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Old 08-21-16, 02:32 PM   #1
Chad
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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??
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Old 08-21-16, 03:22 PM   #2
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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.
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Old 08-22-16, 05:33 AM   #3
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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.
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Old 08-26-16, 01:45 AM   #4
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If you wanna play we get some navy vets and myself together sometimes for "competitive research". We practice IC and such.
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Old 08-26-16, 10:42 AM   #5
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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?
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Old 08-26-16, 12:41 PM   #6
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My mistake, when I said 270 I meant 90 degrees to the port side.
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Old 08-26-16, 04:08 PM   #7
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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.
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Old 08-26-16, 05:52 PM   #8
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That explains it.
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