Aces High Bulletin Board

General Forums => Wishlist => Topic started by: StokesAk on July 07, 2010, 03:46:31 PM

Title: Torpedo Lead Sight
Post by: StokesAk on July 07, 2010, 03:46:31 PM
Wish we had a sight that would help us lead CV's in the TA and offline. So we can get some practice.
Title: Re: Torpedo Lead Sight
Post by: 321BAR on July 07, 2010, 04:18:37 PM
good idea +1 ive always wanted something like this
Title: Re: Torpedo Lead Sight
Post by: whipster22 on July 07, 2010, 05:26:15 PM
+1000000
Title: Re: Torpedo Lead Sight
Post by: Saxman on July 07, 2010, 05:28:04 PM
Even better would be a functional torpedo sight as used in planes like the TBM and B-25.
Title: Re: Torpedo Lead Sight
Post by: Soulyss on July 07, 2010, 06:58:36 PM
Not exactly what you're looking for but there is an article on the trainers website (trainers.hitechcreations.com (http://trainers.hitechcreations.com)) that gives some good visual reference points to aim the torpedo with.
Title: Re: Torpedo Lead Sight
Post by: AWwrgwy on July 07, 2010, 11:14:55 PM
Not exactly what you're looking for but there is an article on the trainers website (trainers.hitechcreations.com (http://trainers.hitechcreations.com)) that gives some good visual reference points to aim the torpedo with.

+1

For the "practice" sight you would need some way to lock on target.  Like paddocking the carrier.


wrongway
Title: Re: Torpedo Lead Sight
Post by: Baumer on July 08, 2010, 12:43:37 AM
I'd like this as well, for all the torpedo planes and the PT boat.

(http://332nd.org/dogs/baumer/HistoricalImages/B-25TorpDirector.jpg)

The way I'd think this should work is with the following proposed dot commands.

1.) ".td" to display the torpedo director on the cowl or instrument panel as appropriate.

2.) ".tdspeed XX" where XX is the speed of the target in most cases this would be 40 mph but if the ships are turning it could be different.

3.) ".tdhdg XXX" This is the hard part, that makes this both a good tool to have, but doesn't make it overly easy for someone to use, thus keeping the game in balance. The XXX is the heading of the target, not it's bearing relative to you. This would provide a degree of difficulty that would simulate the actual operation of the director without making it overly complicated.

4.) ".td" this would then toggle the director off and remove it from the screen.

<S> Baumer
Title: Re: Torpedo Lead Sight
Post by: Ghosth on July 08, 2010, 07:03:51 AM
+1 for Baumers setup.

Currently a perfect torp run is one of the hardest things to do in AH.
Having a "correct" aiming device as Baumer detailed above would make that job considerably simpler.

The best part is as he mentions that how well you set up your attack will determine how accurate you are.

Excellent post Baumer, very well done sir.


Title: Re: Torpedo Lead Sight
Post by: RTHolmes on July 08, 2010, 07:41:53 AM
very cool idea :aok

rather than using dot commands, how about an F6 torpsight mode, like the F6 bombsight mode and do the setting up graphically in there somehow. perhaps using keys to calibrate the target vessel speed and heading relative to your aircraft, similar to bombsight calibration. 
Title: Re: Torpedo Lead Sight
Post by: Saxman on July 08, 2010, 07:44:56 AM
very cool idea :aok

rather than using dot commands, how about an F6 torpsight mode, like the F6 bombsight mode and do the setting up graphically in there somehow. perhaps using keys to calibrate the target vessel speed and heading relative to your aircraft, similar to bombsight calibration. 

That's my thought as well, having something similar to the current bombsight calibration.
Title: Re: Torpedo Lead Sight
Post by: STXAce8 on July 08, 2010, 09:18:10 AM
This would be awesome, because all we have now is the metal on the canopy to aim.
Title: Re: Torpedo Lead Sight
Post by: Baumer on July 08, 2010, 11:43:34 AM
My main concern with the F6 approach is that it will be much too accurate, like the current MA bomb sight is (my opinion only). I think having a few extra steps to set it up does a few things to keep it interesting and improve your odds for a hit, but not make it an automatic kill.

Think about this, with a properly calibrated torpedo director, a forward quarter USN torpedo drop could be made from outside the current Auto Ack range. I seriously doubt we want CV's getting sunk that easily.
Title: Re: Torpedo Lead Sight
Post by: Saxman on July 08, 2010, 12:39:10 PM
My main concern with the F6 approach is that it will be much too accurate, like the current MA bomb sight is (my opinion only). I think having a few extra steps to set it up does a few things to keep it interesting and improve your odds for a hit, but not make it an automatic kill.

Think about this, with a properly calibrated torpedo director, a forward quarter USN torpedo drop could be made from outside the current Auto Ack range. I seriously doubt we want CV's getting sunk that easily.

While some of the sharpshooters would be a concern, I think you're overestimating the bombing abilities of the average MA pilot. Think of how many times Buff formations roll overhead and completely miss the base....

Now I could definitely see a more EZ mode calibration for the Mains, with a manual for SEA/AvA.
Title: Re: Torpedo Lead Sight
Post by: StokesAk on July 08, 2010, 12:42:16 PM
Not exactly what you're looking for but there is an article on the trainers website (trainers.hitechcreations.com (http://trainers.hitechcreations.com)) that gives some good visual reference points to aim the torpedo with.

I have looked at that, but i have failed
Title: Re: Torpedo Lead Sight
Post by: Lusche on July 08, 2010, 12:42:56 PM
My main concern with the F6 approach is that it will be much too accurate, like the current MA bomb sight is (my opinion only).

Which would be, in my opinion, still be countered by the ability of ships to evade the torpedos, and by the increased vulnerability of torpedo bombers on the deck to enemy fighters and ship ack.

I really would like to see torpedo attacks to find their place in AH.
Title: Re: Torpedo Lead Sight
Post by: StokesAk on July 08, 2010, 12:44:09 PM
+1

For the "practice" sight you would need some way to lock on target.  Like paddocking the carrier.


wrongway

I would think sort of like a "torpedo sight" press F7

It will display the ships with a red dot on them. Just TAB to the ship you would like to sink. It will give you a line of angle to line it up with using your current speed and altitude.

Thus adding a place for torpedo planes in the MA oppose to 3 people upping Ju88's and droping torps 30 feet from the CV.
Title: Re: Torpedo Lead Sight
Post by: StokesAk on July 08, 2010, 01:51:22 PM
Rough draft:

(http://i423.photobucket.com/albums/pp313/Strokeys/TorpedoSight.jpg)
Title: Re: Torpedo Lead Sight
Post by: StokesAk on July 08, 2010, 01:56:04 PM
The sight would have to use your current heading and the heading of the target, cross reference that with the speed of the torpedo and generate an angle.

This wouldn't be too too easy to sink ships with though, you would get eaten by ack when you calibrate at close range making it necessary to calibrate at a farther range to avoid ack but still factor in the torpedo's run time.

A low, slow flying aircraft would be an easy target to fighter and puffy ack (what isnt) so it wouldn't be the end all of carriers and stop all of them in their tracks as soon as they are sighted.
Title: Re: Torpedo Lead Sight
Post by: Baumer on July 08, 2010, 02:54:57 PM
Ok here's my concern with an accurate sight that functions like what you've described.

This is the effective maximum range for a torpedo drop from a PT boat. I have sunk CV's in the main arenas from over 4000 yards so I know it's accurate.

With a 45 degree bow on shot, a US torpedo could be dropped from 3.8 miles (6700 yards) away from the target (and don't forget torpedo planes live below radar) with little to no warning on the CV. A good pilot would fly below radar then simply jump into the gunners position to do a rudder turn with out giving the CV any chance of spotting him.

(http://332nd.org/dogs/baumer/Torp/ptrange.jpg)

I'd like to see the torpedo runs be a bigger part of the game just like all of you. But I would hate for a seemingly good idea, create a bigger game play problem, with CV's getting sunk left and right.
Title: Re: Torpedo Lead Sight
Post by: StokesAk on July 08, 2010, 03:07:45 PM
Thats exacly what i fear, we could

Make it extremely easy to see torpedoes in the water

Have some kind of torpedo "warning" like we do bases at say, 1500 yards

Title: Re: Torpedo Lead Sight
Post by: bravoa8 on July 08, 2010, 03:08:26 PM
Get rid of the noe puffy ack that's all we need. :P
Title: Re: Torpedo Lead Sight
Post by: AWwrgwy on July 08, 2010, 04:34:34 PM
Get rid of the noe puffy ack that's all we need. :P

There is no NOE Puffy Ack if no one is manning the guns.  Hence, if they don't see you coming you experience StokesAK and Baumer's worst case scenario.

You can get to within 3k(?) of a cv now on the deck if no one is manning the 5" guns.  (What is hard gun range? 1k-2k yards?)


wrongway
Title: Re: Torpedo Lead Sight
Post by: Simba on July 08, 2010, 06:41:26 PM
This ol' cat would like a torpedo-sighting bar - plus a Swordfish to mount it on.

 :cool:
Title: Re: Torpedo Lead Sight
Post by: Denholm on July 10, 2010, 08:44:06 AM
Certainly a plus 1 for this sight being mounted on a swordfish. :D
Title: Success of torpedo attacks
Post by: Chilli on July 11, 2010, 08:21:28 PM
Success of torpedo attacks, in the game seems to favor PTs.  I am only going by my experience in both bombers and PTs.  Any marked improvement in torpedo bombing accuracy, will translate into shorter longevity for Task Groups.

 :aok  I like the idea.  I would rather see more of that kind of attack on Task Groups, than Lanc-Stukas.   
Title: Re: Torpedo Lead Sight
Post by: Beefcake on July 11, 2010, 09:52:13 PM
I like this idea.

+1

Also I'd like to throw in a request for torpedoes to be added to the B25 and B26.  :D