I have started to convert my old prototype into a massively multiplayer game. I would like to hear from modelers and Java coders who would like to help. The main sim project page is here. What is shown below are videos from 2004 or so which explain some of the fire and torpedo control devices of the Dreadnought Era.
My first three educational videos are ok. The last two are more involved and I had not enough scripting of what I wanted to show and explain.
There are mistakes in these videos, particularly in the voiceovers. I encourage you to follow the links to Wiki articles that more accurately describe some of the details.
The British used two types of torpedo aiming instruments in the war: the Torpedo Director and the Torpedo Deflection Sight. These videos illustrate use of a Torpedo Director Pattern 2006: how it works when placed on the torpedo tube, and how it can be used from a remote aiming position by use of a Tangent Bar to factor out the parallax.
The Royal Navy used a device called a Dumaresq to relate the relative motion of a target ship to the very helpful frame of reference to how fast the enemy ship appears to be moving along the line of fire versus across it. These measures are very helpful in mature fire control systems, as the first is the rate of change of range over time and would be a value you could integrate on a Range Clock to generate a continuous range hypothesis for continuous hitting, and the latter can be massaged further to calculate the small lateral aiming deflection angle that will cause the fire to be correct for bearing.
Ship-wide Fire Control Systems
The Royal Navy took the basic components of gun sights, rangefinders, spotting, and communications devices to build a sophisticated computer, the Dreyer Fire Control Table and a system to harmonize the effort by pointing and firing all the guns at once using a Gunnery Director.