| Straight Running Torpedo
Attacks
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Figure 1 illustrates the TDZ for a
Mk 15 torpedo at its 26.5 knot setting against a 30 knot target.
The arming distance is 450 yards and the maximum range is
15,000 yards.
Figure 1 - TDZ for a
Mk 15 Torpedo at the 26.5 knot setting against a 30 knot target.

Aiming Problem
For a straight running torpedo, the
aiming problem is actually a simple two dimensional interception
problem. Barring a malfunction of the torpedo's propulsion
system, the problem is simplified by the fact that the torpedo
maintains a constant speed. In addition, the torpedo depth
control system hopefully keeps the torpedo at a constant depth,
so gravity effects are not a consideration. Figure 2 shows
the geometry of the torpedo aiming problem. To solve the aiming
problem we need to know the target's course and speed, the
torpedo's speed, and our location relative to the target's
line of motion.
The line between you and the target
is called the Line of Sight (LOS). If the target is moving
we obviously need to shoot ahead of the target in order to
intercept it. The direction we shoot the torpedo in is called
the Line of Fire (LOF). The angle between the LOS and LOF
is called the Sight Angle (SA). SA is our "lead"
angle. Finally, the angle between the target's line of motion
(or velocity vector) and the LOS is called the Angle on the
Bow (AOB). AOB is measured from 0°
(dead ahead of the target) to 180°
(dead astern of the target), with AOB = 90°
meaning you are on the target's beam. AOB is usually given
a designator to denote which side of the target you are on,
e.g., "AOB: 125° Port."
The sides of the triangle representing
the target's motion and the torpedo's motion are vectors.
As such they must be drawn in their correct directions, and
their lengths must be in correct proportion the each other.
Solving for SA is a simple trigonometry problem with the length
of two sides and one angle known. The solution for angle SA
is given by:

Here, (Target Speed) and (Torpedo
Speed) must be in the same units (usually they are given in
knots, although any compatible speed units could be used).
Note that if (Target Speed) = 0, SA = 0°
(of course, (Torpedo Speed) > 0).
I can hear the groans now "Do
I have to calculate this on the fly?" The answer is NO.
Your F12 Torpedo Director station calculates this for you.
If you draw a line parallel to LOF
through the present position of the target, you'll notice
that the angle between the LOS and the line parallel to LOF
is the same as SA. This angle is called Track Angle (TA).
TA + AOB give the angle between the target's motion and the
torpedo's motion, or in other words, the angle of impact.
Ideally you want the impact angle to be 90°
as this maximizes the target's length presented to the torpedo,
thus maximizing the chances of a hit. If the impact angle
is 0° or 180°
then only the target's beam is presented to the torpedo. A
ship's beam is typically 1/9 to 1/6 of its length. This means
a "Down the Throat" shot (impact angle = 0°
) or an "Up the Kilt" shot (impact angle = 180°
) has about 1/9 to1/6 the probability of hitting as a beam
shot (impact angle = 90° ),
all other factors being equal.
Other items to note:
- The firing ship's course and speed
are irrelevant to the aiming problem. Note this is
opposite to air-air weapons employment, where the velocity
vector of the launch platform has a large influence.
- The firing ship's heading relative
to the LOF only determines if the LOF is in a clear arc
for the torpedo launcher.
- Solving the aiming problem says
nothing about whether or not your torpedo actually has enough
run time to reach its target. You must be in the TDZ or
the torpedo will not hit its target.
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