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View Full Version : torpedoing a target that's moving away from you


ddiplock
02-06-08, 10:17 AM
I've tried unsuccessfully to torpedo an empire freighter that's moving away from me, at a range of 1900mtrs or so. I'd calculated their speed correctly, range, bearing and AOB and input it all manually, and let loose two torpedos. They're electrics so they don't leave a wake but they go friggin slow!!! :(


the torpedos initially looked as if they were in a good solution, but i quickly realised via external view that they weren't going to hit!!!! damn it!!! why are long range shots so friggin tricky!!!! :damn: :damn: :damn:

I'm not letting this bad boy slip away. It will be dark soon, so I plan to shadow him, then come up on the surface, get ahead of him and get myself into a proper firing position.....within the 1000mtr mark as anything more and the chances of me missing seem to rocket :down:

Brag
02-06-08, 10:23 AM
Moving away target farther than 500 meters are very difficult to hit. I usually use a magnetic torp as the AOB is going to be bad.

ddiplock
02-06-08, 10:28 AM
i was cruising along at flank speed at periscope depth. wonder if me moving at 8 knots had some effect on the solution as its recommended that you have you're boat going as slow as possible for best solution results.

TomcatMVD
02-06-08, 11:19 AM
i was cruising along at flank speed at periscope depth. wonder if me moving at 8 knots had some effect on the solution as its recommended that you have you're boat going as slow as possible for best solution results.:yep:
You get weird speed calculations if you're moving:doh: Sometimes way off the chart!

ddiplock
02-06-08, 12:14 PM
yeah but i wasn't using the notepad for any calulations at all. I was using the stop march, making marks on the map using the 3 minute 15 second rule and inputting all the data into the TDC manually.

von Zelda
02-06-08, 12:35 PM
the torpedos initially looked as if they were in a good solution, but i quickly realised via external view that they weren't going to hit!!!! damn it!!! why are long range shots so friggin tricky!!!!

The G7e torpedo had a maximum distance of 5,000 meters if batteries were preheated and only 3,000 meters if batteries were not preheated. GWX 2.0 uses 5,000 meters while stock SH3 (IIRC) used 3,000 meters for the G7e torp. You may have litterally run out of juice before hitting a target of increasing distance as you described.

You are generally better off using a G7a torp at slow speed which has considerable longer distance than its G7e counterpart. I don't recall the exact distance (which you can look up) as I am writing this but it is approximately 3 times the distance.

TomcatMVD
02-06-08, 01:09 PM
yeah but i wasn't using the notepad for any calulations at all. I was using the stop march, making marks on the map using the 3 minute 15 second rule and inputting all the data into the TDC manually.
Gotcha!
That makes sense

Keelbuster
02-06-08, 03:50 PM
Here's what I suspect:

If you set the TDC for a 90 degree abeam shot (where to destroy the merchant you would be firing a zero gyro shot directly ahead), then turn the UZO to a ship off your zero bearing, it sort of matches the AoB of ships off 90 abeam, such that you can still hit them. However, the accuracy of this deteriorates with the eccentricity of the shot - like - if you're firing to the extreme right or left of 90 abeam, then you're likely to miss. This may be for two reasons that I can think of:

1) turning the UZO to the oblique targets does not exactly solve their AoB (based on a 90 abeam starting setting), but rather is roughly correct.

2) the TDC doesn't take into account the turning radius of the torpedo as it achieves the desired gyro angle.

I think 1) is not the case because I feel like the geometry is correct in this method (though I'm really too lazy to think it all the way through). Somebody with brains may feel free to help me here.

It's probably 2). This is because, when you're running parallel to your target, and you fire a 90 abeam shot, the torpedo lands slightly infront (for bow torps) or behind (for stern torps) of the intended impact point. I think this error corresponds to the radius of the torpedo's turn as it achieves the correct gyro. I fear that this additional distance wasn't included in the TDC computation; if that's the case, then all shots with non-zero gyro would be a bit off. It would be worse for larger gyro angles. I compensate for this manually - if it's a bow shot and I'm running parallel, then I aim a little back; if it's a stern shot, i aim a little forward.

As a side note, I'm surprised at how accurate zero gyro 'snap-shots' can be when < 1km. I often fire off a stern tube with target speed set to 0 kts, so it's a zero gyro shot. I just eyeball the ship and add 30 seconds to it's position mentally, then fire (mag pistol keelshots). This works most of the time. It's almost too easy. On the other hand, I find that firing from > 1.5 km is really hard. I miss a lot of shots at that distance. Unless I have perfect target motion data, or don't have a choice, I always try to get within 800m of the targ.

Albrecht Von Hesse
02-06-08, 06:59 PM
Once, as a lark, I targeted a DD that was running perpendicular to my course that was around 11km away. (Yes, I was using autotargeting that time :p ) Needless to say I was shocked when it hit!

Targeting something moving away from you is a bear, especially if 1) it is more than 1,000 meters away (especially if you're using an electric torp), 2) aware of you and is zigzagging and/or 3) you're directly behind it. Your only choices at that point is a torpedo set with a magnetic pistol.

If it's almost 2km away and you fire an electric torpedo, by the time the fish would manage to catch up it might run out of power, depending upon the target's speed.

If you're directly behind it, you have a very narrow attack angle. Any error at all will have it pass just to either side. It seems you're better off being at least 30 - 40 degrees to either side when you're behind, as that way the torpedo is more likely to pass under the target.

And if it's zigzagging . . . forget it. You almost have to be up its keester to manage a hit if the target is evading.

I'll admit, it's very frustrating to be so close to a juicy target but you wind up (for whatever reason) in a submerged stern chase with it. :nope:

Schwuppes
02-07-08, 12:27 AM
Isn't that what the attack disk is for?
You get the course of the ship and then manouever your way, out of visual range, at flank speed into an optimal firing position.

Remember those eels are Fünfundzwanzig Tausend Marks each! :lol: