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Old 06-29-08, 05:55 AM   #31
Segwin
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Quote:
Originally Posted by Mush Martin
(btw this is an eight thousand yard shot)
How often do you fire at this distance?

btw, very nice!
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Old 06-29-08, 07:52 AM   #32
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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.


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Old 06-29-08, 09:07 AM   #33
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Quote:
Originally Posted by Mush Martin
(btw this is an eight thousand yard shot)


Quote:
Segwin
How often do you fire at this distance?
Also, if using visual targeting, do you use an optics mod? What model torpedo are you using?
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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Old 06-29-08, 09:51 AM   #34
Mush Martin
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Quote:
Originally Posted by Urge
Quote:
Originally Posted by Mush Martin
(btw this is an eight thousand yard shot)


Quote:
Segwin
How often do you fire at this distance?
Also, if using visual targeting, do you use an optics mod? What model torpedo are you using?
Are you using sonar only targeting? What mods are you using? Inquiring minds want to know.
Awesome shot(s)!
The Torpedo Range (single missions) isnt like ingame
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
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Last edited by Mush Martin; 06-29-08 at 10:24 AM.
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Old 06-29-08, 10:00 AM   #35
Mush Martin
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Default the Harpoon shot..........


(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.
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Last edited by Mush Martin; 06-29-08 at 10:55 AM.
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Old 06-29-08, 11:44 AM   #36
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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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Old 06-29-08, 12:03 PM   #37
Mush Martin
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Quote:
Originally Posted by kylesplanet
If you were a little more aggressive you could have got another.:p
:rotfl: :rotfl:

Kidding aside, that was a great shot MM!
let me tell you from experience
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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Old 06-30-08, 11:22 AM   #38
XLjedi
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Quote:
Originally Posted by ananas_987
How can i know when it's 10 degrees and when 20 degrees, i mean what the speed should be?
That was the whole point of my original suggestions on how to adapt fast-90 to SH4 (or using the TDC without turning on the PK). It's to calculate the appropriate gyro angle, which would be very close to zero if on a 90° track and generally setting up your solution for a 15-20° bearing to target aiming point.

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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Old 06-30-08, 11:35 AM   #39
XLjedi
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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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Old 06-30-08, 01:28 PM   #40
Mush Martin
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Quote:
Originally Posted by aaronblood
@ Mush...



Hey!! No fair!

You must be using that late, late, late war wire guided torpedo mod.
nope mk 14's w only a range tweak no warhead changes or speed
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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