SUBSIM Radio Room Forums
The newest naval sim by Totem Games!

SUBSIM: The Web's #1 BBS for all submarine and naval simulations since 1997

Go Back   SUBSIM Radio Room Forums > Subsims & Naval Games > Wolfpack
Forget password? Reset here

Reply
 
Thread Tools Display Modes
Old 08-21-2016, 02:32 PM   #1
Chad
ACE
 
Join Date: Sep 2002
Location: Kansas City MO
Posts: 1,237
Downloads: 60
Uploads: 0


Default Torpedoes Los!

I'm trying to teach myself manual targeting and I have watched Neal's YouTube video and I have read Capt-Maxim's guide to targeting, but I still can't even hit the broadside of a slow moving ship in the Build 144 alpha. I'm getting close but it looks like even though my aim is off (usually in front of the ship) the torpedoes are exploding. Could this be the torpedo run and it explodes at the distance the ship should be?

I've been repeating the steps like a mad scientist and mixing up the values entered a bit each time.
  1. Full ahead surfaced, compass heading 90 degrees
  2. Getting to 10k meters, submerge and stalk prey until about 2k meters
  3. Ensure the value for AOB is as close to accurate as I can, this ship I believe is heading ALMOST due north, so AOB set to 270
  4. Line the front of my bow up with the ship 5-10 degrees starboard
  5. Set my Target Angle at 4 starboard
  6. Triple check distance on last time and modify if needed
  7. Fire Torpedo 1
  8. Adjust Target Angle 2 degrees more starboard not touching periscope
  9. Fire 2
  10. Move Target Angle a hair more starboard
  11. Fire 3
  12. Move Target Angle to 2 degrees, Fire 4

I see them all explode in front of the ship or right broadside but maybe short of actually reaching the ship, and it keeps sailing while I restart the game to try again.

What am I doing wrong??
__________________
Chad is offline   Reply With Quote
Old 08-21-2016, 03:22 PM   #2
Chad
ACE
 
Join Date: Sep 2002
Location: Kansas City MO
Posts: 1,237
Downloads: 60
Uploads: 0


Default

Maybe posting on here was good luck! The very next time I went out I got one! First one broke it's back and went straight down so the three other torpedoes missed their mark, but I think I had led it just right that a merchant or something bigger would have eaten all 4.
__________________
Chad is offline   Reply With Quote
Old 08-22-2016, 05:33 AM   #3
Onkel Neal
Born to Run Silent
 
Onkel Neal's Avatar
 
Join Date: Jan 1997
Location: Cougar Trap, Texas
Posts: 16,172
Downloads: 350
Uploads: 187


Default

You're not the only person, players are finding the realistic targeting in the Marulken demo to be a challenge. The biggest hurdle is determining target speed, check the tutorial for info on how to do that. Wolfpack will probably have a different method, but from talking with Navy vets, a lot of it was IDing the ship, knowing its top speed, and just plugging in an estimate.

It definitely helps to close the range to 900m, if possible.

In the Wolfpack game, we hope to have a training mission that replicates the Kriegsmarine training, where you are in a bay with a target ship, illuminated dummy torpedoes. You will be able to go through torpedo firing exercises and check your solution against the target ship's data.
__________________
.


My work will never be done, because people will always need to subsim
Onkel Neal is online   Reply With Quote
Old 08-26-2016, 01:45 AM   #4
nsomnia
Weps
 
Join Date: Nov 2012
Location: Canada
Posts: 366
Downloads: 44
Uploads: 0
Default

If you wanna play we get some navy vets and myself together sometimes for "competitive research". We practice IC and such.
__________________
Current Project [ Operation Trident (Working Title: Project RedWater) ColdWar Subsim] :: Development Log w/ Dwnloads
nsomnia is offline   Reply With Quote
Old 08-26-2016, 10:42 AM   #5
Threadfin
Keelhauler
 
Join Date: Feb 2006
Posts: 471
Downloads: 29
Uploads: 0
Default

Quote:
  1. Ensure the value for AOB is as close to accurate as I can, this ship I believe is heading ALMOST due north, so AOB set to 270

Excuse me for intruding, I don't play this sim, at least not yet, but popped in to have a look about. This caught my eye. There is no AoB of 270, or perhaps I misunderstand what you're writing. A course or a bearing can be 270, but not an AoB, which can only have a max of 180 (either starboard or port). Am I missing something?
__________________
What? Behind the rabbit?
Threadfin is online   Reply With Quote
Old 08-26-2016, 12:41 PM   #6
Chad
ACE
 
Join Date: Sep 2002
Location: Kansas City MO
Posts: 1,237
Downloads: 60
Uploads: 0


Default

My mistake, when I said 270 I meant 90 degrees to the port side.
__________________
Chad is offline   Reply With Quote
Old 08-26-2016, 04:08 PM   #7
Onkel Neal
Born to Run Silent
 
Onkel Neal's Avatar
 
Join Date: Jan 1997
Location: Cougar Trap, Texas
Posts: 16,172
Downloads: 350
Uploads: 187


Default

Quote:
Originally Posted by Threadfin View Post
Excuse me for intruding, I don't play this sim, at least not yet, but popped in to have a look about. This caught my eye. There is no AoB of 270, or perhaps I misunderstand what you're writing. A course or a bearing can be 270, but not an AoB, which can only have a max of 180 (either starboard or port). Am I missing something?
The demo has the AOB dial segmented into 360 degrees, where it should be 180 port and starboard. That is fixed in the new version.
__________________
.


My work will never be done, because people will always need to subsim
Onkel Neal is online   Reply With Quote
Old 08-26-2016, 05:52 PM   #8
Threadfin
Keelhauler
 
Join Date: Feb 2006
Posts: 471
Downloads: 29
Uploads: 0
Default

That explains it.
__________________
What? Behind the rabbit?
Threadfin is online   Reply With Quote
Reply

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT -5. The time now is 12:38 PM.


Powered by vBulletin® Version 3.8.4
Copyright ©2000 - 2017, Jelsoft Enterprises Ltd.
Copyright © 1997- 2017 Subsim