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Saint19
03-11-10, 08:45 PM
Hi all,

Of course being new to sub sims I've got lots to learn. I've been doing the tutorials. The "Torpedos" tutorial is fun. I've been trying to learn by using manual targeting as its described in the manual. You know...

1. Target Recognition
2. Range using the Stadiometer..
3. Angle on Bow - which I kinda understand
4. Speed using the chronometer.

However, I kinda wonder exactly why? I mean I want to learn because I find it very interesting. But in the grand scheme of things I'm not sure why I need to learn it. I've seen many posts with folks having problems with manual targeting. I'm not sure if I'm getting it because I can hit and sink ships. But I also miss quite a bit too.

Yet I see many posts and tutorials using the compass, the protractor, marking on the map....you see where I'm going. Am I not really doing "Manual" if I follow the way its written in the book? Afterall I have manual targeting selected. But in the tutorials all the torps are "straight away"...so why not just maneuver until I get 90 degrees off of the targets heading and wait to fire. I'm not sure why all the "calculations"?

I would love to understand so I can get the most out of the sim and learn things i never knew about before. I feel a since of achievement by learning. But if I was an actual sub captain, would I be doing ALL of those calculations? What is my crew for? I'm not sure I'm explaining myself very well....

1. Is the method I'm using from the book actually manual targeting?
2. ...or is all that "calculating" more about what manual targeting is even though it doesn't seem to be required for what the book is calling manual targeting?
3. Why would I use either if I have a crew?

Thanx for your help.

Saint19

FIREWALL
03-11-10, 08:49 PM
Just pretend you have a dumb crew and enjoy another way of playing.:DL

maillemaker
03-11-10, 09:50 PM
Hi Saint19:

The reason why people like manual targeting is because it is more realistic than just pointing your periscope at the target and having the range, speed, and AoB automatically figured out for you.

There's nothing wrong with playing with auto-TDC - I have done it for years and just a week or so ago switched to manual-TDC with 100% realism.

I think manual targeting is sometimes hyped up to be harder than it is. That is how I felt before they described the "fixed wire" method to me here on the forum.

First of all, as I was advised, I advise against using the built-in notepad method for computing targeting information. The stadiometer works, after a fashion, but in reality range is not terribly important for 90-degree attacks.

Here is my summary of the "Fixed Wire" method of targeting. It is guaranteed to work.

1) Turn your sub so that it is headed just in front of the target ship. If you point your periscope in front of the target ship by, say, 10 degrees, and press "=", your sub will turn its heading to that bearing.

2) When your sub stops turning, your 000 bearing, through the scope (or UZO) should be in front of the target ship. When the target ship's nose touches your vertical crosshair, start the stopwatch by clicking on it.

3) When the target ship's tail crosses the vertical crosshair, stop the stopwatch by clicking on it.

4) Turn your sub to bring it onto a course 90 degrees to the target ship's course.

5) Pull up the identification manual, and identify the ship. This will give you the ship's length in meters.

6) Calculate the target's speed using this formula:

(1.94 * ship's length in meters) / time in seconds

7) Go to your TDC. Turn on manual data entry. Set your Angle on the Bow (AoB) to 90 degrees starboard or port, depending on whether you are on the target ship's starboard side or port side. Dial in the target ship's speed (from formula above). Turn off manual data entry.

8) Go back to your periscope or UZO. Turn your periscope until the gyroangle reads 000.

9) Go back to the TDC. Turn on manual data entry again, and tweak your AoB back to 90 degrees. Turn off manual data entry again.

10) Go back to your scope and set your scope to bearing 000. Open your torpedo outer door (Q key). When the target ship crosses your vertical crosshair, fire your torpedo(s). The torpedo should strike where the crosshair was on the ship when you fired the torpedo.

Note that this technique works for pointing your stern at a target also, as for firing stern torpedoes.

The next thing I want to learn is how to set up more complicated attacks. For example, if you don't have time to come to 90-degree AoB.

Steve

BillCar
03-11-10, 10:41 PM
I agree with maillemaker, manual targeting is made out to be way more difficult than it is. Ditch the notepad (using Hitman's GUI or Hitman's optics mod is great, as it removes it completely) and go au naturel. It's way easier than you'd think.

What I do is use the fixed-line method for speed, and eyeball the AOB. Bob's your uncle.

Saint19
03-11-10, 11:00 PM
But I use GWX. Will that work with the other add-ons?....err woops I see you have it all on your sig. So I guess that answers my question. :)

Flopper
03-11-10, 11:31 PM
1. Target Recognition
2. Range using the Stadiometer..
3. Angle on Bow - which I kinda understand
4. Speed using the chronometer.


However, I kinda wonder exactly why?

By all means, if you can position yourself at 90 degrees to the target's course, and are waiting for him to get at correct firing bearing, great. Fire away, and watch for the fireworks display. That's usually my first choice.

But you may find yourself in a situation where it's not working out as you had planned, or you have more than one target. So if you've already determined a speed, you can quickly input a range and accurate aob (hurry up and fire, already) and I have to admit, it's pretty rewarding to see those calculations pay off.

I like to get the speed and course first. The very last thing I do is get the range and aob (hurry up and fire, already) :DL



1. Is the method I'm using from the book actually manual targeting?
2. ...or is all that "calculating" more about what manual targeting is even though it doesn't seem to be required for what the book is calling manual targeting?
3. Why would I use either if I have a crew?

Thanx for your help.

Saint19

1. I call it manual targeting if you are performing the data input yourself, rather than having the solution calculated for you.

2. No.

3. For the challenge and reward. Once you've learned to drive and position the boat, it seems like it would be anticlimactic to continue with "I've already found the target in the scope and hit L. Thanks for the solution, boys! Fire!" :03:

My two cents!

Brer Rabbit
03-12-10, 12:23 AM
The decision to use or not to use manual targeting is all a matter of personal choice. It depends upon your level of enjoyment to the various options of the game. IRL kaluens missed more than they hit and even the vaunted US subs took two torpedoes for every ship sunk. That includes junks, fishing boats and garbage scows.

For some the challenge is in the intercept, and the eye candy, taking advantage of the great graphics of their computer and the game. For others it is the problem solving and various techniques involved in sinking a ship.

I have always used manual targeting -- though I have at times used the "gods eye" view. I enjoy the process of detecting, plotting, and tracking the quarry, conducting a successful intercept to a firing position, determining all the available factors in finding a firing solution, and enjoying the satisfying feeling when you torpedo hits where you aimed it.

I still miss more that I hit--but I am getting better.

Keep up the battle

Brer Rabbit

vergol
03-12-10, 12:52 AM
Why use manual targeting...

What else is there to do?

You already spend the vast majority of your time just staring at the navigation chart while running your sub at high TC. And if afterward you just 'point and click' a few times, then it's not much of a game, and hardly satisfying.

Think of manual targeting as a set of challenging puzzles. No two have the same solution. And if you get it right, you get a prize -- an explosively wonderful prize. :up:

sharkbit
03-12-10, 11:44 AM
You already spend the vast majority of your time just staring at the navigation chart while running your sub at high TC. And if afterward you just 'point and click' a few times, then it's not much of a game, and hardly satisfying.



Like people have said above: It's the challenge.
Like getting bored with stock and then moving on to a super-mod, you may get bored eventually with auto targeting and try manual as a challenge.
The next challenge is to probably play with map contacts off. I'm not there yet though and probably never will be. As has been stated elsewhere, the choices are too extreme.

Map contacts on-too easy and unrealistic; God's eye view, GPS, etc.
Map contacts off-too hard and unrealistic; you as the captain are doing everything, including marking up a chart.(From what I've seen in that other forum, SH5 may be on a little better track when it comes to this.)

I think the assisted plotting mod helps this, but I haven't tried it out though.

I'd bet that once you do make the leap to manual, you'll never go back to auto.

:)

Dissaray
03-12-10, 12:02 PM
But I use GWX. Will that work with the other add-ons?....err woops I see you have it all on your sig. So I guess that answers my question. :)

Markman's and OLC's guis will both work with GWX and so will Hitman's optics. As a mater of fact I belive they were designed for use with GWX spacificaly.

As for your question about why you shouldn't just cruse out in front o' your target turn to 90deg of their course and wait until they are in the right spot for a strait runner shot: There is no reason you shouldn't do this. In my experiance this is the simplest way to do it and as far as I know this is a historicaly accurate method. Learning how to generate an acurate AOB and speed data is still a good idea beacouse you won't always be able to get this prime position for a number of reasons.

Sailor Steve
03-12-10, 12:18 PM
I think the assisted plotting mod helps this, but I haven't tried it out though.
The Assisted Plotting mod removes all local contacts - ships you can see yourself - from the map. If you move the cursor around you discover that there are dotted circles everywhere, and it you click on them they say "Unknown". Once you identify them and plug in the information it will appear next to that circle, but it will still be the only one on the map. It also takes away the renown hit for having 'Map Contact Updates' on.

Here is GWX's version of Kiel harbor, with a bunch of ships in sight.

http://i14.photobucket.com/albums/a325/SailorSteve/mymod17.jpg

It's one of my favorites.
http://www.subsim.com/radioroom/downloads.php?do=file&id=1328

maillemaker
03-12-10, 12:30 PM
I uninstalled the Hitman optics I had downloaded because they reduced the periscope max magnification back to the stock 6X, and GWX had increased this to 10X to make up for the fact that the optics would have been much better in real life.

I missed the 10X mag, so I uninstalled the Hitman Optics.

It was nice to have access to the TDC while in the periscope/UZO screen, but to me it is not that hard to run switch screens to program the targeting computer.

Steve

Pappy55
03-12-10, 12:56 PM
I have always used auto or used the weapons officer to plot.

Tonight I decided to have a go at the notepad manual targeting and am semi confident now with it.:salute:

I have also downloaded the Hitmans optics mod but complex Maths just makes my brain hurt.

I would love to be able to do all the calculations my my self. :know:
Maybe one day soon..

maillemaker
03-12-10, 01:26 PM
I have also downloaded the Hitmans optics mod but complex Maths just makes my brain hurt.

I feel the same way. But if you use the Fixed Wire method of targetting, there is no hard math. There is only one math step:

target speed = (1.94 * length of ship in meters) / time in seconds.

That's it. I keep a calculator on my desk for doing it.

All you do is drive your sub pointing almost exactly at your target, time him crossing your crosshairs, and then do the above math. Bang! You've got his speed.

Then turn to a 90 degree course intercept and wait for him to cross your crosshair again, and shoot!

Easy.

Steve

BillCar
03-12-10, 01:42 PM
I uninstalled the Hitman optics I had downloaded because they reduced the periscope max magnification back to the stock 6X, and GWX had increased this to 10X to make up for the fact that the optics would have been much better in real life.

I missed the 10X mag, so I uninstalled the Hitman Optics.

It was nice to have access to the TDC while in the periscope/UZO screen, but to me it is not that hard to run switch screens to program the targeting computer.

Steve

Hitman's optics increase the FOV to real-life levels, so no, you're not at a disadvantage using them. Other mods did not have the FOV increase, so yes, in those cases, the 10x magnification was necessary. Not so with the Hitman optics.

Saint19
03-12-10, 06:42 PM
Markman's and OLC's guis will both work with GWX and so will Hitman's optics. As a mater of fact I belive they were designed for use with GWX spacificaly.

As for your question about why you shouldn't just cruse out in front o' your target turn to 90deg of their course and wait until they are in the right spot for a strait runner shot: There is no reason you shouldn't do this. In my experiance this is the simplest way to do it and as far as I know this is a historicaly accurate method. Learning how to generate an acurate AOB and speed data is still a good idea beacouse you won't always be able to get this prime position for a number of reasons.

I guess I'm not understanding. But why all the AoB stuff if the torpedo I'm shooting is nothing more than a "straight run" torpedo? whether or not I'm in a good position or not does all that info being fed into the "T1-G7a" really matter? I don't understand subs at all....so please excuse me for not understanding the logic of it just yet.

Pisces
03-12-10, 06:56 PM
The torpedo needs to lead the target, or else it will never result in a hit, allways falling behind. Even if the torpedo never changes direction after leaving the tube. Some angle between periscope view and torpedo direction is required. The torpedo takes time to move to the target, but the target also moves forward. Hence the need for lead angle. For that you need to know 3 things: torpedo speed, target speed, and target AOB. Luckily the game allready computes how much lead is required. The game knows about the torpedo speed, so you are left with providing a speed and AOB value. If the torpedo must change course (gyro angle) then range also becomes an issue because it has a straight section to move afterwhich it makes a curve. That causes a slight deviation on top of the lead angle.

Self searching acoustic torpedos may not need such precision, but early dumb torpedos certainly do need to be steered correctly. If you want better odds than a lottery ticked.

Dissaray
03-12-10, 07:06 PM
The logic is simple realy, but it might take looking at it in a spacific way to see it I guess. Puting the info into the TDC will tell you how much your torpido will have to turn to hit where ever your parascop, or UZO if that is what you are using. So if you put the speed and AOB of your intended target the TDC will tell you, if you have the scope on your target, how much your torpido will have to turn in order to strike the target.

You can use this to get the lead on your target if you are clever. Simply set your self up 90deg from the target's course and put your scope at 0deg relitive bering, set the AOB to 90(port or starbord depending on which side of the target ship you are on) and then enter the speed of the target. Then you switch the TDC back to automatic mode, so all the data you locked into it will be calculated. The result of this calculation will be a three didget number, the gyroangle, which is displayed right above the torpido tube selectors in the stock game. Now if you rotate your scope left or right until this gyroangle number reads all zeros you will then know where the target needs to be when you fire to get a hit with a straight runing torpido.

Saint19
03-12-10, 07:15 PM
Heh....ok I think I'm coming to understand it. I understand lead cuz of WW-1, and WW-2 flight sims. But I guess I was just thinking of "leading" the target with me Mark 1 eyeballs.

So I guess for example in the "Fixed-wire method" posted earlier I'm getting it to calculate lead and then set my gyroangle to 000 to show where to fire...kinda like the LCOS on an F-15?

Dissaray
03-12-10, 09:37 PM
If the system you mention in the f-15 is what I think it is then yes, it is very much like that. Using the TDC in the same way you can also make strait runing shots from angles that aren't from 90deg AOB. Though generaly you want to be within 30deg of 90 for best effect, if you hit at too shalow an angle your torpido may well skip off the hull of the target. Another thing to keep in mind is that you don't necisarily need a gyroangle of 0, anything +/- 10 from 0 will do just as well; on the read out that would be anything from 350-10 with zero being between the two.

Pisces
03-13-10, 06:39 AM
Heh....ok I think I'm coming to understand it. I understand lead cuz of WW-1, and WW-2 flight sims. But I guess I was just thinking of "leading" the target with me Mark 1 eyeballs.

So I guess for example in the "Fixed-wire method" posted earlier I'm getting it to calculate lead and then set my gyroangle to 000 to show where to fire...kinda like the LCOS on an F-15?Well, the fixed wire method is really only about getting to know speed. What you do with it afterward is up to you. I usually use the result to set up my sprint-ahead maneuver, long before I start thinking about getting torpedos on steel. Maillemaker immediately set it into the target speed dial of the TDC to automatically let it compute the lead angle.

Sure you can judge lead by sight. But that requires some trial and error and luck to get a acceptable hit ratio. Or you could use the gizmos the germans built into the sub. I guess it depend on how much of a technology freak, knob-twister you are. You do get results quicker I think.

Saint19
03-13-10, 12:07 PM
Everyone here has been so helpful. It seems to be a great community. I did read some of Wazoo's Manual Targeting Tutorial last night. Oh my...that's lots of stuff. I think for the moment I'll use the "Notebook" manual targeting with "Fixed Wire" thrown in at times to practice before I move onto the more complicated stuff.

I'm really interested in learning the plotting and all that comes with it. But with work, and family(we've got 3 girls) and all that it entails I don't have tons of time. I'm thinking first learn the basics using the notebook and some fixed wire so I can get out there and have fun learning the strategy and how to FIND targets. Then once proficient I'll add all the neat plotting tools. I dunno. We'll see. :) Thanx so much to everyone for being so helpful. I think I can see why subsims can be so addictive.

I wish now that I'd bought the bundle pack with SHIV as well. I didn't because my system is only:

Athlon 64 3700 @ 2.4ghz
1.5mb RAM
GeForce 6800 GS

So I didn't think it would work well with SHIV. Although it is interesting to me as the Pacific Theatre sounds neat. I'm also not sure about the U-Boat stuff being with Nazi-Germany. Hmmmmm....I try not to think about it too much.

Dangerous Waters also sounds interesting at some point for a different experience. I might want to get them while my lovely wife is letting me spend the money. :)

Saint19
03-14-10, 07:26 PM
Ok scratch what I said. I just tried using Wazoo's great tutorial a few times as well as Dantenoc's tutorial. I think I'm starting to get a better feel for the manual targeting and plotting. Currently I still have the "God's Eye" view turned on...but am still at 87& realism. But I did also try it without the "God's Eye" views and plotted that way. I liked them both but think I'll stick with the view on for now.

Either way this is great stuff and very addicting. Its amazing how much time can pass by just working out the intercepts, and then waiting for that moment. Thanx again to everyone for your help and encouragement.

Flopper
03-14-10, 07:52 PM
The next challenge is to probably play with map contacts off. I'm not there yet though and probably never will be. As has been stated elsewhere, the choices are too extreme.

Bah, turn those map contacts off right now, LOL. :D It's not that bad. If on the surface, ask the watch (if it's the nearest one you want). If submerged, get a range and bearing, and put an X there! :yeah:

vergol
03-15-10, 12:26 AM
I would recommend stepping up realism GRADUALLY. Throwing someone into a lake is not a good way of teaching them to swim.

Keeping map contacts, event camera, and external free cam (god eye) is perfectly acceptable if you're practicing attacks and studying enemy behavior. Without these things enabled, it's hard to know if your tactics are working as intended.

Often times, it's extremely hard to tell if your torpedo hit or missed, where or by how much. The slightest manual calculation error may easily waste 25,000 Reichsmarks. ;)

When I was starting out, I was intrigued by the way destroyers comb the area for my sub, especially in pairs. They do this 'figure 8' and take turns depth-charging/listening. That knowledge helped me paint a mental picture of what's going on topside. Without it, I'd have been blind underwater.

More experience will bring a better grasp of the tactical situation, at which point these 'helper features' will just reduce fun and suspense.

I've been playing at max realism for a long time now, but still keep event cam on. I'm always interested to see if I hit the part of the ship I was aiming for. And there's always room for improvement.

Good hunting. :salute:

Snestorm
03-15-10, 01:18 AM
When I started, the only things I used were Map Contacts, and Weapons Officer Assist.
I didn't take long to get rid of the Map Contacts, but loosing Weapons Officer Assist was the final, and biggest step for me. He realy is a guy one can lean on, even for safe navigation around friendly ports. ("He's X far away, doing Y knots, and has an AOB of Z.")

How fast, and far, one wishes to progress can be a very personal thing.
Positive encouragement can certainly be a good thing, as sometimes people don't realize how well they're doing, or how little some of these realism features effect difficuty.

CCIP
03-15-10, 03:11 AM
Athlon 64 3700 @ 2.4ghz
1.5mb RAM
GeForce 6800 GS

So I didn't think it would work well with SHIV. Although it is interesting to me as the Pacific Theatre sounds neat. I'm also not sure about the U-Boat stuff being with Nazi-Germany. Hmmmmm....I try not to think about it too much.


You'll have to really turn down some of the details on SHIV - I think overall with those specs, you will have a better experience with SHIII. (I played SHIV on specs originally similar to those, but it really didn't begin to grow on me until the new PC). However I should mention that SHIV now has a fantastic mod called Operation Monsun which is up there with the best of modded SHIII's features and has a full German campaign implemented. The bonus there being great graphics, the biggest minus being lack of SHIII Commander. So in SHIV the US campaign is no longer your only option. And now there is a very good Soviet sub campaign under development there as well.

SHIV's OM, or a version of it, also has a great manual targeting setup by karamazovnew which comes with some good documentation. You might want to check out the threads over there about manual targeting - lots of useful info.

The reason I got into manual targeting in SHIII wasn't because I really wanted to do it so much, but because automatic or officer-assisted targeting were simply too easy. There wasn't really a margin of error, and knowing that the only reason your torpedoes wouldn't hit was because you got spotted or because you forgot to open your bow caps kind of took away from the thrill of the hunt a bit. However for the longest time I thought of manual targeting as a chore and actually developed a habit of just taking snapshots or fan shots. For a long time I used manual targeting, but barely referred to the TDC, preferring instead to get up close to my targets, estimate lead, and fire.

But when I finally did get into complex manual targeting, largely thanks to karamazovnew's interface for SHIV, it seriously grew on me. There is actually quite a bit of excitement in it once doing the math of it becomes automatic rather than a chore. I had some really awesome moments with it, crowning moment being a shot of two torpedoes on two targets in column - both hit, the longest one with a running length from 7145m. That's something to really savour when you get it right - just the fact that you DON'T KNOW if it will hit, and you know that the further you are the less chance... the payoff at the end of the torpedo run is so much better :arrgh!:

If SHIII's automatic/assisted targeting actually had limits and margins of error, I think it'd be much more acceptable. SHV does something fairly interesting with "automatic" targeting, but the main problem there is that it's completely useless for longer-range shots.

Snestorm
03-15-10, 04:21 AM
The reason I got into manual targeting in SHIII wasn't because I really wanted to do it so much, but because automatic or officer-assisted targeting were simply too easy. There wasn't really a margin of error, and knowing that the only reason your torpedoes wouldn't hit was because you got spotted or because you forgot to open your bow caps kind of took away from the thrill of the hunt a bit.

You hit the nail on the head here.

Guaranteed success kills the challenge, and eventualy deadens the excitement.
With manual targeting you go back to waiting, and hoping YOU got it right.
It puts the "wow" back into things.
Or simetimes the "what happenned?".

Saint19
03-15-10, 05:20 PM
You hit the nail on the head here.

Guaranteed success kills the challenge, and eventualy deadens the excitement.
With manual targeting you go back to waiting, and hoping YOU got it right.
It puts the "wow" back into things.
Or simetimes the "what happenned?".

Agreed. I hate things being too easy to come by. So I'm learning manual targeting. Last night I practiced more without the map contacts. Interesting indeed...and wasn't too bad. I was able to sink the target. But it was lots of work to keep track of it as I planned my intercept. I'm not sure I'm ready to do without the "God's eye" view just yet. I'll see.

While I'm at it, I had tried the link to the community manual. But when I click on the Silent Hunter 3 link nothing comes up. Any ideas? Thanx for your help.

Flopper
03-15-10, 05:46 PM
With manual targeting you go back to waiting, and hoping YOU got it right.

Plus it allows you to bring your swearing to a new level when you realize you forgot to set your bearing after that last stern shot. :haha:

Exakt
03-15-10, 07:11 PM
Guess i need more practice with that... just went ahead and tried manual targeting, i do get the principle behind it... but I launched 4 torps at a small merchant and all 4 missed. Oh, and yes my swearing got up a notch...

sharkbit
03-16-10, 07:41 AM
Plus it allows you to bring your swearing to a new level when you realize you forgot to set your bearing after that last stern shot. :haha:

Or:
Forgot to turn the TDC back on after inputing last second information.

Or:
"Damn...port 90 AOB, not starboard 90 AOB!"

Not that I've ever done any of those. No, not me. Nosiree. ;)

:)

maillemaker
03-16-10, 01:05 PM
Guess i need more practice with that... just went ahead and tried manual targeting, i do get the principle behind it... but I launched 4 torps at a small merchant and all 4 missed. Oh, and yes my swearing got up a notch...

Hi Exakt.

Try again. Not to be harsh here at all, but you're just doing something wrong. The fixed wire method is easy and foolproof.

1) Steer your sub just in front of the enemy ship. You can do this by aiming your periscope about 15 degrees in front of it and pressing "=". This will drive your sub to where you were looking.

2) When your sub stops turning (look at your rudder setting, should be zero), set your periscope to bearing 000. When the nose of the target ship crosses the vertical crosshair, start your stopwatch. When the tail of the target ship, stop the stopwatch.

3) Turn your sub to a 90 degree intercept with the target ship's course.

4) Identify the ship in the recognition manual. This will give you the ship's length in meters.

5) Calculate the speed using this formula:

(1.94 * length in meters) / time in seconds

6) Go to your TDC. Turn on manual data entry. Dial in the speed (as calculated above), and set the Angle on the Bow (AoB) to 90 degrees either starboard or port, depending on whether you are on the starboard or port side of the target ship. Turn off manual data entry.

7) Go to your periscope. Turn the scope until the gyro angle reads 000.

8) Go back to the TDC. Turn on manual data entry. Tweak the AoB back to 90 degrees if necessary. Turn off manual data entry.

9) Go back to the periscope. Turn the scope until the gyro angle reads 000. Open outer tube doors.

10) When the center of the target ship is on the vertical crosshair, fire your torpedo. The torpedo should hit the ship where the crosshair was on the ship when you fired the torpedo.

With this method, so long as you identified the ship properly, and thus got the right ship length, and as long as the target is not zig-zagging, you almost can't miss.

Now I almost always shoot within 1000m, usually less than 500.

Steve

Flopper
03-16-10, 01:46 PM
Or:
Forgot to turn the TDC back on after inputing last second information.

Or:
"Damn...port 90 AOB, not starboard 90 AOB!"

Not that I've ever done any of those. No, not me. Nosiree. ;)

:)

Well I've never spent an hour, hour and a half setting up a dream shot and fired an eel to see it scurry off in some random direction, realizing I never even LOOKED at the tdc. And I SURELY didn't do it again, after doing it once. :damn::haha:

Vipper
04-06-10, 02:05 AM
To me manual targeting means entering data in TDC by hands. That switch is in TDC - manual entering data. I do use so called "gods eye" , map contact updates are on (when all other boxes are checked it is still 100% with gwx) mainly because month long storms (storm glitch) and unstable stadimeter. Still i must get data using map tools and entering it manually. Its fun.

Kremmen
04-06-10, 06:34 AM
Or:
"Damn...port 90 AOB, not starboard 90 AOB!"





Many many times :oops:

geosub1978
04-06-10, 07:14 AM
Manual targeting for me is this with TDC off:

1st. Choose the impact angle that you will shoot (70-110 degrees best).
2nd. Choose the distance that you will shoot.
3rd. Choose the number of hits.
4th. Choose the spread angle
5th. Choose torpedo speed and run depth.
6th. Move the submarine accordingly so that you will achieve number 1 and 2.
7th. If there is a last moment change, adjust it with gyroangle (up to 25degrees or abort) by moving the bearing dial of the TDC.

A less hardcore manual targeting is feeding TDC, while in parallel moving the sub to obtain 000 gyroangle.

For manual targeting, there are sooo many threads for SH3 and SH4, you will find them if you use "search" tab.

jumpy
04-06-10, 07:36 AM
As far as manual targeting simplified goes, I found that the information in the following link to be spot on:
http://www.subsim.com/radioroom/showpost.php?p=652326&postcount=67
Fast 90 U-boat targeting
Does exactly what it says. Only time I have missed firing across the track of a convoy at a merchant on the far side, was because I failed to open the bow doors before firing, so my torpedo passed astern.

Works like a charm when firing at multiple targets in quick succession.