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Chad
08-21-16, 02:32 PM
I'm trying to teach myself manual targeting and I have watched Neal's YouTube video and I have read Capt-Maxim's guide to targeting, but I still can't even hit the broadside of a slow moving ship in the Build 144 alpha. I'm getting close but it looks like even though my aim is off (usually in front of the ship) the torpedoes are exploding. Could this be the torpedo run and it explodes at the distance the ship should be?

I've been repeating the steps like a mad scientist and mixing up the values entered a bit each time.


Full ahead surfaced, compass heading 90 degrees
Getting to 10k meters, submerge and stalk prey until about 2k meters
Ensure the value for AOB is as close to accurate as I can, this ship I believe is heading ALMOST due north, so AOB set to 270
Line the front of my bow up with the ship 5-10 degrees starboard
Set my Target Angle at 4 starboard
Triple check distance on last time and modify if needed
Fire Torpedo 1
Adjust Target Angle 2 degrees more starboard not touching periscope
Fire 2
Move Target Angle a hair more starboard
Fire 3
Move Target Angle to 2 degrees, Fire 4


I see them all explode in front of the ship or right broadside but maybe short of actually reaching the ship, and it keeps sailing while I restart the game to try again.

What am I doing wrong?? :/\\!!

Chad
08-21-16, 03:22 PM
Maybe posting on here was good luck! The very next time I went out I got one! First one broke it's back and went straight down so the three other torpedoes missed their mark, but I think I had led it just right that a merchant or something bigger would have eaten all 4. :arrgh!:

Onkel Neal
08-22-16, 05:33 AM
You're not the only person, players are finding the realistic targeting in the Marulken demo to be a challenge. The biggest hurdle is determining target speed, check the tutorial for info on how to do that. Wolfpack will probably have a different method, but from talking with Navy vets, a lot of it was IDing the ship, knowing its top speed, and just plugging in an estimate.

It definitely helps to close the range to 900m, if possible.

In the Wolfpack game, we hope to have a training mission that replicates the Kriegsmarine training, where you are in a bay with a target ship, illuminated dummy torpedoes. You will be able to go through torpedo firing exercises and check your solution against the target ship's data.

nsomnia
08-26-16, 01:45 AM
If you wanna play we get some navy vets and myself together sometimes for "competitive research". We practice IC and such.

Threadfin
08-26-16, 10:42 AM
Ensure the value for AOB is as close to accurate as I can, this ship I believe is heading ALMOST due north, so AOB set to 270




Excuse me for intruding, I don't play this sim, at least not yet, but popped in to have a look about. This caught my eye. There is no AoB of 270, or perhaps I misunderstand what you're writing. A course or a bearing can be 270, but not an AoB, which can only have a max of 180 (either starboard or port). Am I missing something?

Chad
08-26-16, 12:41 PM
My mistake, when I said 270 I meant 90 degrees to the port side.

Onkel Neal
08-26-16, 04:08 PM
Excuse me for intruding, I don't play this sim, at least not yet, but popped in to have a look about. This caught my eye. There is no AoB of 270, or perhaps I misunderstand what you're writing. A course or a bearing can be 270, but not an AoB, which can only have a max of 180 (either starboard or port). Am I missing something?

The demo has the AOB dial segmented into 360 degrees, where it should be 180 port and starboard. That is fixed in the new version.

Threadfin
08-26-16, 05:52 PM
That explains it. :up: