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Balic
03-21-09, 04:16 AM
Hi, after 16 patrols I want to start with manual aiming.
I don't have any mods other than SH3-Commander and I tried to do manual aiming in the standard torpedo-tuturial, but I don't know how to switch to manual aiming. Should I edit this in my career-realism settings or wouldn't this change the tuturial-realism?

Is the standard tuturial complete enough?

Second question;
So I installed SH3-Commander. Now I want to install GWX either 3 or 2.1. Should I still follow the instructions that are needed when you install SH3-Commander after you've installed GWX? *As seen in the SH3-Commander topic.

3th question;
I now have done 16 patrols and only saw the typical ships like C2, C3 cargo, merchants, trawlers, thug boats and destroyers. When will I see some other ships like cruise-ships? Are they even available in standard SHIII?


Thanks in advange!

Vollinger
03-21-09, 05:14 AM
Should I edit this in my career-realism settings or wouldn't this change the tuturial-realism?
Yeah, go ahead, those settings are global.

Is the standard tuturial complete enough?
If you mean will it teach you anything about collecting cold hard data and calculating manual firing solution? Hardly, but the torpedo and convoy attack ones are good for practice. Check the guides in the newbie sticky. And be prepared to miss. (http://www.subsim.com/radioroom/showthread.php?t=96026)

Second question;
So I installed SH3-Commander. Now I want to install GWX either 3 or 2.1. Should I still follow the instructions that are needed when you install SH3-Commander after you've installed GWX? *As seen in the SH3-Commander topic.
Yeah, perform a SH3Commander rollback, install GWX, then install GWX-specific files for SH3Commander (http://www.subsim.com/radioroom/showthread.php?t=147567) and you're good to go. Not sure if you need to start a new career in GWX or can continue using your old one, sorry.

Balic
03-21-09, 08:23 AM
Thanks!

But that tuturial is a little to hard. I don't play 100% realism.

I tried the standard tuturial and have some questions.
I've done this:
1: Identify Target
-Target identified
2: Calculate max. height
-Periscope crosshair on ship's waterline
3: Calculate Range
-second line on top of mast (highest point). Range calculated
4: Calculate angle from 0-degrees point of my u-boat.
-Angle calculated
5: Calculate speed of target
-Lock crosshair on target and start chronometer for 10sec. Speed calculated
6: Click on ''Check'

Gyroangle Solution displayed.

Now when the solution is for example 320, should I then steer my boat to 320degrees or am i doing something wrong.

Should my ship always be at 0 knots when in attack?

Otto Heinzmeir
03-21-09, 09:10 AM
Thanks!

Now when the solution is for example 320, should I then steer my boat to 320degrees or am i doing something wrong.

Should my ship always be at 0 knots when in attack?

The 320 solution is the gyro angle. All this means is that once you fire the torpedo it will steer 40 degrees to the left. Since 360 would be straight ahead.

The gyro solution will become outdated quickly so you should maintain course and speed and fire. Be sure to press the Q key after selecting the torpedo tube and wait about 2 seconds for the door to open before you fire.

You can be at 0 knots when you fire. This is sometimes the case in a fast 90 attack. But if you got all your information for the solution at a certain course and speed, you need to maintain that course and speed while you fire.

Sometimes you need to redo the stadimeter data 2 or 3 times if the speed of the target looks off. I have had readings where a ship traveling was 3 knots but the notepad came up with 10 knots after a 10 second plot. Doing the plot manually using the stop watch at 3:15 minute intervals will give more accuracy.

Try the C2 cargo in the torpedo tutorial. Its speed is always around 2 to 2.5 knots. If the notepad is giving you speeds of 5 or 6 knots in a 10 second plot., then redo the stadimeter range again and double check the targets AOB.

Balic
03-21-09, 09:24 AM
Thanks for clearing.

Now, I just engaged a merchant coming from right to left. I was at his left side.

It was at about 10degrees so set the angle on bow to 10.
Calculated speed, range, everything was fine, I fired a torp, but instead of going a bit left so it would eventually line up with the target, it goes right behind the target.

When engaging a target when moving yourself. I assume I have to be very quick with my calculations!?

Otto Heinzmeir
03-21-09, 09:47 AM
If your meaning the target was at your 10 degree compass point (Known as bearing) this isn't the angle you use for AOB. For myself, the hardest thing to learn at first was the AOB part of it.

The AOB angle is based on your bearing as viewed by the target instead of the target's bearing as viewed by you. I know, clear as mud huh? This is why I muddled along at the start. AOB can't be explained by talking, you have to look at some photos or diagrams. Give me about an hour and I'll have some screen shots up to illustrate what I mean.

Balic
03-21-09, 10:06 AM
If your meaning the target was at your 10 degree compass point (Known as bearing) this isn't the angle you use for AOB. For myself, the hardest thing to learn at first was the AOB part of it.

The AOB angle is based on your bearing as viewed by the target instead of the target's bearing as viewed by you. I know, clear as mud huh? This is why I muddled along at the start. AOB can't be explained by talking, you have to look at some photos or diagrams. Give me about an hour and I'll have some screen shots up to illustrate what I mean.

That whould be great.
But strangly enough I do hit most targets now :06:

mookiemookie
03-21-09, 10:16 AM
The way I think of AOB is to imagine a guy on the bridge of your target ship shining a flashlight straight ahead over his bow, and another flashlight directly at your U-boat. The angle that these two beams of light form is your AOB, either port or starboard.

Otto Heinzmeir
03-21-09, 11:15 AM
Here is a simple example to help illustrate the AOB.

The first screen shows that the target is at the 318 heading.

Second screen shows the targets course in the nav map with the sub on the targets starboard side and trailing. Its going NE

Third screen shows a fast way to get the AOB. Simply draw the angle starting from in front of the targets course, through the target and back to your sub. The angle reads 131.

Screen four shows the AOB entered into the notepad. Sometimes being off on AOB is not that critical, other times it is. Depends on the approach.

http://img.villagephotos.com/p/2005-8/1059112/aob1.jpg

http://img.villagephotos.com/p/2005-8/1059112/aob2.jpg

http://img.villagephotos.com/p/2005-8/1059112/aob3.jpg

http://img.villagephotos.com/p/2005-8/1059112/aob4.jpg

Vollinger
03-21-09, 11:56 AM
But strangly enough I do hit most targets now :06:

If they are slow and in close range to boot, you have much more leeway with your solutions.

Just to add something, even the ol' recognition manual can help with quick AOB estimation:
http://img27.imageshack.us/img27/235/nklssil.jpg (http://img27.imageshack.us/my.php?image=nklssil.jpg)

The lower half is labeled and in the default picture you've got your ninety degrees starboard, of course.

Sailor Steve
03-21-09, 12:27 PM
WELCOME ABOARD, Balic and Vollinger!:sunny:

Second question;
So I installed SH3-Commander. Now I want to install GWX either 3 or 2.1. Should I still follow the instructions that are needed when you install SH3-Commander after you've installed GWX? *As seen in the SH3-Commander topic.
Yes. There are files that GWX modifies, and they need to be placed in Commander no matter which one you install first. Take note that the 'Ship Names' file is no longer one of these. The Commander version of Ship Names is the very latest. In fact I've done an update to that already, available here:
http://files.filefront.com/Ship+Names+Update+2+8+09zip/;13246353;/fileinfo.html

3th question;
I now have done 16 patrols and only saw the typical ships like C2, C3 cargo, merchants, trawlers, thug boats and destroyers. When will I see some other ships like cruise-ships? Are they even available in standard SHIII?
Some are, but most of them no. You need one of the supermods to add those in.

Balic
03-22-09, 06:59 AM
Thanks all for the help.

Thanks Otto for explaining with the screenshots.

Using the method you explained and it seems to work. Got the C2 Cargo in 1 shot, but the second shot mist, maybe it was because he was steering left/right trying to avoid more torpedo attacks.

The coatal merchant in the tuturial is really annoying. Everytime I fire a torp the merchant goes off at full speed and my torpedo misses.

Otto Heinzmeir
03-22-09, 03:00 PM
Yea ship movement in the stock game is a bit unrealistic. Even a coastal merchant should not be able to accelerate from a dead stop to 6 knots in 15 seconds. That coastal merchant is a bad example for practice. Sometimes for fun I will lead it, aiming about half a ship length in front of it with a 4 torpedo spread at 2 degrees and it will accelerate into about 3 of the torps.:D

You might want to try Thomsen's ship mod. This will make ships behave more like ships. Slowing down instant accelerations. The link is here. Be sure to get the JGME mod enabler so you can quickly add or remove any mods you install.

http://www.subsim.com/radioroom/showthread.php?t=143775&highlight=thomsen+ship%27s