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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#31 | |
Planesman
![]() Join Date: Jun 2005
Location: Ohio
Posts: 187
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btw, very nice! |
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#32 |
Sea Lord
![]() Join Date: Sep 1998
Posts: 1,846
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Allow me just to pop into this thread for a second to say how proud I am to be associated with poeple of your calibre (all of you).
This is what Subsim is all about. Thanks. Carry on. JCC |
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#33 | |
Stowaway
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Quote:
Originally Posted by Mush Martin (btw this is an eight thousand yard shot) Quote:
Are you using sonar only targeting? What mods are you using? Inquiring minds want to know. Awesome shot(s)! Last edited by Urge; 06-29-08 at 09:18 AM. |
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#34 | ||
Eternal Patrol
![]() Join Date: Dec 2006
Posts: 4,398
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![]() Quote:
although some methods developed on the range do make it into the regular game it comes down to a matter of personal taste in your settings. To answer litterally I shoot at those ranges about twenty times a week. but its not necessarly even close to that in my career game. what I am doing is working up strategies and spreads for massive opening hits for maximum effect. (as described above) back to the matter of personal tastes, if you keep map updates on you can always get a good range. as for what optical package I think Im using the second or third last version of improved scopes. (v.1.4) but the way the Stand off shooting works the scope optic doesnt play out that far, - determine the max range available for your tdc in my own case that is 9850yds assuming your at station keeping peridepth and silent diagram a circle onto the map that extends exactly to that range. in this example 9850yds. Zoom into the max zoom and center the diagrammed circle on that point on your sub where the line for the waypoint connects. zoom back out, using the scope lock feature repeatedly at each point get the speed using the normal method (mark , time , mark , measure , multiply distance over time) as the target approaches the circle determine course in the usual fashion, aob v visual and map marking for course. as the target approaches the circle mark on the map, determined by range gating the target in by jumping back and forth between periscope lock and map screen. I normally update range everytime I do, you have to make sure AOB stays right, anyway with speed and course set turn on the PK and when the target ship is crossing the circle make a final range correction, assuming I made sense here and you did it right the pk solution on the attack screen should be kissing the nose of the target icon and tracking it perfectly for the next five miles, time to shoot, I will be back with a few pics. M [edit] ps. torps were mk xiv's shot anticipates enemy response but even at that they always pick up the torps really late. I think partly because the formation is at a more realistic spread from each other (750 - 1250 yds) than the default setting (300yds) in mission editor Last edited by Mush Martin; 06-29-08 at 10:24 AM. |
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#35 |
Eternal Patrol
![]() Join Date: Dec 2006
Posts: 4,398
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![]() ![]() (this mapshot is from a different shoot but demonstrates the layout described) ![]() ![]() No limits to the possibilities................ ![]() ![]() Hells Harpoon......you gotta know its gonna leave a mark. Last edited by Mush Martin; 06-29-08 at 10:55 AM. |
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#36 |
Commodore
![]() Join Date: May 2007
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If you were a little more aggressive you could have got another.:p
:rotfl: :rotfl: Kidding aside, that was a great shot MM! ![]()
__________________
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#37 | |
Eternal Patrol
![]() Join Date: Dec 2006
Posts: 4,398
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![]() Quote:
you can put five torps into two yamatos thrice a day for a week and you will only ever stop one your never gonna sink one in five. hows this though? ![]() |
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#38 | |
Ace of the Deep
![]() Join Date: Jun 2005
Location: Palm Beach, Florida
Posts: 1,243
Downloads: 53
Uploads: 8
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![]() Quote:
My original suggestions on how to do it are documented here: http://www.subsim.com/radioroom/show...&postcount=134 Elsewhere within that "Attack Tactics" thread you'll find a table with angles for different torpedo/target speeds (I think RR even posted it to this thread). This would allow you to never even mess with the TDC; just shoot fish straight out the bow on a 0° track. Essentially, I like to use the TDC to determine the aiming point rather than refer to a table, but either method works. |
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#39 |
Ace of the Deep
![]() Join Date: Jun 2005
Location: Palm Beach, Florida
Posts: 1,243
Downloads: 53
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@ Mush...
![]() Hey!! No fair! You must be using that late, late, late war wire guided torpedo mod. ![]() |
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#40 | |
Eternal Patrol
![]() Join Date: Dec 2006
Posts: 4,398
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![]() Quote:
changes (5000/9999yds) but Im certain all of these shots couldve been done without the range change either. none the less I think Im not really being helpful to the original subject anymore but thanks for the encouragement. M [edit] I will add however that positioning and orientation play a lot into the result for spread shooting. and if you look at the third pic in the set above its and the previous tdc shot show all the clues for effective full salvo. |
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