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baksie
03-19-2005, 07:51 AM
How do you calculated the AOB ?

Any tips are helpfull

ty

baksie
03-19-2005, 07:51 AM
How do you calculated the AOB ?

Any tips are helpfull

ty

Subsim
03-19-2005, 07:55 AM
(From previous posting)
Getting AOB is a little confusing at first because the ship will present it self at all kinds of angle, while the notepad tool is fixed with the ship pointing up. To get angle on the bow, here's what I do:

I look at the ship and ask myself "Which side am I looking at? His port or starboard side?" That's pretty easy to answer, so I move the pointer on the pad to that side of the little ship diagram.

Then I ask myself, "Am I looking at his fore or aft quarter?" Answer that question and you have the pointer near the correct AOB.

I am getting the relative bearing from the binocs, UZO, or periscope, then going to the map and zooming in close to the sub, using the ruler to lay down a bearing line (estimated), and then zooming out a bit and extending it.

I have mentioned to the dev team that adding bearing numbers to the range circle tool would be great (like in Dangerous Waters and Sub Command), as well as a free-hand pencil for making those cool lil' squares and writing notes. They have it on their todo-list.

It's funny, they are pretty smart subsim developers. I sent them a three-page list of suggestions back in Oct and they said, "Yeah, most of that stuff we are already working on." And behold: SH3! These guys are really listening to us (as much as possible).

I like to estimate the range and bearing, lay down bearing lines, and tick marks, and establish a track. A single ship with no escorts is pretty easy. In convoys, I pick my target and track it, sprinkling in a few tick marks for other ships. Escorts I tend to watch pretty carefully, and drop tick marks. I am working on a tutorial for manual map and TDC, hope to be finished in a few days/week. Manual map and http://forums.ubi.com/images/smilies/11.gif Manual TDC really give me a lot of stuff to do when playing the game. The old "lock scope, fire torpedo" method is dead forever!

Source: http://207.44.164.159/phpBB/viewtopic.php?p=251084&highlight=#251084


http://207.44.164.159/phpBB/viewtopic.php?p=251408&highlight=#251408

Beeryus
03-19-2005, 07:57 AM
I may be wrong but I think you're just expected to estimate it. There are ways of calculating it precisely, but they would probably take too long. Just estimate it and launch a nice spread. That should do the trick.

Bolshoy
12-09-2005, 04:16 AM
I calculate AOB the next way:

Ship's height (in manual)
------------ = coefficient 1
Ship's length


The take a look at the ship through your periscope/uzo, pause the game, measure the ship's length and height on your monitor using a real-life http://forums.ubi.com/groupee_common/emoticons/icon_smile.gif ruler

Ship's height (visual)
---------------------- = coefficient 2
Ship's length (visual)


Then:

Coefficient 1
--------------- = X
Coefficient 2


X - is the result of the next calculation:
COS(Angle1) = X

For instance if coefficient is 0.5, then your angle1 is 60 degrees as Cos60=0.5

And finally:

ANGLE ON BOW = 90-Angle1

vanjast
12-09-2005, 06:46 AM
'Jump into the ship' and look at your sub. AOB is the bearing your sub is from the ship's bow (front/forward/the sharp end).

So it will be either Starboard/Right(green on the TDC) 0-180 degrees, or Port/Left(Red on the TDC) 0 - 180 degrees.

Now jump back into the sub's scope/Uzo, look at the ship and estimate the angle that the ship sees you (that's if it could). It takes a bit of practice getting the angle right, but more easily achieved it you position yourself and right angles ( 90Deg ) to the ships course. Get in close, so you can see the ship clearly, don't worry you'll have plenty of time to make TDC adjustments.
http://forums.ubi.com/groupee_common/emoticons/icon_cool.gif

HeibgesU999
12-09-2005, 09:08 AM
If you and your target's course are perpendicular, you AoB and Bearing have an inverse relationship.

For instance if you are on a perpendicular course, a ship travelling across your bow from the port to starboard and a bearing a 350â? would have an AoB of 80â?stb.

A ship going the other way would have a bearing of 10â?and an AoB of 80â?pt.

I use 2 Firing Points for all my torpedo solutions. Slower moving targets I use 85â? pt/stb and fire on a bearing of 5â?+-. For faster moving ships I use 80â?pt/stb, and fire when the bearing is 10â?+-.

If you are going to estimate Range and AoB, which is the most realistic method to use, I would suggest playing on Auto TDC for, and closely studying what you see on the Notepad and what your eye is seeing through the periscope.

Pretty soon you will be calling out "Range 600m, AOB 85â? stb, Speed 7kts, on my mark" and as your target enters the crosshairs bearing 355â? you yell "FIRE!"