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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Ocean Warrior
![]() Join Date: Sep 2008
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I have read the tutorial. I understand how you use the AobF Wheel to calculate speed, range and Aob. But then Kasmaronov tries to explain intercepting the target and loses me.
I have copied the entire portion that I do not understand. The section dealing with the 180 Aob is particularly confusing. If someone can explian it, I would be very grateful. Here it is. The pictures were deleted when I copied it. I promised to show how to macth a course with a target. I’ll even throw a better one and show you how to intercept at specific angles fast. First you need to find the AOB. We’ve just found that our Bismark has an AOB of 110 right? He’s also doing 11 knots so we can overtake him easily. But where to turn to move along it’s course. We won’t use the map for this one, we’ll use the TDC. First, let’s input the AOB: First, click on the TDC Autoupdate button so that it unlits. Then enter the AOB. In this image you can see I’ve entered an AOB of 109 degrees (the little small red 9 next to the green 1). Whatever, I’ll keep it as it is. Now click the TDC Autoupdate button so that it lights up again. Now, as you move the periscope, keep looking at the AOB dial. Move it until it reaches 180. (Query: should this be 108 rather than 180?)The Bearing dial will also move with it. This means that your 108 bearing is actually pointing at the true course of the target. Press the “Set Course to Bearing” Key ( ‘=’ default key). Remember when I told you that our Bismark was going straight south? Now so are we. But what if we move alogside our Bismark, have overpassed it and want to intercept it at a specific intercept angle? Let’s say that the target is at our 120 bearing. A quick math would say that the target’s AOB should be 60. But look: Why is it 170? Simple: because the AOB dial doesn’t take into account YOUR course changes. Let’s fix that. 1. Point your Periscope at 000. 2. Set the AOB to 180 degrees. Why 180? Just imagine that since you’re going along a line parralel to the target, you’re actually right behind him. Of course you’ll be stearing at his proppelers, so the AOB will be 180. Now if we move our periscope back on target we get what we wanted: So just remember: Every time you set course to a specific X intercept angle (in our case it’s a 180 degree “interceptum ad infinitum”), move your scope to 000 and put the X for AOB. That way, as long as you keep the new course, when you’ll look at the target you’ll see a correct AOB. Now that we want to intercept at 90 degrees we again move the periscope until we see an aob of 90. Which should be around the bearing… uhmm… 90… It makes sense. But what’s nice is that this exact procedure applies to any situation. So to recap: 1. You spot a target closing and find an aob for it. 2. You enter the aob in the TDC 3. You move the scope until the AOB turns into the intercept angle you want X: o If X is 180 then you’re matching course with the target 4. Without even looking at the compass or the nav map, you set the course for that bearing using the ‘=’ key. 5. After confirmation of the new course you move the periscope to 000 and reinput the X aob. 6. After you settle on your new course, as long as you and the target don’t change course, you’ll have a correct AOB already in the TDC. When the ship will pas right in front of you, it will have the X AOB that you were looking for. As the ship gets closer you can always adjust the AOB based on improved visibility and start again from step 1 to move again to the intercept course you wanted. Now let me show you another nice trick. This works with ANY intercept angle and at ANY range as long as you shoot at 000 gyroangle. What is deadly important is that you calculate the speed and AOB very well. For this reason it’s good practice to use 90 degree intercept angles. Why? First of all, between 110 and 80 AOB it doesn’t really matter how big your error is. Second, as the target approaches, you’ll have a nice side view of it to calculate the speed. And third, the torpedoes have a smaller chance to dud. I usually calculate the speed when the target is at 45/315 degrees and, if she’s slow enough, again as she closes. So let’s take our Bismark again… I’ve intercepted at 90 degrees but after a few minutes she decided to change course. I take a reading again and see it has a an AOB of 60, at a bearing of 40. I move the Periscope to a bearing of 000 and check the AOB. It’s at 100. So the ship will have an AOB of 100 degrees as it passes in front of me. That’s quite ok for impact pistols. I could adjust my course but nevermind. The ship is still going at 11 knots. So I’ll input the data in the TDC. Now let’s look at the Gyro. BTW, sorry about these pages, lots of gaps. So for a bearing of 000, we have an aob of 100 and a speed of 11 knots. The gyro is 336.5 (love the vernier right gyro dial ). Now move the Periscope until the Gyro becomes 000. In our case, that should be at bearing 020. Now, just for fun… Let’s play with the range dial: Range=10.000 meters Range= 300 meters. To understand, the gyro has moved from 359.99 to 000.02. So relax, you don’t need to calculate the range anymore. So, to recap: 1. Calculate the AOB and speed and enter them correctly in the TDC (do so while you’re locked on target). 2. Move the periscope at 000 to check that the AOB there is between 60 and 120. Othwerwise your torpedoes will bounce off. 3. Move the periscope untill you get a 000 Gyroangle. 4. Now either - Wait there for the ship to pass and shoot when the juicy part is dead in the middle of the scope (altough you might miss the intended part because torpedoes take a few seconds to get to speed, so aim just before it) - Turn the autotdc off an… nevermind, this is useless now…. - Lock on the ship and watch the gyro slowly going to 000. When it reaches zero, LOS! So, as you see, there’s no need to keep a PERFECT 90 degree intercept course. If you’ve settled on a course and then, as the ship moves in, you realize that your aob estimate was off by up to 20 degrees, let it be so. You have the new AOB, you have the speed, just keep a 000 gyro and you’re fine. As a good practice, calculate the range if you have time. You might think that it’s useless but not only can you see when the torpedo will impact, you can also counteract the errors in speed and AOB calculations. Good luck. I am totally lost on this explanation. |
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#2 |
Ocean Warrior
![]() Join Date: Sep 2008
Location: Notify command we have entered the Grass Sea
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karamozovnew question
No one answered my first post. Now that karamozovnew is back, perhaps he can answer the bolded question.
The rest of the portion of the tutorial quoted below the bolded portion will take some work, and I am in no particular hurry. ![]() |
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#3 |
Ocean Warrior
![]() Join Date: Sep 2008
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What are you talking about? I copied a portion of the KIUB tutorial written by Karamozonew (spell?) I did not understand a portion of it, which I quoted above, as I stated in the thread. I have no idea what you are addressing unless you are saying that you do not use his method. That is fine, but it does not respond to my post or his tutorial. I am trying to figure out how to use KIUB mod.
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#4 | |
The Old Man
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To go parallel with your target just by eyeballing its AOB, without going into the map screen all you need to do is: 1. correctly enter the AOB and then reenable Autoupdate otherwise moving the periscope will not update the AOB dial. 2. move your periscope left or right and keep looking at the AOB dial. When the AOB dial shows 180 degrees stop the periscope. 3. Press the "set heading to view" to turn "into" that bearing. I hope that clears it up. |
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#5 |
Ocean Warrior
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I assume that when you activate to Aob yohit the button and turn on the light? Is that the same as the PK for American boats? When you initially enter Aob don't you have to hit the button and turn on the light. If so, why do you have to turn it on a second time? (You can see that I am unfamiliar with the mod!)
I sank the moving target at Sub school, but I did it by firing as it approached 0 degrees. I am not sure I was tracking the target as the gyro angle was stationary and not moving. So, I think I was pointing and shooting. I will try again, but I need to have a conceptual breakthrough so I understand why things are happening before I set sail on a campaign. Thanks for your reply. |
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#6 |
The Old Man
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No, it's not like the PK. On german subs you can't input data into the TDC unless you turn off Autoupdate. Actually what Autoupdate does is to link the periscope movement with the bearing dial on the TDC. That dial is at the same time linked to the AOB, Inpact angle and Gyro dials. So:
Autopdate OFF: you can input data, but if you move the periscope nothing moves on the TDC Autoupdate ON: You can't input data but if you move the periscope you'll see other dials turning as well, plus you'll hear a clicky noise. One thing to note (and written in the tutorial) is that if you move the periscope while in the Autoupdate OFF mode, when you turn it ON again, the Bearing dial will simply jump to the real value but without updating the AOB dial, thus breaking the solution. So don't move your periscope in Autoupdate OFF mode... ever. |
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#7 | |
Ocean Warrior
![]() Join Date: Sep 2008
Location: Notify command we have entered the Grass Sea
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![]() Quote:
Next issue. I am playing with map contacts enabled. The course of the ship in the sub school tutorial mission is noted on the target icon on the Nav Map. If map contacts are disabled, how to you establish course? ( In PTO, by comparison, you can use the 3D TDC radar mod to establish course via plotting the radar readings.) Also, in the sub school tutorial mission I have not been able to get hydrophone readings on the target. Maybe this is a bug in the tutorial. I assume in missions, you can get bearings of targets from hydrophone readings. Is that correct? |
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#8 | |
The Old Man
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1. move your periscope straight ahead (by pressing the "set view to heading" key) 2. Autoupdate OFF so you can change the AOB 3. in the AOB enter your intercept course value (pay attention to set it correctly port or starboard) 4. turn autoupdate ON again. Now when you move the periscope over your target you'll be able to see that the AOB is correct. Why? I already explained in the tutorial that: Intercept Angle = Sub's Course - Target's Course Intercept Angle = Bearing + AOB So as long as you and the target don't change course, by zeroing your bearing what you did was: Intercept Angle = AOB Now, as you move the periscope, the Bearing dial automatically moves the AOB dial to maintain that relation. I don't understand why you'd need to use the map to establish the target's course. By using your TDC only, you can work in a relative environment, never even looking at your heading. As for the Hydrophone, my technique depends on you being able to see your target, there are other tutorials that deal with hydrophone hunting. But it is a fact that SH4 and SH5 have big problems with the hydrophone. Even if you can hear a target, sometimes the sonarguy never reports them. |
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#9 |
Ocean Warrior
![]() Join Date: May 2007
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hey karamazovnew,
nice to see you around ![]() did you ever try linking the aobf to a type 70 dial (at least i think it's that number) so that it could be turned directly from the stadimeter? joe
__________________
"Enemy submarines are to be called U-Boats. The term submarine is to be reserved for Allied under water vessels. U-Boats are those dastardly villains who sink our ships, while submarines are those gallant and noble craft which sink theirs." Winston Churchill |
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#10 | |
The Old Man
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you can try it too, the dial is this one: [Dial129] Name=AOBF_Visible Type=42; DIAL_TGT_ANG_ON_BOW Dial=0x260EF022 CrtVal=0x260EF021 NewVal=0x0 DialVal=-180,180 RealVal=-180,180; degrees Circular=Yes The AOBF sits in the "old" AOB page on the notepad. Because of weird coding, the temp speed and range don't work outside their pages. Fortunately I managed to move the stadimeter button outside the range page and into the main notepad page. Unlike SH3, in SH4 they added the selective Uboat - USfleet Boat interface by hard code. It checks every page and loads different groups or even different bitmaps for objects depending on which side you play. That's why my interface never affected the US interface. However if you move any object outside its original page or even group, the game refuses to load. I remember trying different ways to add functionality to the AOBF wheel, inspired by the way the range dial moves automatically when you move the US stadimeter. None worked. Took me two weeks of frustration to actually make the AOBF work as it is. |
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