![]() I feel like I know twice as much about the TDC as I did before.As for the spell check if it's for me, I'm sorry English is not my native language, so there might be some typos No mechanical lag!Īs far as I know, the correct solution lamps were marked with an 'A' and the power light was blank, but I'm not sure about that.ĮDIT: The manual says that there are two bulbs for each inficator light, so a single blown bulb wouldn't affect the lights. The term they use in the manual is 'in synchronous operation'. If the captain manouvers hard (thus making target bearing change very quickly) or the range is very close, then the target problem may be changing faster than the TDC can keep up with, so this will also make the correct solution lights go out until the TDC follow up heads are matched and the TDC has caught up with the solution. ![]() Once ot has cought up and passed the right problem on to the angle solver, the correct solution lamp will go out of the angle solver has not yet caught up with the right solution. Also, if the gyro angle is greater than that type can be set to the lamp will not be lit either.įurthermore if the TDC has to do any kind of rapidly changing solution, there is a possibility that the internal mechanism will not be running fast enough to be providing the right problem from the PK and hence the problem i snot being represented properly, so the Generating lamp will go out. If the solution that the angle solver has come up with has been solved and the solution would have a torpedo run of more than 300 yards or more than the maximum torpedo run length of the type of torpedo being used. There is a lamp each for forward and aft torpedo solutions. ![]() The other two are on the angle solver unit. The first one is on the PK section and tells you if the PK is on or not. There are three main indicator lights on a Mark 3 TDC. In other news.there's an attack map? How do I access that? I always locked the ship and adjusted left/right. Someone (or multiple people) should compile a new manual and sticky it.įor example, until not long ago, I didn't realize you could simply target a part of a ship by launching the torpedo and keeping the crosshairs trained to a certain area on the boat. I'm using this map much more now for close proximity maneuvering, especially escaping DD's. I'm sure I've got most of it by now, it's just weird to find out things like the 'x' on the attack map. It's fun sometimes to find out new things and all but I wonder how many victories I would have if I knew where all the tools were. I wish that someone who knows ALL of this stuff would post an updated manual. For instance, I didn't know that the 'x' on the attack map showed your solution, this is good information. The attack map (which I used to ignore) is much more useful than I ever thought possible, as it has no real tools to use. ![]() I'm also finding out a lot of little things that should have been in the manual after all these months of playing. The most common uses are: leveling a wobbly table, A drink coaster and my choice lighting BBQ or camp fires.Ĭheck out this thread for some real help. Third get range with the Stedimeter and send range/bearing to the PK.ġ) For stock the red A will show that the auto targeting system had a good firing Solution and you can shoot when you get a Green arrow (best) or a yellow arrow (Ok but not a great firing solution) Open the Tube doors first!!!!Ģ) In auto targeting the GSP button is not used as your firing solution is figured for you and followes the periscope.ĮDIT The manual is all but useless. Turn on the PK and then input speed and click the send to Position Keeper button. If it is on or very near the target you have a good solution. You can check the solution on your attack map. Input Speed, AoB and range/bearing click on the red button GSP and the the TDC will update your firing solution as the target moves, once you have a good solution the PK will keep it for you. This will lock the scope to the target and follow it automatically.Ģ) The "GSP" light/button activates The Position Keeper function of the TDC. To lock a target you put the scope on it and push the L key. If you have locked a target in the periscope with the L key the a will light up.
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