Question: CV and torpedoes

Discussion in 'Warbirds International' started by hugo baskervill, Sep 5, 2007.

  1. hugo baskervill

    hugo baskervill Well-Known Member

    Joined:
    Sep 15, 2004
    Messages:
    824
    Location:
    Březnice u Zlína, Czech Republic
    1. How fast is non damaged CV? And is there any way, how to find current CV speed? What speeds it is using? Can I somewhere find current CV hdg? Is there any maps of CV routes?
    2. How fast is torpedo? Has it any dispersion?
    3. Current horizontal angle of cockpit is 90 degrees? So when I will see CV at the left edge of monitor it is 45 degrees angle?

    Thanks a lot.
     
  2. Red Ant

    Red Ant Well-Known Member

    Joined:
    Jan 18, 2002
    Messages:
    4,946
    Location:
    Germany
    I suppose you could get a good approximation of the speed of an undamaged CV if you drop a really small (50 lbs) bomb on a hitherto undamaged carrier. In real life, most WWII fleet carriers in the USN had published top speeds of about 34 knots (multiply with 1.15 to get mph or with 1.852 to get km/h).
     
  3. gandhi

    gandhi Well-Known Member

    Joined:
    Feb 17, 2005
    Messages:
    1,613
    well for nummer eins:

    u can shoot on enemy cv once or twice with 7mm

    i think it tells u both before/after ur damage how fast and health of cv

    edit: u can get otr of a undamage cv and use .showdata
     
  4. Red Ant

    Red Ant Well-Known Member

    Joined:
    Jan 18, 2002
    Messages:
    4,946
    Location:
    Germany
    Does 7 mm actually inflict any damage on a ship? I thought the game just ignores any caliber below 30 mm as far as ships are concerned.
     
  5. airfax

    airfax Well-Known Member

    Joined:
    Dec 10, 2001
    Messages:
    3,222
    Location:
    Tampere,Finland
    And you'll be able to get a brand new (and better) plane since the fleet acks just killed you....

    :D
     
  6. reuben

    reuben Well-Known Member

    Joined:
    Oct 5, 2004
    Messages:
    2,096
    Location:
    SWEDEN
    teeheeeheee...

    Rly, Hugo.
    Find out WHICH CV you want to attack.
    In tower type .field f5 (this example is the CV in ocean map that starts ESE F1)
    You will see a whole bunch of info regarding the state of the fleet, also if the carrier itself is damaged or not. BUT the CV heals after a while, I mean that acks reup, If I am not totally wrong. I do not think that rebuild of carrier affect anything but acks, like... speed is kept low, the crap on top of the ship does not get rebuilt..

    To get accurate reading of CV speed, I know of no other way than to hit it with explosives. PERHAPS 30+mm is big enough to make minor damage so you can get a reading... It's possible to damage escorts with guns, but I don't thin k the CV is affected by small caliber, as gandhi suggests. But then gandhi is a peaceloving creature, who possibly would sit in front of the enemy fleet to stop it getting in range to fire at a field perhaps ;)

    ...and now, something completely different:
    1
    The Larch




    The Larch
     
  7. hugo baskervill

    hugo baskervill Well-Known Member

    Joined:
    Sep 15, 2004
    Messages:
    824
    Location:
    Březnice u Zlína, Czech Republic
    I was trying do very accurate torpedo gunsight for TBF, i make some calculations in excel, but speed of torpedo is inaccurate and it needs correct CV speed and azimut. It was done after some tests, but -it works now only at laboratory conditions. It is make for angles of attack 80-100 degrees to side of any ship you lock. But it fails in real war conditions because i didn't know current speed and azimut. But anyway it isn't bad gunsight, teoretically you can drop the torpedo from any distance down to torpedo range and you hit very accuratelly.

    So for better calculations i need these datas and no CV will survive my torpedo attacks ;)

    Next step is gusights for narrow angles from forward or backward of CV.

    i'm feeling like mad scientist who is trying invite horrifiing weapon, muhahahaa%)
     
  8. hugo baskervill

    hugo baskervill Well-Known Member

    Joined:
    Sep 15, 2004
    Messages:
    824
    Location:
    Březnice u Zlína, Czech Republic
    Mathematic is greatest weapon ever.
     
  9. Lesiu

    Lesiu Well-Known Member

    Joined:
    Nov 30, 2005
    Messages:
    1,242
    Location:
    Gdańsk
    CV rebuilds after full circle of waypoints. So, when you see damaged fleet returning to port - it will respawn in full force.

    CV can be sunk only if rest of fleet is sunk. However, attacking CV with escort is resonable, as every damage done to carrier slows down whole fleet.
     
  10. airfax

    airfax Well-Known Member

    Joined:
    Dec 10, 2001
    Messages:
    3,222
    Location:
    Tampere,Finland
    nah, the rock was invented first...

    :D
     
  11. RolandGarros

    RolandGarros Well-Known Member

    Joined:
    Mar 21, 2003
    Messages:
    2,867
    search the board
    that sight exists already
     
  12. hugo baskervill

    hugo baskervill Well-Known Member

    Joined:
    Sep 15, 2004
    Messages:
    824
    Location:
    Březnice u Zlína, Czech Republic
    I'm not meaning inaccurate gunsigh to ju88, I mean deadly accurate sight and manual how to use it, because it has about five lines for angle 80, 85, 90, 95 and 100 degrees and in laboratory conditions you can hit every ship you lock, no problem hit DD at full speed at quite long distance at 100% accuracy, but only on laboratory conditions, because I'm droping torpedo so far away, so the inaccuratings of CV azimut and CV speed causes so big error that i miss whole CV, and that is problem. So that is why i need mainly CV routes and speed of torpedo. Speed of CV depends on any damage? Like when CV has 100-75 cap it has speed 50ft/s, 75-50 has 40ft/s, etc. ?
     
  13. -exec-

    -exec- FH Consultant

    Joined:
    Jan 29, 2000
    Messages:
    24,690
    Location:
    xUSSR
  14. DZIVDZAN

    DZIVDZAN Well-Known Member

    Joined:
    Sep 17, 2004
    Messages:
    203
    Location:
    Leskovac, Serbia
    http://tehnovagon.ru/up/as/Torp/torpedoes_eng.htm
    Url still work. I think ther is math dependent between CV cap% and CV speed and all you need is to colect some online data and calculate. Azimut of CV only on map (F1) you can see but if you need calculations after that you dont have time. Above URL give imo the best way of attack on CV so try it.
     
  15. hugo baskervill

    hugo baskervill Well-Known Member

    Joined:
    Sep 15, 2004
    Messages:
    824
    Location:
    Březnice u Zlína, Czech Republic
    Good stuff, at least i know torpedo speed 76ft/s. There are some good ideas.

    I was thinking about it and imho best angle of attack could be little less than 45 degrees is CV is running 50ft/s, less speed higher angle of attack. This can evade some inaccuraciness of Cv course. 90 degree attack isn't the best way, only small error and torpedo could miss easy, the worst AoA is more than 90 degrees, this may lead to miss at very small course mistake.

    This gunsight is quite difficult to use and not so accurate as i need.

    The only one problem is how to find CV speed, it is last problem in creating deadly accurate sight, i will do some tests with CV dmg and speed, it would be much easier in TA, but...

    But thx for links.
     
  16. hugo baskervill

    hugo baskervill Well-Known Member

    Joined:
    Sep 15, 2004
    Messages:
    824
    Location:
    Březnice u Zlína, Czech Republic
    OK, main question of the night. How is modeled speed depending on damage. It is linear somehow like 100cap = 50ft/s, 50 cap = 25ft/s and 88 cap = 44ft/s, or it is unlinear modeled in speed skips like 80-100 cap = 50ft/s, 60-80 cap = 40ft/s, 10-20 cap = 10ft/s and less than 10 cap = 5ft/s? It is any legal ways how can i find current CV speed or capacity without spying and bombardind CV and without any help of someone who hited it?
     
  17. DZIVDZAN

    DZIVDZAN Well-Known Member

    Joined:
    Sep 17, 2004
    Messages:
    203
    Location:
    Leskovac, Serbia
    Imo no legal way, you must bomb it or some one help you when got hit cv to say to you or take a note. To finde cv speed during game without some one say it impossible, so imo the 90 degrees attack is the best solution for this game. I was thinking the only thing not change is hight of cv deck, lenght depend on angle of watching, so only way to know distance (but not exact distance) from cv is mesuring hight of cv deck.
    Imo cv speed is linear but need check that too. First gathering data manual by bombing cv and take some notes then calculate. :)
     
  18. hugo baskervill

    hugo baskervill Well-Known Member

    Joined:
    Sep 15, 2004
    Messages:
    824
    Location:
    Březnice u Zlína, Czech Republic
    I made some gunsight which imho minimize wrong hdg of CV, it isn't bad. You dont need know distance, only accurate speed and at least some estimation of HDG. It is based on angles of attack 50-90 degrees depending on CV speed. Faster CV smaller angle of attack. it needs attack from back section of CV. And there are not many calculations, only simple calculation with HDGs. I made marks for CV speed 50, 45, 40,...5 ft/s but imho not all visible in TBF cockpit.

    I'm not sure, i can made a mistake but torpedo speed isn't 76 ft/s but imho 85-86 ft/s, but i could calculate with drop time error.

    When i tested new gunsight it was enough accurate that torpedo disapear only some meters from CV, so it is useful at maximum torpedo range, but i don't know how far it is. But it was in laboratory conditions, it needs many testing in war.
     
  19. hugo baskervill

    hugo baskervill Well-Known Member

    Joined:
    Sep 15, 2004
    Messages:
    824
    Location:
    Březnice u Zlína, Czech Republic
    Today I made first attack with my new torpedo sight. CV speed 50ft/s. But I released torpedo quite far away, imho some 4-6km from CV and CV turned in last moment in front of torpedo, so it missed closely front of CV and back of CA, but as I saw from map view, it will propably hit CV. It was only one attack, but imho it will works. I made some improvements to do my sight "user-friendly" and i will release it for testing.
     
  20. hugo baskervill

    hugo baskervill Well-Known Member

    Joined:
    Sep 15, 2004
    Messages:
    824
    Location:
    Březnice u Zlína, Czech Republic
    http://hugobaskerville.webovastranka.cz/file/133/2538_torpedovy_zamerovaz_vzor_3.gst

    So that is improved user-friendly torpedo gunsight, hoping it will be useful. It is hi res, improved for TBF torpedo attacks. simply rename it as f6f53.

    Manual is simple:
    -check CV speed, it is the most important, deaful 50ft/s
    -guess HDG of CV from zoomed map view
    -ascribe value which is under CV speed in sight to HDG of CV, there are plus and minus. If the speed is between two values you must use linear interpolation and lock target somewhere between marks.
    -that is course you must fly when you release torpedo when CV is on mark with its speed
    -remember must release torpedo 1-3s than mark will be at your target, torpedo need time to reach water. Flying very low can decrease error a lot.
    -navigation to ideal position of attack is the difficultest part of attack, HDG and mark is changing with CV speed from 54 degrees=50ft/s to 83 degrees=10ft/s.
    -you can release torpedo at any range in max range of torpedo and little errors of HDG is minimized.

    Enjoy:)