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Old 11-04-11, 01:40 PM   #46
mookiemookie
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Originally Posted by I'm goin' down View Post
That did not work. I could not get to the bridge. My boat was submerged.
Then the sub captain had his AOB data on your ship just right.
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Old 11-04-11, 02:29 PM   #47
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... but the skillful can be within 5º and that's good enough.
If ya get the speed right, as well. I've had my TDC tell me that the ship I've carefully ranged and skillfully messtimated within 5' or so is traveling at 75 knots. (chuckle) But then, I don't pause to diddle my triangles on the charts like I should. You'd think I'd know better with the couple of reserve years I had playing OS. Perhaps I should play at the easy level and scrooge the higher percentage of game reward for full realism if I want to pretend I'm shouting 'mark' to others who are diddling the dials, pencils and protractors for me. But to be honest, I've managed to sink a few now ... even if they were behind, in front of or in back of the ship I was really shooting at. Third patrol - looking forwad to radar being designed for my boat or getting a new one with it.
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Old 11-04-11, 02:56 PM   #48
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Originally Posted by magic452 View Post
The heading of your boat has nothing to do with the AoB so the AoB is the same if you're using bow or stern tubes.

If the time it takes to enter AoB is causing you problems than you don't have a very good set up and if you're attacking a DD in shallow water than you better have a very good set up or I predict a very short career for you.
well, i'll try this in a few moments,your rank dont lie, for now seems the best tricks i can get, for my knowledge of course, thanks for the effort, and yes,running silent, the moon is high, destroyers are angry and im in a very shallow waters, i can feel the rocks taking care of my hull....I'll tell you how it will
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Old 11-05-11, 06:46 AM   #49
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What is AOB based on? The bow /heading of my sub to the target or the bearing from my TDT/Periscope to the target?

What is the best way to plot my sub and my target to determine the AOB? Can i use my attack map?

Sorry, slightly struggling on the manual TDT although the video really helped minus this one areas.
Angle on Bow: it's the angle formed from the course of the coming ship and your sub position.

As such, it has nothing to do with your sub heading or periscope bearing. But the periscope bearing will give an estimate of the target angle on bow, provided that the sightings and numbers collected over the time of target tracking are valid - initial angle on bow, initial speed, initial range then angle on bow 2 mins, speed 2 mins, range 2 mins. This is the thing about old subs. Only the trained eye, and experience IRL of the skipper that helped scoring ships, but that came in essence from previous experience.

To be straight, at first you'll have a hard time finding target ship speed, because the sea is not constant, and as soon as you pop scope, he'll do minor rudder inputs as in real life. then the angle on bow becomes difficult because the aspect: angle correlation which always changes with time and is never constant. Finally, the distance with a bugged stadimeter, a discrepancy which is reduced by sounding (which gives away your position).

Nowadays, subs have onboard computers and advanced optics to even see the brand of cigarettes the skipper is smoking. Tech has relieved the human factor.
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Old 11-07-11, 03:45 PM   #50
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I always gave much more effort in estimating a proper target speed, then a proper target AOB. Missing the correct AOB within 15 degrees to either side wont make much of a difference, whereas incorrectly inputing one extra knot will sure account for a miss.

So if you are in a tight spot and do not have much time to be guessing every single info on the target's vector, just do a rough AOB and waste your valuable seconds on distance and speed.

Sure, if you have lots of time, you can have fun with any of the various perfect-aob-guessing methods. But then, if you do, probably you also have time to camly plot an attack. If it is the case, you can manage to squeeze in into an ahead position, there the target "crosses your T". Beingin a 90 degrees lateral angle is the single most perfect firing position you can get - and in this position, a slightly-wrong AOB wont make much of a difference.

At least this is how I do it 99% of times.
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Old 11-08-11, 09:20 AM   #51
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.......... if you are in a tight spot and do not have much time to be guessing every single info on the target's vector, just do a rough AOB and waste your valuable seconds on distance and speed.

Sure, if you have lots of time, you can have fun with any of the various perfect-aob-guessing methods. But then, if you do, probably you also have time to camly plot an attack.
Something I think you guys miss is the ability to use the Backspace (Pause) key to stop the game.


I know...........


Some will say "pausing the action is unrealistic".


So, what do you call using time compression?!


In real life the firing party was made up of anywhere between 12 and 15 men. Each with specific duties relating to the task of getting a firing solution. The ability of stopping the game and yet still working with some of the tools shows the dev's had this in mind. After going to the Navigation Map and pausing the game, you can still work with the ruler, protractor, compass to plot a position, course heading, AoB estimation. Anything you want to do on the Nav Map is available with the game paused. You can pull up the Stop Watch and set the top plunger "down" to have the time start when you unpause the game. With the Stop Watch keeping time, using the pause button will stop the time, without erasing it (like what will happen if you click the top plunger to stop time).


The point is, don't let the idea of "pausing the game is unrealistic" stop you from enjoying the many ways of playing the game. After all, how is realism figured in when we're sitting at a desk, starring at a video screen, and thinking this is real war?
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Old 11-08-11, 09:26 AM   #52
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Originally Posted by CapnScurvy View Post
Something I think you guys miss is the ability to use the Backspace (Pause) key to stop the game.


I know...........


Some will say "pausing the action is unrealistic".


So, what do you call using time compression?!


In real life the firing party was made up of anywhere between 12 and 15 men. Each with specific duties relating to the task of getting a firing solution. The ability of stopping the game and yet still working with some of the tools shows the dev's had this in mind. After going to the Navigation Map and pausing the game, you can still work with the ruler, protractor, compass to plot a position, course heading, AoB estimation. Anything you want to do on the Nav Map is available with the game paused. You can pull up the Stop Watch and set the top plunger "down" to have the time start when you unpause the game. With the Stop Watch keeping time, using the pause button will stop the time, without erasing it (like what will happen if you click the top plunger to stop time).


The point is, don't let the idea of "pausing the game is unrealistic" stop you from enjoying the many ways of playing the game. After all, how is realism figured in when we're sitting at a desk, starring at a video screen, and thinking this is real war?
I'm sold. I can rationalize the pause as simulating multiple individuals working on separate tasks. I just need to *remember* to pause in all the excitement. Save game is also my friend. Not necessarily for 'do overs' (though I do that, too, from time to time) but for 'honey-do' (spouse depthcharges). She loves me. I keep telling myself.
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Old 11-09-11, 11:43 AM   #53
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In real life the firing party was made up of anywhere between 12 and 15 men. Each with specific duties relating to the task of getting a firing solution.
Not only that, but a quick read of The Submarine Torpedo Fire Control Manual will show that there were a hat load of tools they had that we don't have in-game, bearing difference plots, stadimeter plots, different slide rules, heck I'm going by memory and missing most of them. There is no realistic way to use even half of them during an approach in game. Yet the real submarine used all of them on every approach.

So we have choices on what exactly we wish to simulate. Do we want to simulate the real situation of having so many minutes to shoot and having to adapt our solution methods to fit the time pressure? Or do we want to simulate the use of all available tools to collect and reduce the data. Sometimes you can't have both. And you are left with unrealistic choice A opposed to unrealistic choice B. I would phrase it imperfect choice A vs imperfect choice B. Both choices feature a mix of desirable realism and undesirable unrealism.

Simulation: it isn't for sissies!~
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Old 11-09-11, 11:56 AM   #54
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Simulation: it isn't for sissies!~
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Old 11-09-11, 01:29 PM   #55
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I could just as well have said "Modding--it isn't for sissies!" You are always open to legitimate griping, no matter what you choose to do because different parts of reality are often mutually exclusive in the game. You just get to choose who doesn't like you! You'll never make everybody happy. The unhappy ones will make lots of noise. The happy ones will not come to your defense.
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Old 11-09-11, 01:40 PM   #56
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The unhappy ones will make lots of noise. The happy ones will not come to your defense.
Alas, true. But I think the Subsim guys (and gals, I reckon) aren't as bad as other communities (or I've missed it, if so). I appreciate every modder out there, even the ones who mod elements I'm not interested in or are struggling to perfect their craft. Hell, it's not like I've gotten brave or skillful enough to try it.
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Old 11-11-11, 01:22 PM   #57
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Having tea in queerish pottery is also not for sissies. It takes a butch, limey-speaking captian (though he's french) to do it manly.

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