Looks like Atlantic Fleet uses point aiming with random dispersal. Only problem in Atlantic Fleet is that you have to more or less guess the point of aim, while historical real world fire control was 'computer aided' all the way back to 1902 with the invention of the Dumaresq. Dreadnought gunnery was not skeet shooting: it was an industrial process involving intricate time/decision loops, with many large sources of error. For example correcting off the wrong salvo in the time sequence generated a cascade of errors that took several minutes to recover from. Ultimate Admiral Dreadnoughts nicely models this common error by randomly losing target lock even when not maneuvering.
Prior to 1912 guns were individually aimed at the turret or gun, fired on the salvo bell and many shots did go wild due to sights vibrating loose, operator error, etc. UAD models this beautifully!
Director firing would be better modelled visually by keeping salvos falling in the same pattern but randomly vary the pattern width (dispersal) and point of aim, and only tie the fall of shot sprites to the salvo pattern during the last 1/2 second or so. I think Ultimate Admiral Dreadnoughts is trying to trace the entire path of the shell from gun muzzle to target. Not necessary to do this.
Many observers on the receiving end of dreadnought salvoes reported that ever shell in the salvo appeared to be headed directly for them, personally - and it seemed a miraculous deliverance when the salvo missed. Programming this effect would be much easier than what UAD is trying to do and would look much more true to life (as it were).