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#1 |
Navy Seal
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I promised when I lead another thread astray that I'd try to make a diagram or diagrams to explain my concept of shooting based on a made-up target course. The situation is that you don't know what the range of the target is so you make one up! Taking bearings three minutes apart, you plot those bearings on your fake target track to calculate (you guessed it!) a fake speed!
![]() ![]() Now, I have finished my first chart and it takes the simplest case, where the course is actually at 90º to yours but you just make up a range for fun and profit. Works fine. Here's the construction: ![]() So how do you like THEM apples? Make sense? Actually you don't even have to shoot this as a constant bearing attack. Turn on the PK, put in the range, AoB (90º at the last bearing point) and speed. Then shoot whenever you feel like it! Fill it full of holes if I'm wrong, I can take it! I don't think I have left myself any weasel room to deny it in that case. Let's reason this sucker out together and make it work.
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#2 |
Stowaway
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#3 |
Navy Seal
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Yes, that animation started the whole revolution in fleet boat shooting here at Subsim. It was the result of U-Boat skippers gutted and aaronblood traveling to the dark side at the same time I was looking at the possibility of adapting U-Boat techniques to American submarines.
The more I look at my chart above the more unhappy I am with it. It looks too much like the Dick O'Kane chart and really should have two sightings, then the firing point at zero, then the torpedo track plotted for clarity. Don't have time to do it right now but I think the Mark II version of the chart should be done. I also want to use it as a conventional targeting method with PK on so timing of the shot isn't critical. That would be fun too. Now that I can play SH4 again after I wiped and rebuilt my hard drives, this is a worthy first project. Greyrider gets some credit on this one because a sonar technique will end up in the mix somewhere. Even though his 8010 idea never got anywhere he is still the first guy since I developed the Dick O'Kane sonar only method to attempt to develop a sonar attack method. Anyone else who wants in, the water's warm! Contributions are welcome, including that of disproving the whole idea. Also if I have been unclear on any part of the concept I need to know. If the technique can't be taught it is useless. That means every step must be clear, easy to understand, easy to remember and easy to execute. There is no room for smoke and mirrors, unannounced tricks or unsupported claims in any legitimate tactic. The fun is in covering every detail, making a set of instructions that anyone can follow successfully. The proof of success is when the student ends up shooting better than the teacher. The purpose of developing a technique is not so the originator can brag, but so that the students can brag about what great shots they are. That's the reward, right there! "I was frustrated and ready to quit playing but learning the xyz attack made me a successful skipper and saved SH4 for me" is the big payoff. I'll take a hundred times more criticism for the simplicity and lack of originality of the Dick O'Kane and John P Cromwell techniques in exchange for just one of those. Instead, I have received dozens just like it, and have repeatedly announced and shared the credit with all who contributed to the cause, especially to Neal Stevens who created the unique community in which this could take place. There are other sub simulation websites, but only one place where things like this happen.
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#4 |
Silent Hunter
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Thanks RR, for taking the effort of making it visual.
It certainly does look like the Dick O'kane method, but with one critical flaw. It relies on an assumed target speed. If the target speed is different than the real speed then you could miss ahead of the bow or behind the stern. It all depends on how much leeway the target's length gives you. I'm afraid this technique is in no way more guaranteed than Greyriders 8010 method.
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#5 |
Admirable Mike
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It seems to me that you'd have to fire a spread to have a hope of hitting the target. I like it though.
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#6 | |
Navy Seal
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Haven't you ever done the stadimeter thing and found through the attack map that your range is too short? As long as the impact x is on a straight line between your sub and the target, you have a hit, even though your range is wrong. You do have to reduce the speed proportionally to maintain the alignment if you're using the PK especially. That error was the inspiration for my idea. The only thing the solution has to yield is the correct gyro angle. If the correct angle is the product of an inaccurate speed and range the torpedo still makes a boom. ![]()
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#7 |
Ace of the Deep
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RR
(and everybody else interested) regarding the ficticious course attempt up to now I have this: link Hope it is "understandable"... Fire Away! (going deep now ...) ![]()
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#8 | |
Silent Hunter
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Sigh, I need some R&R ![]() p.s. no pun intended with that.
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#9 | |
Navy Seal
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Then the question: how does placement of the fictitious course influence solution quality? What kind of error tolerance do we have? I'm thinking at this point that we might have to use a visual AoB estimate to fix a non-right angle position of the fictitious course. Good work! Now you've made me burn some midnight oil. ![]()
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#10 |
Ace of the Deep
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For starters assume that you know target course.
Why? Because there is a bearings only method that allows you to do so. Implementable via passive means (sonar or optical observations no radar required). You won't like it though, as the sub must remain stationary as it collects data (at least three distinct bearing/time observation pairs). But if the target' is a medium or slow "mover" and you detect him early enough you may have time both for proper data collection and maneuvering. { I realy think you must go through this link: http://www.archive.org/details/maneuveringboard00unit } Then you'll have to deal only with target's speed inaccuracies as range probably doesnt matter for small torpedo gyro angles. .
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- Oh God! They're all over the place! CRASH DIVE!!! - Ehm... we can't honey. We're in the car right now. - What?... er right... Doesn't matter! We'll give it a try anyway! Last edited by Diopos; 08-20-10 at 07:34 AM. |
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#11 | |
Navy Seal
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#12 | |
Ace of the Deep
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![]() The "keep it in the game" principle is a very ... mature one indeed. But there can be "legitimate" exceptions such as using a Maneuver Board. After all you can plot in real time (not pausing the game). There are other kinds of solutions that are not as "knowledge intensive" as proper nav work. (And no I don't mean alt-tabing to an Excel spreadsheet). I'm in a brainstorm phase already! ![]() .
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- Oh God! They're all over the place! CRASH DIVE!!! - Ehm... we can't honey. We're in the car right now. - What?... er right... Doesn't matter! We'll give it a try anyway! Last edited by Diopos; 08-20-10 at 03:04 PM. |
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#13 |
Ace of the Deep
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RR,
any progress? .
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- Oh God! They're all over the place! CRASH DIVE!!! - Ehm... we can't honey. We're in the car right now. - What?... er right... Doesn't matter! We'll give it a try anyway! |
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#14 | |
Navy Seal
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You know, you're right about one thing. The maneuvering board is something very different from our nav plot. Real subs had both. I saved a copy of the manual as everything I have is from 1946, after the war ended. It's not that I don't understand the higher math and I'm not afraid to share a room with a trig table. I'd just rather not if I can avoid it... ![]() No progress yet. I've been wasting too much time on that other thread. Think my efforts would be better spent here.
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#15 |
Ace of the Deep
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No problem!
BTW I truly meant "mature" (it was not ironic). But have you done anything on "ficticious"? .
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