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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#46 |
Ocean Warrior
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I think TMO uses it as the command for "Normal sonar sweep", so it will give you that response.
I'm not sure if clearing the weather was a bug, or intentional, or something else.
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"Never ask a World War II history buff for a 'final solution' to your problem!" |
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#47 | |
Frogman
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Like you I'm now experimenting around with the conventional tracking method mainly for use in determining target course/bearing to plot intercepts with/without end arounds. Your WernerSobe links are a great help, but a tutorial on determining distant target course/bearing w/o map updates would be great. I haven't been able to find any such video example |
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#48 |
Frogman
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Okay, to partially atone for going OT about weather...
Regarding Manual Targeting in game. Perusing Rockin Robbins bag of tricks thread stickied at the top of this forum. There is a link from ColonelSandersLite regarding Advanced Convoy Simultaneous Hits. Not only is this a great thread from the standpoint of the intended subject, BUT, he, ColonelSandersLite provides some excellent training aids, one of which is extremely useful for target acquisition and approach training. He prepackaged a set of eight single missions to use for such practice. I have found them to be of great value for any sort of practice imaginable. I took the liberty of separating six of them out for posting as an attachment here for anyone wishing to practice manual targeting using whatever techniques they are interested in at the moment. These are much more useful than the canned stock training missions I just add them to the end of my mod soup whenever I want to practice something and then remove them whenever. I'm pretty sure they won't interfere with any other mods since the only thing they do is add to the Single Missions list without overwriting anything previous. Note to Moderator(s): I changed the extension to .txt from .zip because your attachment format doesn't cover .zip files. I thought maybe there might be a specific reason for such exclusion but could find nothing in the Rules. Let me know if it is some sort of infraction and I'll find some other way to post the .zip file ![]() ColonelSandersLite's Training Missions (click/download attachment and change extension from .txt back to .zip) .
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. Member since February 2007 Wargaming since 1971 (1st game Avalon Hill's Stalingrad) Hobby/Gaming Computng since 1977 (TRS-80) (adhoc programming & game modding ever since) Last edited by Gray Lensman; 09-16-16 at 06:19 AM. |
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#49 | |
Navy Seal
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Therefore map contacts off becomes like crossing eight lanes of traffic on I-75 in the middle of Atlanta with a blindfold on. It is possible, especially if you are blind and have developed the necessary abilities. But is it in any way realistic? No, like map contacts off, it is difficult and I suppose some points must be offered for the sheer difficulty of it, but it is not historical, accurate or any reflection of the actual situation of a radar equipped submarine in the war. It is a major travesty that the settings are called "realism" settings. They are difficulty settings and nothing more. As long as you are using TMO or TMOPlot, map contacts on is much more historically accurate than map contacts off. I've read most of the war reports of American submarines and not one brags about the Commander conning the boat with a paper bag over his head. So far.
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Sub Skipper's Bag of Tricks, Slightly Subnuclear Mk 14 & Cutie, Slightly Subnuclear Deck Gun, EZPlot 2.0, TMOPlot, TMOKeys, SH4CMS Last edited by Rockin Robbins; 09-16-16 at 09:36 AM. |
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#50 | |
Frogman
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Definitely it was a very rough approximation, but enough to start an end around once close enough to visually feel your way around the outer visibility limit. Two readings were required with several minutes between the readings to get the rough course approximation (forget target speed calculations though). It is doable, but I'm not sure if it's something I'm going to enjoy game play wise. I did it using the X marker tool, marking the sub position and then the line tool drawing out the same bearing angle 10 miles or so then the compass circle at approx. the same distance, where they intersect, place an X and wait a while, rinse, repeat... It's too sloppy to use for 3 minute speed determination usage however. I think you might be exaggerating a little bit likening it to conning the boat with a paper bag over his head. Really I don't think they had a map with a little dot moving neatly around on it either. The simulation does suffer from accuracy with the radar screen, but the technique they used had to be something similar to above. Right now I'm hampered by not being very good with the Position Keeper when they are close enough since I've really just used the Constant Bearing for all my previous gameplay due to its ease of use especially with the moving dot using on-map updates.
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. Member since February 2007 Wargaming since 1971 (1st game Avalon Hill's Stalingrad) Hobby/Gaming Computng since 1977 (TRS-80) (adhoc programming & game modding ever since) |
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#51 | |
Navy Seal
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The analog of that is our attack map, a much maligned and poorly understood part of SH4. Some mods, RFB being notable, actually took away button bar and keyboard access to the attack map, a very unfortunate decision.
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Sub Skipper's Bag of Tricks, Slightly Subnuclear Mk 14 & Cutie, Slightly Subnuclear Deck Gun, EZPlot 2.0, TMOPlot, TMOKeys, SH4CMS |
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#52 | |
Frogman
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But in game, all the attack map does is display the imaginary target. It could be a lot more useful if it superimposed a mobo style dot on it to match that imaginary target to. (Wonder if a mod, could do that? hint, hint, LOL). As it is, all I use the attack map for is confirmation of my torpedo TDC attack solution and sometimes to watch the fired torpedoes tracking on target.
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. Member since February 2007 Wargaming since 1971 (1st game Avalon Hill's Stalingrad) Hobby/Gaming Computng since 1977 (TRS-80) (adhoc programming & game modding ever since) |
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#53 | |
Captain
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That may be where your error is coming in. Barracuda |
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#54 | |
Frogman
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Could it possibly have been by the methods previously discussed and then placed in this makeshift MoBo? You could be on to something.
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. Member since February 2007 Wargaming since 1971 (1st game Avalon Hill's Stalingrad) Hobby/Gaming Computng since 1977 (TRS-80) (adhoc programming & game modding ever since) |
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#55 | ||||
Captain
![]() Join Date: Aug 2009
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![]() A guy commented on one of those videos a couple of days ago so I thought I would stop in, only to find people talking about me ![]() Quote:
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That being said, AOB is related to own course. Intercept angle, Bearing, and AOB must add to 180 or it's not a triangle. Intercept angle is based on the difference between your course and target course. We can say it's a mathematical certainty that if you keep any one point of the triangle constant over time, the other two must change unless you are on a collision course. The most common constant in a torpedo attack is going to be track angle. Since track angle isn't going to change, bearing and AOB will. Suppose you want to keep AOB constant though. Why might you do this? Maybe you want your torpedoes to hit the target at a certain angle and you're not happy with the range. In order to keep AOB constant, you must change course and bearing. Suppose you want to keep bearing constant. Why? Perhaps you're doing an end around to get in front of the target. In this case, you want to keep distance constant so you move around the circumference of a circle centered on the target. AOB and course must change. In the case of a collision course, all 3 angles remain constant over time, changing the scaling of the triangle, but not the angles. edit: fixed a small mistake edit 2: fixed another mistake. I'm on a roll today...
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My SH4 LP Last edited by ColonelSandersLite; 09-29-16 at 09:04 PM. |
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#56 |
Captain
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Getting back to the topic of working the TDC, I thought I would state my own data entry procedure when using the position keeper.
Determine target course and speed via any method. Enter speed into the TDC first. Enter approximate AOB into the TDC. Enter bearing and range into the TDC. Start the position keeper. Fine tune the AOB. Get fresh bearing and range entered into the TDC. If I'm not using the position keeper, my normal procedure is: Determine target course and speed via any method. Ensure the position keeper is off. Set speed to either 0 or target speed depending on method of shooting. Send range and shoot bearing to the TDC. Set AOB to either 0 or the AOB of the target at the shoot bearing, depending on method. Resend range and shoot bearing to the TDC just before firing to ensure that they haven't been messed up by a stadimeter reading or whatever during the approach.
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#57 | |
Frogman
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![]() I'm going to use your PK steps for my initial PK training. re: not using the PK What method allows for a 0 (zero) speed setting? What method allows for a 0 AOB or do you mean 90 degrees AOB? Are those "Down the throat" setup settings? Thanks for sharing tips!
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#58 |
Captain
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I usually use 0 speed and AOB for zero gyro shots. I just look up the bearing to aim the scope at on on a reference table. Since you have my reference materials archive, you already have the tables I use. I probably use this method 90% or more of the time when I'm just attacking a lone merchant tracked by radar.
I also have a tendency to finish off ships using just 0 gyro shots and guessing the lead angle. I usually hit. Make enough 0 gyro shots and it's not too hard to do. Also, yes, I've done that for down the throat shots as well.
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#59 | ||
Frogman
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Interesting refinement if that's the case, since my constant bearing shots (no PK) always involve setting the TDC speed to target speed (not 0 unless the target is actually stopped), choosing a lead angle to fire (i.e. usually 10 slow target/15 medium target /20 fast target degrees) and setting that as my target's AOB (at point of firing). Then I scope down the same lead angle allowing the TDC to make slight gyro alterations in the final firing solution. re: your last (no PK step) Quote:
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. Member since February 2007 Wargaming since 1971 (1st game Avalon Hill's Stalingrad) Hobby/Gaming Computng since 1977 (TRS-80) (adhoc programming & game modding ever since) |
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#60 |
Navy Seal
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There is one thing wrong with ColonelSandersLite's instructions for using the PK, and if you followed my earlier instructions, you already know what it is.
After entering speed and AoB it is absolutely vital that the PK be on before you take your range/bearing sight. ColonelSandersLite turns on the PK after the range/bearing sight. The reason that is wrong is that after taking the sight in ColonelSandersLite's method, your artificial target is not moving. The real target is. Therefore you introduce an error in the amount of distance the target moves between when you hit the send button on the stadimeter to when you start the PK. The artificial target, which is what the sub really shoots at, will be behind the real target by that distance. If you subsequently take another stadimeter shot, it will correct the error. But why would you use wrong procedure to introduce the error to begin with? Just turn on the PK first and you'll be bang on every time. I used to use a chart to do lead angle. I stopped. Why? What is easier than picking the wrong column off a chart when under time pressure? NOTHING! Humans make stupid errors given the slightest opportunity, and so will you. However the TDC doesn't make that mistake. It always knows which speed of which kind of torpedo is going out the selected tube. It always is picking the correct gyro angle. That's why the Dick O'Kane method uses a rule of thumb for lead angle and lets the TDC pick the gyro angle. It works correctly every time. People don't. Simplify. Toss out steps that introduce foreseeable error. Then do it some more. What you're left with is repeatable valid procedure.
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Sub Skipper's Bag of Tricks, Slightly Subnuclear Mk 14 & Cutie, Slightly Subnuclear Deck Gun, EZPlot 2.0, TMOPlot, TMOKeys, SH4CMS |
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Tags |
aob, missing, targeting, tdc, tmo |
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