Channel, 2-WD 250 SATA 3Gb/s, Onboard Realtek HD 7.1 Audio, DVD ROM, DVD burner, Hiper 580 Watt Power supply, WinXP SP2. Last edited by peabody; 04-05-08 at 05:39 PM. |
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#8 |
Navy Seal
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Aaronblood to the rescue with MoBo
That program he shot the screenprints from is MoBo: the electronic maneuvering board and suchi maker. OK, I made up the part about the suchi. But after you see all the things you can do with it, you'll think it's really capable of making the suchi too. He's in his own corner of SUBSIM and MoBo is a free download.
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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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#9 | |
Admiral
![]() Join Date: Jan 2008
Location: New York State, USA
Posts: 2,390
Downloads: 126
Uploads: 7
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![]() Quote:
Peabody
__________________
System Spec: Gigabyte GA-965P-DS3, PentiumD Dual Core Presler 945 3.4Ghz, Gigabyte Geforce 7600GS, 2-1GB Corsair XMS2 800Mhz in Dual Channel, 2-WD 250 SATA 3Gb/s, Onboard Realtek HD 7.1 Audio, DVD ROM, DVD burner, Hiper 580 Watt Power supply, WinXP SP2. |
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