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09-23-17, 07:22 PM | #1 |
Watch
Join Date: Mar 2013
Location: NAS Whidbey Island
Posts: 28
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Manual Fixes / Firing Solutions in Cold Waters
I've logged a few hours with CW and I'm having a lot of fun so far. I am a new NFO in the Navy and have a little knowledge on actual sub prosecution (from the air, however) that I wonder if I can apply here. The firing solution is improved in the game by refining one's sensors but I wonder has anyone been able to do things the old-fashioned way?
How accurate are those yellow bearing lines that sometimes shoot out to your ship on the map? And are there any in-game ways to apply marks with times, bearings, etc. to start to build a manual track? Maybe mods? Any kind of TACAIDs would be better than nothing. Also, for farther engagements, it would be important to know the speed of the torps themselves to lead the target. I think the active sensor ranges are given but I don't know how fast they each are. I'm sure I could run some tests but if it's out there already, I'd appreciate a reference. Has anyone had any success prosecuting subs like this? I have my whiz wheel and a notepad and I'm ready to nerd it up! Really enjoying the game so far but I want to practice operating old school in the future. Forgive me if this has been addressed already. I tried searching and found a lot of good info but I couldn't pin this down directly.
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"Sighted sub, sank same" |
09-23-17, 07:52 PM | #2 |
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Join Date: May 2005
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If I understand what you are talking about it's the pings. And it's very common to send a torpedo down a ping bearing. However if it's a fast target moving perpendicular to the bearing, the torpedo might miss. If it's coming at you it might overshoot.
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09-23-17, 08:54 PM | #3 |
Watch
Join Date: Mar 2013
Location: NAS Whidbey Island
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Is that what those yellow bearing line flashes are? That's good to know.
Every so often, the contact updates on the chart. If you take could get two good fixes at 3 min apart, you just divide the yards by 100 to get speed. So let's say the two fixes are 1000 yds apart, then the sub is going 10 kts. If there were a protractor tool or a more intelligent cursor, you could get course and bearing to ownship. I remember there being some pretty good chart tools with SH. I hope we can get something similar in CW to do things old school, if there isn't already. Right now, I'd have to eyeball it or put physical tools to my screen, obviously not ideal.
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"Sighted sub, sank same" |
09-23-17, 09:58 PM | #4 |
The Old Man
Join Date: Apr 2006
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Just let your crew do the work. You can help them out a bit by guessing the contact type. Within a short time your crew will give you bearing, speed, distance and position accuracy. You won't have much trouble nailing your targets with this information. The time period of these engagements are well within advance military computer age.
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09-24-17, 08:18 AM | #5 |
Skipper
Join Date: Oct 2004
Location: AZ & DC
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I don't know that I have the time to spend waiting for the TMA team to determine an accurate distance. The enemy seems to react to my presence before that.
I think that is why I am quicker to fire. I still have a lot of issues with torpedoes going after sunken ships. |
09-24-17, 12:07 PM | #6 |
The Old Man
Join Date: Apr 2006
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Best to keep the wire if you can the steer them away from the sinks. The enemy subs rarely (if ever) hug the bottom.
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10-02-17, 10:05 PM | #7 | |
Nub
Join Date: May 2015
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Tags |
fire control, fixes, manual, tacaids, tracking |
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