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Old 05-01-16, 11:35 AM   #1
Von Due
Sea Lord
 
Join Date: Jul 2012
Posts: 1,690
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Default Another topic on gyro angle

First, a zero degree gyro angle shot is the simplest and most accurate shot I know of. That being said:

I want to explore non zero solutions in SH3 but right now I have hit a wall of no information, information I would need to set up a non zero solution.

Let's say dead ahead is a track angle of 130 degrees on the target's course. Shooting straight ahead will make the torpedo hit at 130 degrees and that's no good for impact pistols. I therefor want a shot that will hit the target at 90 degrees so I need the gyro angle set up correctly for relative course, distance, speed, lead angle and every parameter that enters the set of equations.

One thing is how it's done in real life. Another matter entirely is how the game treats non zero shots. Is the parallax problem something to concider in SH3 (that is, the distance from your viewpoint to the torpedo tubes causes geometric complications in real life, but do they do so in the game, and in what way?) What IS the distance between the scope and tubes in the game anyway? The game provides no information that I could find.

What is the torpedo's initial run before making the turn? Does the game allow the torpedo to turn the moment it's out of the tube or does it run a predetermined distance? Turn radius. How does torp speed affect turn radius and turn rate?

All these things I would like to know but frankly, I don't know where to find this info. Been reading topics on theory and RL shots but this is a game afterall and if the designers decided to let go of reality then I'm at a complete loss.

My main question:

Is there a topic hidden somewhere that takes the reader through the GAME's theories on non zero shots, gyro angles, that will explain how the game's torpedos turn, their turn rate and radius, how to plot it prior to the shot, in short, is there a topic here that will explain everything the gamer will need to know about non zero shots?
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