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DigitalAura
08-13-09, 11:03 PM
I am playing with manual targeting, and I've been successful in learning the basics of vector analysis and Dick O'Kane methods from the front of my boat... but for the life of me I can't figure out how to shoot from the stern. I keep getting the message "no solution..."
How do I set up a 180 deg. solution to shoot straight from the stern?

magic452
08-14-09, 12:38 AM
for a O'Kane or vector shot you must first select a stern tube, sounds silly but that is a step missed by some.

Second set speed to 0 and sent to the PK

Third set AoB to 0 and send.

Fourth turn the periscope to 180° and pull the range dial all the way down, about 1200 yds, than press the send range button TWICE .

Do NOT engage the Position Keeper.

This will shoot straight out the back.

Always input your original data in this order :
Speed = 0 and send
AoB = 0 and send
Range = 1200 and heading =180, send to Pk
Under some circumstances a different order will cause errors.

For a Position Keeper shot simply selecting a stern tube should give you a proper solution.
Input data in the same order as above.

Magic

I'm goin' down
08-14-09, 04:36 AM
I recommend that you get manual targeting down cold--to the point where you are familiar with having the TDC lock on a target at a variety of angles so when your boat swings around and you activate an aft tube you understand why and can verify the lock on the Attack Map. Once you succeed, you can mess with the Dick O'Kane and Cromwell attacks using your aft tubes, although using aft tubes for a Cromwell attack seems unusual, and you would be a skilled captain if you pull it off. That is my two cents worth. I also recommend that you download and activate the Easy AoB mod from the sticky in the Mods forum.

Frederf
08-14-09, 05:08 AM
You're doing everything right except you're trying to shoot bow torpedoes with a stern solution or stern torpedoes with a bow solution. Whatever the case you're getting a gyro angle order in excess of the typical +/- 135° limits (instead of the 0° you want) which will prevent a launch.

Make sure you've selected a stern tube and then point 180° (0 speed, you know the drill) on the periscope to set up a 0° gyro angle order shot. You can mouse over the lower dial in the left TDC page to check what gyro angle order is set in the popup tooltip.

Rockin Robbins
08-14-09, 06:02 AM
Isn't it great that the game prevents you from firing a torpedo when the gyro angle exceeds 135º? Just THINK of all the torpedoes we could have wasted with inappropriate solutions... Yeah, experienced people get in a hurry and forget to select the right torpedo too.:har:

DigitalAura
08-14-09, 07:31 AM
OKAY! thanks you guys! You are all so helpful in here! Really!
I have AOB at 0 and speed at 0 but I wasn't sure if I should mess with range because the torpedo/target point is over 2200 yards away.

@ magic452 : Doesn't the range set some kind of fuse on the torp? Are they active out of the doors or do they activate based on the inputted range?

@ Frederf: The step I'm missing must be simply turning the periscope! d'oh! I didn't know that the TDC actually used the periscope that way ( I thought everything had to be punched into the TDC ).

@ goin' down: I'm totally comfortable with manual targeting to the point where I'm doing sonar only kills quite successfully. The problem is in my mission I've taken out a large merchant ship and 2 DD's (as per secondary objective) in my porpoise class and have only 4 aft torps left! I'm heading B2B but have just come upon a sole Medium Euro Composite that just called my mother a "cheap wench". You can see and appreciate my predicament! :stare:

Frederf
08-14-09, 03:49 PM
AOB doesn't matter if the speed is 0 since 0 kts to the left or right is still the same target motion, but it doesn't hurt to set it to 0°/180° just in case you think you set 0 speed but you have 1/4kt or misclicked the OK button or something.

Range doesn't matter for 0° gyro but it makes a big difference at larger angles. A short range and a 10° bearing will generate a 15° to 20° gyro since the TDC calculates how far the torpedo advances straight ahead before the turn and will give extra turn to compensate.

The TDC certainly knows which tube is selected. If you have a periscope bearing 090° and select a forward tube it'll generate a right turn for the torpedo while it'll generate a left turn for an aft tube. In real life I think there was a switch or something to adjust on the TDC to let it know forward or aft tube but in game it goes off of what tube is currently selected automatically.

I'm goin' down
08-14-09, 04:01 PM
To use aft tubes for a Dick O'Kane, plot the targets couse and set up for a 90 degree shot. Don't stop the boat and continue through the plotted course until you are past it. That will give you a 180 degree shot using your aft tubes. Set up the AoB for the shot using O'Kane thery.

Using a Cromwell technique with aft tubes is another story. Rather than closing on the target, you would moving away. Set up for an intercept at 135 degrees using the aft tubes would be odd. I am not sure how to measure AoB when firing aft tubes. Anyway, lining up the shot would be on the same principles as if you were firing the forward tubes, but getting a 180 degree firing angle from the rear tubes while moving away from the target seems really strange. The point being that you want to be closing on the target, not moving away.

magic452
08-15-09, 01:34 AM
NO Setting range has nothing to do with arming the torpedo.
There is a detonator on the torpedo, Impact or magnetic.
There is a set distance the torpedo must travel to arm. I allow 500 yards for arming, gives you room if the target is coming at you.
neither has anything to do with setting range.

To shoot stern tubes with a constant bearing attack, you must point the periscope to 180° and send range, that also sends bearing.
that gives you a 0° gyro angle form the rear tubes. Of course you must have the stern of your boat pointed at the target course line. A small detail I forgot to mention earlier.

Magic

badger_ken
02-03-10, 12:24 PM
for a O'Kane or vector shot you must first select a stern tube, sounds silly but that is a step missed by some.

Second set speed to 0 and sent to the PK

Third set AoB to 0 and send.

Fourth turn the periscope to 180° and pull the range dial all the way down, about 1200 yds, than press the send range button TWICE .

Do NOT engage the Position Keeper.

This will shoot straight out the back.

Always input your original data in this order :
Speed = 0 and send
AoB = 0 and send
Range = 1200 and heading =180, send to Pk
Under some circumstances a different order will cause errors.

For a Position Keeper shot simply selecting a stern tube should give you a proper solution.
Input data in the same order as above.

Magic

THANK YOU! :salute: This has been driving me insane :damn:

Bubblehead1980
02-03-10, 07:48 PM
Easy method for getting stern shots...

First, stern shot is always more difficult than bow shot, mainly because the set up, if escorts are around, job is much more difficult.First scenario is an attack on a lone merchant.

Say you make contact, want to use your stern tubes, race ahead out of view, then get on a course that has you running head on towards the ship, like you are playing chicken. Once you reach 6 miles or so, dive, use scope to keep a zero AOB.Then whichever offers best setup, turn to port or starboard and bring your stern around for desired angle using the rudder and speed.Target does not zig, should sail right into you.Enter target data like normal, select stern tubes and fire.

If target has escorts, can be a little more difficult but basically try the same thing, of course have to be more careful about noise.I love stern shots in night surface attack, problem is with only four tubes, if have large ships, can really only attack one ship at a time, with six tubes, 3 fish each to two large ships, take out two ships at once.The upside is you are already heading away from convoy, once fish hit, go to flank speed on surface and get away most times before escorts know what to do.

magic452
02-04-10, 12:44 AM
I like using the stern tubes for that very reason, you're already heading away so it makes the get away a bit easier, so I though I'd try the same thing with bow tubes.

I just go deep and 1/3 back and just back out 'o there. :know:
Works like a champ. :up: That way you keep all the escorts in sonar contact and see what is going on by plotting them on the map.
The biggest draw back is that you can't go back at 1 or 2 knots, so I just hit all stop and coast till 0 kn. and hit 1/3 again.

Magic