View Full Version : Tips for attacking two ships in convoy
I tried once with relative success...
What's the best way to fire at two ships in the same row in a convoy?
It goes with out saying that the further you are from the targets the easier it is.
I always attack ships on 90 AOB and around 1 km distance.
If i set the torpedo for the closest ship at slow speed and the second at fast with range around 1,5 km will they hit close enough before ships start making
maneuvers?I know it depends of their speed and the distance between them but what's the rule of thumb?How you guys do it?
Set both torpedos with the same speed! The TDC can get messed up because of a bug when switching tubes.
Set the periscope so the gyro angle becomes almost 0. Don't move it or lock it to the targets.
Fire at the furthest target first. Wait for the juicy part to be at the periscope line.
Wait!
When the closest target is on the periscope line with it's juiciest part fire the last torpedo.
Hide now!
They should both hit at about the same time.
To add, if you set both torpedoes to slow then you get more time to get away, and you'll get a bit more visual separation in the scope. If you set them to fast then they (targets) have less chance to react but they might overlap visually in the scope when you are about to shoot.
I assume you set the speed of the target correct, and you don't so something silly as firing gas proppelled Type 1 torpedos in broad daylight. :nope:
desirableroasted
01-05-11, 06:25 AM
NOTE: the ALL CAPS are edits based on Pisces' remarks below.
Is that trigonometrically possible, to do it at 90 AOB? And at 1.5 km out, you would tend to have another line of ships between you and your target COLUMN.
However, it is certainly manageable if you are using magnetic pistols, as AOB is far less important.
Say you are targeting a Tanker followed by a Cargo. You would get a solution on Cargo and fire. At that point, your stopwatch starts. For example, 2 minutes. Turn towards Tanker, and work up a solution. You would want to fire when your TDC shows a time that is equal to 2 minutes less elapsed time.
You need to work this pretty finely... but if the two shots hit within 6-8 seconds of each other, you should be fine. And if you can't arrange it, give up the 2nd shot... no need to spoil both.
If you must do AOB 90 impact shots, then your best bet is to work two PARALLEL COLUMNS rather than TWO SHIPS IN THE SAME COLUMN. Fortunately, the outside ships tend to be of shallower draft than the bigger targets. Simply calculate your distances and your torpedos' speed and go for it. Again, your stopwatch (to the first target) and TDC (to the second) will let you calculate when to make that second shot.
Feel free to use steam-propelled torpedoes, by the way, unless you are attacking a naval ship. Merchants don't see them. But look up the speed settings and write them down before you leave port.
NOTE: the ALL CAPS are edits based on Pisces' remarks below.
Check these threads out for how to's on hitting more than one target in the same row:
http://www.subsim.com/radioroom/showthread.php?t=151475&highlight=multiple+targets
http://www.subsim.com/radioroom/showthread.php?t=85807&highlight=multiple+targets
http://www.subsim.com/radioroom/showthread.php?t=99767&highlight=multiple+targets&page=2
http://www.subsim.com/radioroom/showthread.php?t=130957&highlight=simultaneous
http://www.subsim.com/radioroom/showthread.php?t=173701&highlight=simultaneous
Is that trigonometrically possible, to do it at 90 AOB? And at 1.5 km out, you would tend to have another line of ships between you and your target row.
However, it is certainly manageable if you are using magnetic pistols, as AOB is far less important.
Say you are targeting a Tanker followed by a Cargo. You would get a solution on Cargo and fire. At that point, your stopwatch starts. For example, 2 minutes. Turn towards Tanker, and work up a solution. You would want to fire when your TDC shows a time that is equal to 2 minutes less elapsed time.
You need to work this pretty finely... but if the two shots hit within 6-8 seconds of each other, you should be fine. And if you can't arrange it, give up the 2nd shot... no need to spoil both.
If you must do AOB 90 impact shots, then your best bet is to work two rows rather than one. Fortunately, the outside ships tend to be of shallower draft than the bigger targets. Simply calculate your distances and your torpedos' speed and go for it. Again, your stopwatch (to the first target) and TDC (to the second) will let you calculate when to make that second shot.
Feel free to use steam-propelled torpedoes, by the way, unless you are attacking a naval ship. Merchants don't see them. But look up the speed settings and write them down before you leave port.It is if we are using the same definition of columns and rows. I was in the understanding that columns are parallel to their course. And rows are as below. I meant this, targets being on eachother's beam:
http://i196.photobucket.com/albums/aa293/RockinRobbins13/Silent%20Hunter%204/Manual%20TDC%20Range/OKanemethodanimation.gif
desirableroasted
01-05-11, 07:19 AM
It is if we are using the same definition of columns and rows. I was in the understanding that columns are parallel to their course. And rows are as below.
Oh, obviously. I wasn't thinking about that, but of course it makes perfect sense. I've edited my original answer to reflect your note.
Mittelwaechter
01-05-11, 07:57 AM
The old 'tube switching bug' is caused by the coded torpedo speed setting for the first G7e version. It is set to 28 knots instead of 30 knots as stated. You can observe it in one of the gauges in the TDC screen.
This 'bug' can simply be faced by using the silent3ditor to set the torpedo speed to 30 knots.
Shall I make a 'mod' or 'inofficial patch1.4c' to eliminate this bug? :DL
I find it most practical to do near-simultaneous shots, same speed, last one going straight ahead... less time for targets to zig-zag or escorts to spoil the party, and I don't need to bother with distance for the last target.
Kip Chiakopf
01-05-11, 11:35 AM
Set the periscope so the gyro angle becomes almost 0. Don't move it or lock it to the targets.
Why do you say not to lock the targets?
The old 'tube switching bug' is caused by the coded torpedo speed setting for the first G7e version. It is set to 28 knots instead of 30 knots as stated. You can observe it in one of the gauges in the TDC screen.
This 'bug' can simply be faced by using the silent3ditor to set the torpedo speed to 30 knots.
Shall I make a 'mod' or 'inofficial patch1.4c' to eliminate this bug? :DLDo I understand it correctly that the bug appears because the type 1 cannot be set to 28 (only 30, 40 and 44) and causes some kind of silent error in the code, and defaults back to what it was. Please explain more detail about where you find this value.
Why do you say not to lock the targets?Because the periscope should not move, as it would change the gyro angle also during it's drift. You want that to be as near to 0 as possible to avoid range effects.
Do you want to lock the target because you think you need to follow the notepad routine? No need. You should know the convoy speed allready with a certain amount of accuracy. You've come along way to get close to the convoy so you must have been able to plot it's movements over a long while. Also there is a more reliable method to measure speed, time the passage of his length across a steady periscope line that doesn't move sideways with respect to the earth. But at this time it's too late, it should be done well before.
Since you are lined up perpendicular to their course (this angle isn't required to be 90 degrees, a common misconception that people make, it's just the most forgiving position incase you made speed measurement errors, and avoids target overlap) you know what the AOB will be at the impact point (bearing 0) and can set the TDC up acordingly for AOB when the pericope is at 0. Now that the TDC has the periscope and AOB synchronised you switch it to auto update and move it to minimize gyro angle. Now you are free to choose which part get's hit. Well, insofar other targets do not get in the way. But that usually doesn't happen unless you aim for the screws of a long target.
Why do you say not to lock the targets?
If you're using the weapons officer assistance then its a necessity; before he can give you the solution you need to lock onto the target. Granted the solution he gives you and while you're locked on in set to hit right in the middle of the boat, very few ships are vulnerable to a shot right to the middle.
Once the officer gives you the solution unlock the target and aim the recticle to the spot on the ship you wish to hit (for a BB would be under the turrents, Tanker under the fuel storage holds, etc,) and fire away The solution will be usuable for at least 5-10 seconds after he gives it to you depending on the target speed, faster they are less time you have to aim at your intended spot.
Mittelwaechter
01-05-11, 01:03 PM
@ Pisces
The G7e is officially running at 30 knots only. But it doesn't run at that speed, the first version runs at 28 knots only. The second available version of the G7e (TIII) has the correct speed setting. You can verify it by observing the outmost right gauge in the TDC screen. There is a little speed indicator and it states the G7e (TII) runs at 28 knots.
If you set a G7a to 30 knots and update the torpedo solution it will fix the data for a torpedo running at 30 knots. If you switch now to a tube loaded with a G7e (TII) the 'bug' appears, because the setup is corrected for a torpedo running at 28 knots. This works vice versa too.
The 28 knots are coded in the torpedo DAT or SIM or VAL or whatever - I can't remember right now - but it can easily be changed with silent3ditor to run at correct 30 knots. The 'bug' disappears immediately.
@ Pisces
...
The 28 knots are coded in the torpedo DAT or SIM or VAL or whatever - I can't remember right now - but it can easily be changed with silent3ditor to run at correct 30 knots. The 'bug' disappears immediately.I figured that, I just hoped you could provide a filename. :D
Mittelwaechter
01-05-11, 02:40 PM
Well, I have my nice pants on tonight...
Library - torpedo.sim - 19:amun_torpedo - speeds [1] - [0] - speed = 28,0
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