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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Samurai Navy
![]() Join Date: Jul 2002
Location: Scotland, UK
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The AOB calculation is one of the most imprtant calculations for a torpedo shot yeah?
There has to be an easier way of calculating the AOB instead of using the AOB tool on the periscope/UZO. I am getting incrediably frustrated with torpedos that i know are going to miss their targets as soon as they've left the tubes cause tehy go off to far in one direction or the other. :@ I might as well put my officer assistance thing on, and just let him do the work.....but first, please help, there HAS to be an easier way of getting the AOB. |
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#2 | |
Planesman
![]() Join Date: May 2005
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There's another AOB thread just a few below this one. It's not the easiest concept to deal with. More often than not, I just let the WO do the work nowadays.
But, have a look at that thread, and here's a good quote from it: Quote:
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#3 |
Silent Hunter
![]() Join Date: Jul 2002
Location: At periscope depth in Lake Geneva
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Once you work on it for awhile it suddenly clicks and all is klar!!!
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#4 |
Samurai Navy
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Location: Scotland, UK
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yeah i probably should. I'll start my campaign again and try not to feel guilty about using my wepons officer to achive near perfect shots :P
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#5 |
Ace of the Deep
![]() Join Date: Dec 2004
Location: Valhalla: Silent Generation
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The engineering gang aboard the Wahoo put a ship model on a lazy susan in the wardroom for their XO, "Killer" O'Kane to practice with. O'Kane would get at one end of the room and view the model through a pair of reversed binoculars. O'Kane used to call out the AOB and was never off by more than 2 degrees. Practice, practice, practice.
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#6 |
Planesman
![]() Join Date: Jun 2005
Location: Quadrant DB22
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You don't need to be calculating Angle on Bow.
Just look at the ship and use the Recognition Manual as a guide. Or, if you have map updates on or have plotted the target's course, then just look at the map and eyeball it. I fear that if you worry about calculating it, confusion may result. And it is really not necessary. Just get close and position the boat to get lots of 90° AoB shots. IMO, only after you are proficient at knowing AoB good enough to sink ships, only then worry about calculating the AoB (and then only if you really want to for some reason) for distant or other 'trick' shots.
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#7 |
Officer
![]() Join Date: Sep 2005
Location: Rochester, NY, USA
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I too, found this AOB calculation frustrating at first - even though I was familiar with the concept from a previous subsim game.
3/4 of the way into my first patrol I decided to try Wazoo's 90-degree angle on the bow method, and I started to have much better success. The method has as a premise that you are able to get your ship lined up for a 90-degree angle shot, but then it lets the TDC make minute AOB adjustments for you automatically if you shoot slightly to the left or right of what's ideal. (It also gets you started on manually entering information into the TDC, which I think is a lot more realistic than the 'point and shoot' method.) You can find Wazoo's tutorial here: http://www.paulwasserman.net/SHIII/#...ols%20Required but it might give you a bit more information than you were hoping for. You can also try jiggering with the bearing setting on the TDC for more of an 'off the cuff' situation. That has helped me on more than a few occasions. (Sunk my fist destroyer that way.) ![]() Hope this is of some help.
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#8 |
Watch
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Calculate AoB via formula.
AoB = 180 - (Target Course) + (True Bearing to Target) [if the AoB value from the above formula is greater than 360 then subtract 360 from it.] To find the true bearing to the target use the following: True Bearing to Target = (U-boat Heading + Bearing to Target) [if the "True Bearing to Target" value from the above formula is greater than 360 then subtract 360 from it.] Someone please correct me if these formulas are wrong. |
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#9 |
Pacific Aces Dev Team
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The real problem in SH3's AOB is that they got it WRONG
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One day I will return to sea ... |
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#10 |
Seaman
![]() Join Date: May 2005
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1. Get target's course through your observations
2. Chose a bearing that you will fire at the target on 3. Draw a line from your sub along your chosen bearing so that it intersects with target's course 4. Measure that angle with the protractor. This will be the aob when the target reaches your firing bearing. 5. Enter AOB manually 6. When the target reaches the bearing you have chosen, fire! If you want to target specific parts of the ship, then set your periscope for your "firing bearing" and wait until the section you want to hit enters your crosshairs. |
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#11 |
Torpedoman
![]() Join Date: Apr 2005
Location: Chicago Expatriate
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I'd suggest trying out etchasketch's excellent AoB wheel. In combination with other methods described above, I've had very good luck with it. It's also very satisfying to use, and you get to have fun with scissors, cardboard, and glue.
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#12 |
Chief
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I knew something was wrong here! That explains the "auto update " button on the TDC in the conning tower.
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#13 | |
Sea Lord
![]() Join Date: Mar 2005
Location: Grid CH 26, Spain ,Barcelona
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![]() Quote:
They have the work done if some day a pacific addon is released. but i hope that in this case they don´t use german tdc in a US submarine . ![]()
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But this ship can't sink!... She is made of iron, sir. I assure you, she can. and she will. It is a mathematical certainty. Strength and honor |
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#14 | |
Seaman
![]() Join Date: May 2005
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#15 | ||
Torpedoman
![]() Join Date: Apr 2005
Location: Chicago Expatriate
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