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time on target

Posted: Mon Dec 30, 2013 1:02 pm
by scottb1393
Hi, i would like to make a suggestion for consideration to the powers that be.
Being a retired squid and having spent a decade as a swg-1a (harpoon engagement planner operator)
we had a tactic called "simultaneous time on target" The plan being say with a P-3 with a harpoon loadout
and a destroyer/cruiser with available harpoons/tasms and you would like to have all missiles arrive at the target
at the same time to overwhelm the targets defenses. I would think some place in the SHIFT + F1 area would be great.

thanks for taking the time to read this.

scott

RE: time on target

Posted: Mon Dec 30, 2013 2:44 pm
by Blu3wolf
hmm. being able to control desired ToT is fairly useful.

RE: time on target

Posted: Mon Dec 30, 2013 3:46 pm
by CaptCarnage
Hey I do the math on this all the time myself. It's very satisfactory! :)

RE: time on target

Posted: Mon Dec 30, 2013 4:14 pm
by Stevechase
I have an excel file I use to calc launch times for various platforms at various ranges from target to get an extremely accurate TOT for all weps. It is bare-bones at the moment but I do some VBA programing and am planning on making it glitzy.

RE: time on target

Posted: Mon Dec 30, 2013 5:50 pm
by scottb1393
i saw in another post i believe Stevechase that you or someone else mentioned about the spread sheet. i could see where as if the ship was firing 1 and the p-3 was firing one then it would
come down to distance and speed. what if the ship is firing 3 and the p-3 is shooting 1? for the ships 3 to arrive simultaneously the first two would have to be fired off axis and travel furhter
so they would arrive at the same time. Or might this be to much to ask of the game? It is a blast to play. scott

RE: time on target

Posted: Mon Dec 30, 2013 6:43 pm
by zacklaws
Theres a "TOT" calculator which I used to use on the following web page, an old relic from the old days of Harpoon:-

http://www.clashofarms.com/the-cic.html

Its only ideal though if you have a seperate PC etc to run it.

Search around that site and you'll probably find lots of other interesting articles on naval warfare etc which may be of some use

RE: time on target

Posted: Wed Jan 01, 2014 2:52 am
by Stevechase
ORIGINAL: scottb1393

i saw in another post i believe Stevechase that you or someone else mentioned about the spread sheet. i could see where as if the ship was firing 1 and the p-3 was firing one then it would
come down to distance and speed. what if the ship is firing 3 and the p-3 is shooting 1? for the ships 3 to arrive simultaneously the first two would have to be fired off axis and travel furhter
so they would arrive at the same time. Or might this be to much to ask of the game? It is a blast to play. scott

The one I use allows multi platform and weps TOT. But right now In your example the 3 missiles that the ship fires is assumed to be fired in rapid succession. So the 3 ship fired missiles would counted as one for purposes of TOT. As I mentioned its bare bones and simple but does what I need. I am considering modifying significantly with windows user forms dropdown menus and such.

RE: time on target

Posted: Thu Jan 02, 2014 12:11 am
by gsmith63
As the original designer of the ToT Calculator on the Clash of Arms site I can tell you that’s correct. I put it together a million years ago when I was between jobs and had a lot of time on my hands. It was initially designed to just calculate the arrival time for the first weapon in each unit’s salvo, and had no way of taking into account each firing unit’s movement after the first weapon from the first unit was launched. I always had the intention of doing more, but never got back to it. I can’t believe that thing is still out there!

Gregg