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View Poll Results: Would you consider using the NYGM Keel Mod
Yes I would use the NYGM Keel Mod 50 74.63%
No I would not use the NYGM Keel Mod 17 25.37%
Voters: 67. You may not vote on this poll

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Old 01-11-06, 06:45 AM   #1
Der Teddy Bar
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Join Date: Jan 2002
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Quote:
Originally Posted by hunter301
Der Teddy Bar Wrote:
Quote:
Realative bearing... aim periscope at where you want the ship to be when you shoot, click the tick twice.
I didn't know you could do this on the notepad. Am I missing something? I thought all it could do was range, AOB and speed.
The notepad itself does not have a relative bearing input. However, when ever you click the tick (twice) on the notepad it will update the realative bearing to where the scope is pointing.

Best way to see it is to go full manual, put in a speed of say 5. Go to the scope or UZO and enter a AOB of 90 into the notepad, and nothing else, tick twice. You will notice that the number under the notepad has gone to 10, i.e. this will be the bearing that the torpedo will travel along when it is launched at a relative bearing of 0 for a target with a AOB 90 and travelling at 5 knots.

Go to the F6 screen and note the green line indicating the torpedo will travel is at 10 degrees .

Now go back to the scope or UZO and go to a relative bearing of 340, now click the notepad twice (just a habit, a good one). You will notice that the number under the notepad has gone to 347, i.e. this will be the bearing that the torpedo will travel along when it is launched at a relative bearing of 340 for a target with a AOB of 90 and travelling at 5 knots.

Again, go to F6 to see that the green line indicating the torpedo will travel is at 347 degrees and no longer at 10.

This makes it easy to shoot at multiple ships.

Hope that that clarifies what I was speaking about.
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Old 01-13-06, 09:59 AM   #2
Gargoyle
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Quote:
Originally Posted by nappy
How you realism guys manage to calculate, speed, AoB and distance to a target whilst
"charging in like a bull" and actually hittin anythin is beyond me

Unless i remain at a constant course and not movin, theres no way ill be able to calculate the above mentioned data

nappy
The 1 truly important thing you must do is give yourself time to work out the solution. If that means being at a dead stop or running parallel, then do it. Here's my method that works while stopped or moving. Just give yourself time to get a solution entered.

Visually making readings-
What you will do: You will create a line on the nav map that is the ship's course. From this line you will pick a place where you will want to launch. Do your math for that point, then (if your math is correct) fire when the target reaches that point.

Steps (see pic for hypothetical scenario)
1. Take range and bearing readings every min or 2.
2. After each reading, plot them on the nav map with the marker tool. (you can also measure the distance covered by the intervals to give you it's speed)
3. Then use the ruler tool to construct a line that passes through all the marks. This is the ship's path.
4. After you've decided at what bearing you are going to fire at (give yourself enough time to get the data). Measure the distance from ownship to the intended point on the ship's "path line" for the range to input to the TDC.
5. measure the angle between ownship and the "path line". This is the AOB.
6. double check TDC entries are correct.
7. launch when target reaches that bearing (345deg in pic)

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Old 01-14-06, 02:09 PM   #3
Rosencrantz
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Keep going on that, Teddy! Really, this game is not too realistic... for a long time!
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