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Old 04-28-25, 12:45 PM   #16
Rinaldi
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Join Date: Apr 2015
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Quote:
Originally Posted by Baxder View Post
Bugger.
How do I get the crew to ID a target like in the O'Kane tutorial video?
EDIT: Just realised I gave you the old Subsim special and talked about anything other than what you asked. You can have your crew ID something for you even in manual targeting in most mods (As far as I recall, there is nothing like that in the vanilla game) by doing the following:

1. Lock the target
2. In either the TBT (Binocular icon in bottom taskbar) or Attack Periscope's task bar, there should be an icon that is a question mark and a ship (or something similar, the UI varies based on mod). Click on that and you'll request the XO to identify the target for you.

For my two pence it's absolutely a necessary thing to do with the absolute amount of shipping most megamods give you, and the fact you're spinning a few plates when you manually target. I use it as a rule, despite being quite good at remembering things by eye.
I'll leave all the useless bull-caca I first typed out below, in the event someone finds it a curiosity.

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Late to this thread, but: you don't need it if you're sure of the targets' track and speed. An O'Kane/Fast 90 requires only that, not range. Its an inverse of the usual maths where speed is the least necessary for the trig behind an attack plot. All of this to say: you don't need to ID the target because you don't need their mast height for range estimation, for this method of attack.

How to determine speed? Your best estimate, or ideally, via a radar plot built up over minutes. The latter will also give you an accurate course.

I conducted one in my last patrol (I posted the log in the appropriate thread last night), in similar 0 visibility conditions with results.

I attached a poor image explaining it.
Attached Images
File Type: jpg Untitled.jpg (9.1 KB, 5 views)

Last edited by Rinaldi; 04-28-25 at 01:14 PM. Reason: Edited out the senile ranting
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