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Old 06-03-16, 06:49 PM   #1
Dr_Sir
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Icon9 Realistic torpedo attacks

Hello to all seasoned sea dogs

I got SH3 a while ago, and never before has a game got me to buy so many books!

I really want to learn how to shoot torps by myself, without the godlike weapons officer. but all tutorial's I have looked at have used equiptment that does not look aything like the stock stuff. 1 guy managed to get a watch (sorry for not using the correct term) on the navigation map, I have spent the best part of an hour looking for it and found nothing.

Also I just suck at angles, I think the theory has me confused

here is the youtube video I've been looking at




also any general pointers for a noob would be nice

Thanks very much!

Dr_Sir
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Old 06-03-16, 07:46 PM   #2
Von Due
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First, if you want non stock gadgets, look for mods.

I use MaGui and I am really, really pleased with it.
There are other mods around as well but I'm really only familiar with MaGui.

You also have the grand supermods, like GWX3, the one I use. Other supermods exist and I bet you others will chime in telling you more about those.

Pick the one you think will suit you the most.

Stock game is a bit, shall we say, limited in gadgets to help you plotting a shot, or even plotting an attack position.

As for targeting and shooting, there are plenty of different methods you can learn.
Here are two that, although they take a bit of studying (videos on youtube covering both methods), they work pretty good.
http://www.subsim.com/radioroom/showthread.php?t=225129

If you like maths, then there is a piece of beauty here
http://www.subsim.com/radioroom/showthread.php?t=200846


Good luck and do ask more questions as they pop up.

Last edited by Von Due; 06-03-16 at 08:02 PM.
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Old 06-03-16, 07:58 PM   #3
Benzin1973
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You might want to check this one out as well.
http://web.archive.org/web/200710170...man.net/SHIII/

I learned to plot & shoot mostly based on that tutorial, with good results.

The one thing i disagree with on that tutorial, is the way of obtaining AOB when not at 90º perpendicular (explained after the "fast 90" section on the tutorial), there is a far easier way. But other than that, i got great results from reading it.
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Old 06-05-16, 08:05 AM   #4
Dr_Sir
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Quote:
Originally Posted by Von Due View Post
First, if you want non stock gadgets, look for mods.

I use MaGui and I am really, really pleased with it.
There are other mods around as well but I'm really only familiar with MaGui.

You also have the grand supermods, like GWX3, the one I use. Other supermods exist and I bet you others will chime in telling you more about those.

Pick the one you think will suit you the most.

Stock game is a bit, shall we say, limited in gadgets to help you plotting a shot, or even plotting an attack position.

As for targeting and shooting, there are plenty of different methods you can learn.
Here are two that, although they take a bit of studying (videos on youtube covering both methods), they work pretty good.
http://www.subsim.com/radioroom/showthread.php?t=225129

If you like maths, then there is a piece of beauty here
http://www.subsim.com/radioroom/showthread.php?t=200846


Good luck and do ask more questions as they pop up.
For MaGui do you have any megamods installed? I have the MaGui files and to install it I have a choice of LSH3, NYGM, GWX or WAC4. I have no idea what one I should pick :/
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Old 06-05-16, 08:14 AM   #5
Von Due
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First, you do not need any supermods with MaGui to my (limited) knowledge. However, MaGui will work with supermods (read any readme files in the bundles you find). I would suggest you choose one of the supermods (LSH3, NYGM, GWX or WAC4). They add a lot to the game.

Second, to install mods (except supermods which will have their own setup files), use JSGME, a standalone program to enable mods for a wide range of games.
Link to JSGME
http://www.subsim.com/radioroom/down...o=file&id=4725
Just read the instructions, install the program and via JSGME, install the mods of your choice.

NOTE: If you want a supermod AFTER having installed individual mods, UNINSTALL all the individual mods through JSGME BEFORE installing the supermod. The supermods should be installed on a clean, unmodded install of SH3, patched up to 1.4b.
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Old 06-06-16, 11:07 PM   #6
Leoz
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Some of what I will mention is derivative work of others long before me on this forum.

For me, (noting it is a game not the real thing ) .... a few things I do.

1. On the surface (where hopefully the target can't see me during the day at long-range and for night surface attack)... I need to determine speed of the target. On the surface, I use the, 3 minute, (or more accurately, the 3 minute 15 second) rule. How-tos mentioned in this forum by those much smarter than I. That is, if a target travels .6K (600M) in 3 minutes and 15 seconds, ...multiply .6 (the .6k) by 10. ...for...6 knots...target speed. Multiple observations at 0, 3:15, 6:30: 9:45 (minutes:seconds) along with a bearing will give you a good plot on your board for direction of travel for the target...and its speed.

2. Night surface attack, after determining the target plot. I have the watch officer call off ranges as mentioned above. Plug the target speed into the attack computer. In the TDC I make multiple observations for the angle on the bow and pump that in via the notepad. Again here, I go to the attack computer page, tell the watch officer to call off the range, put that in each time. I already have the target speed. And then take a visual observation on the TDC and punch in the AOB on the note pad.

2. I run at 97 percent realism. I only have the event camera un-checked. So, for periscope attacks there can be rock-and-roll. To do ranges with the stadimeter, while unlocked, I move the vertical hashes over the target...and think..."is that 3 ticks? ...about 3 and a third?"...."OK...three and a third...." then lock up the target and put the movable horizontal line in the stadimeter to 3 and a third while doing the range shot. This can be multiple observations and if there is time I will put an "OK" plot on the board.

3. Periscope attacks I try as hard as possible to have a setup for a shot below 1000M. Prefer about 500M-600M... this allows for any margin of error I have done with speed and range to get a hit. I can get creative but can end up paying for it. So more times than not, I take the numbers I have collected and aim for the dead center of the target so I have "fair" right and left of target margin of error.



4. I never use the magnetic pistol, as I want to reduce surprises.

5. I identify the target flag as soon as possible but if needed and I can't see the flag well, I will setup the shot and then just call it off once the flag turns into something I don't want to sink.

6. As time goes on and you get more experience, it won't be just the math, it will be your visual senses that also help you out.("Hey, this setup is bad and is just sloppy, it won't work....better think about a plan-B").

7. I expect to have setups where I think I do everything right and nothing hits....(hey...that is historical . )

So, just a few thoughts and not *the* way to do it but a fun way for me.
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Old 06-08-16, 04:59 AM   #7
Dr_Sir
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Quote:
Originally Posted by Leoz View Post
Some of what I will mention is derivative work of others long before me on this forum.

For me, (noting it is a game not the real thing ) .... a few things I do.

1. On the surface (where hopefully the target can't see me during the day at long-range and for night surface attack)... I need to determine speed of the target. On the surface, I use the, 3 minute, (or more accurately, the 3 minute 15 second) rule. How-tos mentioned in this forum by those much smarter than I. That is, if a target travels .6K (600M) in 3 minutes and 15 seconds, ...multiply .6 (the .6k) by 10. ...for...6 knots...target speed. Multiple observations at 0, 3:15, 6:30: 9:45 (minutes:seconds) along with a bearing will give you a good plot on your board for direction of travel for the target...and its speed.

2. Night surface attack, after determining the target plot. I have the watch officer call off ranges as mentioned above. Plug the target speed into the attack computer. In the TDC I make multiple observations for the angle on the bow and pump that in via the notepad. Again here, I go to the attack computer page, tell the watch officer to call off the range, put that in each time. I already have the target speed. And then take a visual observation on the TDC and punch in the AOB on the note pad.

2. I run at 97 percent realism. I only have the event camera un-checked. So, for periscope attacks there can be rock-and-roll. To do ranges with the stadimeter, while unlocked, I move the vertical hashes over the target...and think..."is that 3 ticks? ...about 3 and a third?"...."OK...three and a third...." then lock up the target and put the movable horizontal line in the stadimeter to 3 and a third while doing the range shot. This can be multiple observations and if there is time I will put an "OK" plot on the board.

3. Periscope attacks I try as hard as possible to have a setup for a shot below 1000M. Prefer about 500M-600M... this allows for any margin of error I have done with speed and range to get a hit. I can get creative but can end up paying for it. So more times than not, I take the numbers I have collected and aim for the dead center of the target so I have "fair" right and left of target margin of error.



4. I never use the magnetic pistol, as I want to reduce surprises.

5. I identify the target flag as soon as possible but if needed and I can't see the flag well, I will setup the shot and then just call it off once the flag turns into something I don't want to sink.

6. As time goes on and you get more experience, it won't be just the math, it will be your visual senses that also help you out.("Hey, this setup is bad and is just sloppy, it won't work....better think about a plan-B").

7. I expect to have setups where I think I do everything right and nothing hits....(hey...that is historical . )

So, just a few thoughts and not *the* way to do it but a fun way for me.

Thanks Leoz. I think my main issue is the tools. Their far too inaccurate for my tastes for plotting, and the bearings are inverted, i'll try your merhod after I get MaGui installed. I'm running on 75% at the moment because i'm a scrub that needs the weapons officer to do the calcularions for me. But mosly everything else. No event camera, realistic torpedos, no stabalisation etc etc
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Old 06-09-16, 06:07 PM   #8
Leoz
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Someone correct me, when on the surface, and you have the watch officer gives you a range to the nearest ship, it can be off by +/- 100 meters as the distance goes. Pretty good; really...

Most of what I have observed (once I got to 100 percent realism settings) is that most of the numbers one collects will have a margin of error in them (unless it is later in the war where you have radar and active sonar).

So just setup your shots to make up for a margin of error.

For example, if for some reason I just can't get the speed of the target correct, I am going to fire a spread of torpedoes either via the switch control on the torpedo management page or manually shoot at slightly different angles.

History will back you up on that.

Very little of the numbers I collect are accurate. For example: visually guessing angle-on-the-bow.

I won't hit with everything.... and that is OK also. Part of the game.
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Old 06-09-16, 10:32 PM   #9
bstanko6
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Correct. If you use h.sie or some other mod, you can reduce the range to a rounded number. I usually do not care as I am only looking for a general ship course. When tracking a convoy I do it manually as the nearest ship is generally an escort which hardly keep to a pattern.
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