

Yes I've seen the torpedos setting off at angles, some sort of steerage to an angle and then straighten up it looks like. The TDC has the job of telling that torp what angle it needs to leave your sub #70894 - 04/03/05 10:25 PM Re: Angle on Bow calculationī-17II under the sea it is where's me Norden

When the target crosses your crosshairs at the point you want the torp to hit. Once you have that info its your job to aim at a point where you want the torp to hit the ship, this you do by unlocking the scope and aiming ahead of the target, opening the tube to remove the firing delay, and waiting. Your sub just needs to be heading on a course that will put you as close to 90 degrees to your target as possible.īasically you are inputting the data into the torpedos targetting computer, the torp is simply designed to fly straight and on an exact non-deviating course, the TDC has the job of telling that torp what angle it needs to leave your sub in order to hit the target, and it calculates this angle based on the distance of the ship, its speed and its angle relative to you. After you have that angle on the bow what do you do next? Do you line up the sub on that heading or can you do something to tell the torpedo to set off on that heading? What Lonestrbuckeye said, I'm still learning this, so I leave my solution calculations to my WO to calculate (hey - he'd be bored otherwise) Check out - it's got a bunch of SH3 mods.
#ANGLE ON BOW CALCULATOR MODS#
One more thing.I've found a few protractor-type mods that allow you to graphically compute AoB just by drawing lines on the F5 map screen. in the F6 screen, but you need to change it back to automatic data acquisition so that the solution tracks the periscope heading. Also, you can manually enter values for speed, AoB, etc. If it looks unreasonable, something's probably amiss. Once you have set up the torp solution parameters, you can take a look at the solution plotted on the weapon station map (F6). Also, while this may change with more advanced torps, the basic ones that you start with don't have any homing capability. The solution takes into account the orientation of your ship. I've just experimented with this sim for a few days.Īnyway, if you get speed, range, and AoB correct, you shouldn't need to move the boat at all. The amount of information in a sim like this is so overwhelming, so much to learn: weapons and navigation and everything - but I reckon getting the torpedos trained-up is going to be very important they're mostly missing by miles right now. Just not the vital bits Hmm I've only launched a few torpedos but they seem to head for the props. I know that a torpedo is going to hit solidly if it strikes at 90 degrees to the hull rather than at lower angles, and about deflection shots and speeds and torpedo power plants and so on.

Which coincidentally tracks the real-world state What I mean is- the torpedos set off at angles to the bow, is that angle programmed into the torpedo somehow or is the fish responding to the sound of the ship with its own hydrophone or- anything along those lines would be vital information thanks I've not passed all my exams yet so in role-playing mode I know nothing. After you have that angle on the bow what do you do next? Do you line up the sub on that heading or can you do something to tell the torpedo to set off on that heading? Yes I know much less than you do I've got an old HP 48 calculator, and I just wrote two simple programs to crank out AoB given the three variables B, SH, and EH. If you come out with a value outside of the range of 0-360, just add or subtract multiples of 360 until you've got a result within that range. If my sub is on starboard side of enemy ship: You can use those three values to calculate Angle on Bow (AoB) using the following simple formulae: When trying to calculate Angle on Bow, I find that I usually know (or can determine easily) three things: bearing (B), my heading (SH), and the enemy heading (EH). This is my first sub sim, and most of you have probably figured this out, but I've found it helpful.
