View Full Version : Aiming in SH5 am i right?
Skurcey
04-30-10, 05:27 AM
Here s how i do, but i m not very good in math, so if you could correct me if i'm wrong.
I engage a ship at a preferably 90°, i check his distance with stadimeter (Not sure if i need to make correspond the water line of ghost image with higher part of the ship (not mast) It seems correct but i have a 200 meters difference if i correct with map. I mark the ship on map
I wait a bit...
I remark the ship, reuse stadimeter, calculate the speed automaticly. (seems hard at long range to use stadimeter)
I trace a line on the ship course and plot an intercept point. I prepare distance. i enter the AoB by using the angle from starting point of ennemy to intercept point to my ship and i wait for the ship to come to the point and fire.
Seems correct but sometimes i miss, probably to false speed, i dont know
smilinicon
04-30-10, 06:19 AM
You are doing the right things but the stadimeter is porked. I no longer will use it until it is fixed and even use map updates, something I have never done before, but I must say it has made things much more enjoyable for me.
severniae
04-30-10, 06:37 AM
Hi Skurcey, welcome to Subsim!
As said above, the stadimeter can give erroneous readings. And as you said, wrong speed can make massive differences. In fact I'd go so far to say that speed is one of the most important readings to get right, too slow and your torp slips behind, too fast and goes way infront of the target.
Have a look in HERE (http://www.subsim.com/radioroom/showthread.php?t=164131) - Should give you some handy tips!
Sev.
Skurcey
04-30-10, 07:02 AM
Hi, thanks for the welcome, if it dont work, that s maybe the reason i never could get some solution :(
So, there s no way to play in realist mode and fire precisely?
Also , what about multiplayer? Is it innaccessible and does it work in LAN?
severniae
04-30-10, 07:56 AM
Hi, thanks for the welcome, if it dont work, that s maybe the reason i never could get some solution :(
So, there s no way to play in realist mode and fire precisely?
Also , what about multiplayer? Is it innaccessible and does it work in LAN?
For 100% realism I've been using THIS (http://www.subsim.com/radioroom/showthread.php?t=165408) mod. (you'll probably need the enhanced recognition manual aswell) Basically it helps you see the horizontal 'notches' or mils to the periscope and lets you calculate the range by finding out the targets height, and then you line up your scope on the waterline of the ship, and I think the calculation goes like this - Mast height x1000 devided by mils = range
Each horizontal notch represents 10 mils. So for example;
You know your targets mast height is 30 meters. and when lined up with the waterline, the mast reaches 2 notches so;
30 x 1000 = 30,000 / 20 = 1500 meters range
If you are zooming in using the attack periscope, times the final figure by 6 to allow for the magnification - so in that case 30 x 1000 / 20 *6 = 9000 meters
As far as I'm aware that is the method that the real uboat captains used to find the range during submerged attacks! I think its correct, please anyone correct me if I've got it wrong!
Sev.
Elsilhe
04-30-10, 08:44 AM
Thanks for the info severniae, I've got to try this mod out! It's a very difficult task to use the stadimeter (even if it wasn't faulty), especially with UZO; even when the sea is calm, it's almost impossibe to keep the target within the view. 100% realism, that is.
I still use a manual charting methods (=determining target's speed and course) first introduced for SHIII (LINK) (http://www.paulwasserman.net/SHIII/). For manual targeting I used the "Wheel" method, but as the pictures of the wheel haven't been available for a long time I had to make one by hand :) After that I discovered another Wheel target system by CapnScurvy somewhere in SH4 forums (lost the link), and while the principles are the same as above, for some reason I prefer the latter more.
7thSeal
04-30-10, 09:07 AM
In fact I'd go so far to say that speed is one of the most important readings to get right, too slow and your torp slips behind, too fast and goes way infront of the target.
Have to agree, especially at longer ranges. I've also notice that if the ship spots the bubbles from your steam torpedoes when it enters their visual range you'll see them drop their speed in an attempt to void being hit. If your aim was already a bit forward then you'll likely miss when they do this.
vBulletin® v3.8.11, Copyright ©2000-2025, vBulletin Solutions Inc.