Log in

View Full Version : Submerged firing solutions without active sonar


Der SchattenJager
05-20-10, 03:52 PM
Or map updates. Is that possible? Is there a way to use the hydrophone to estimate range?

commandosolo2009
05-20-10, 03:56 PM
remap nearest visual contact to key B, when ready, you can fire

commandosolo2009
05-20-10, 03:58 PM
or search for rockinrobbins sonar only targetting solution

kylania
05-20-10, 04:19 PM
or search for rockinrobbins sonar only targetting solution

The only problem with that particular sonar only targeting solution is that it's for US Fleet Boats from SH4. U-boats don't have the sonar to ping to check range as he describes in that video.

For U-boat specific methods the old SH3 tutorials work well in SH5:

http://www.subsim.com/radioroom/showpost.php?p=1337299&postcount=248

For basic manual targeting help, this thread has a ridiculously great amount of hints and tips:

http://www.subsim.com/radioroom/showthread.php?t=146795

Just keep in mind some are showing Fleet Boats, so things like the Sonar and Position Keeper and Ice Cream Machine won't apply to your u-boat!

commandosolo2009
05-20-10, 04:35 PM
The only problem with that particular sonar only targeting solution is that it's for US Fleet Boats from SH4. U-boats don't have the sonar to ping to check range as he describes in that video.

For U-boat specific methods the old SH3 tutorials work well in SH5:

http://www.subsim.com/radioroom/showpost.php?p=1337299&postcount=248


righto how could've forgot somethin like dis?:damn::damn:

Der SchattenJager
05-20-10, 08:03 PM
Yeah, I remember in SHIV the fleet boats had active sonar. Used to spend hours with a stopwatch timing pings to line up shots.

That's why I was confused with the U-boats. No active sonar = no pinging for range.

Thanks for the links, I'll take a look.