Land mode, puts your shot on a specific location. However the ship moves all your rounds will hit a very small zone. It calculates ship movement and range to the ground target and adjusts accordingly. However due to limitations a turret cannot point to certain areas that are blocked by the superstructure of your ship, but will pick up again when the gun turret can bear on the target location.
Sea Mode, is different. It keeps a constant bearing and range, like a bomber dropping bombs
This is useful in several ways when attacking seaborne targets. First since both ships are traveling the same speed this makes getting a fire control solution that much easier. If a target is traveling the same speed and on a parallel course it will not change range and will not change aspect (it won't drift left or right as you view it) basically it will stay still in the water relative to you. Since it is a virtual fluke that an enemy would be on a parallel course there will be some drift in both range and aspect, but unless you are on widely divergent courses you have a general idea as to where your shot will end up. As the angle of course divergence approaches zero, the change in range rate and aspect rate approaches zero as well. (IE if the course diverges 3 degrees the target may drift only 30-40 meters, but if it is 70 degrees divergent the target will drift maybe 600-700 meters.)
What you are doing, with the method as I outlined above, is taking out one of the two variables, in this case the aspect rate of change, that will spoil your shot. A third variable, speed is not a factor as all task-groups travel at a constant speed. Range rate of change is what you are correcting for, and that is a heck of a lot easier to compensate for.