View Full Version : TDC and torpedo speed
Krucius_Nayl
04-01-17, 08:31 AM
Hi all, nice to meet you, I hope you are well!
I'm having a little difficulty with TDC and I was hoping some more experienced sub captains might be able to share a nugget or two of wisdom.
For the most part I understand how the system works, I can calculate range, AOB etc. and my torpedos definitely take the right course, however I do get misses due to, I assume, torpedo speed.
Does TDC not take into account the speed you set the torpedo at when calculating the firing solution?
If it doesn't, is there a rule of thumb to use? Such as <1000m = slow, 1k-2k = medium and >2k = fast?
Or better yet is there a mathematical formula for calculating it based on target speed and distance?
Any help would be hugely appreciated
finchOU
04-01-17, 07:55 PM
It depends.......
First off yes...Torpedo speed affects the Gyro angel which the TDC solves for.
Generally speaking the Good thing about the Fast setting is that the Torpedo takes less time to hit your target. Meaning any errors in your calculation are minimized and allows less time for your Enemy to change course or speed. The bad thing is you can't lob them from long range like you can if you use the slow setting.
Slow setting allows you more of a "stand off" capability. You can lob them from long distances and turn around and speed away on the surface before the enemy zeros in on the place where you launched from. But your calculations need to be perfect and the longer run time allows the enemy to change course.
For my personally, when attacking a convoy, I'll use slow torpedoes first and long ranged targets.....and fast torpedoes for closer targets...and try and time them to all hit about the same time to minimize the their ability to change course and speed when your first torpedo hits or is spotted in the water.
Aktungbby
04-01-17, 08:14 PM
Krucius_Nayl!:Kaleun_Salute:
fire-fox
04-02-17, 03:30 AM
Also that is why most sub commanders would fire a spread of 2 - 4 torpedos at a target. I like the set up so I fire at 0 gyro angle ( as the gyro is locked for the first 50 meters or so of there run - creating adding further to any errors ).
Then fire one as the forward mast or first 1/4 -1/3 crosses my vertical line on the scop and the second as the last at about the last 3/4 - 2/3 crosses that way at least one hits if it slows or speeds up / turns in either direction or you speed is out.
THEBERBSTER
04-02-17, 07:22 AM
A Warm Welcome To The Subsim Community > Krucius_Nayl
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Less chance of a dud with fast torpedoes.
Krucius_Nayl
04-08-17, 02:13 PM
Wow thanks for the info guys. Sorry I didn't reply a little sooner but I've been out of action with man flu :p
My problem was ships taking evasive manoeuvres, particularly slowing down once they spotted my torpedo. I toyed with the idea of taking wakeless torpedos but...eh. Instead I found myself a lone merchant, saved the game and played it over and over as a mini-scenario to come up with a way to hit them regardless of what they do.
I'm now hitting 90-95% of the time and I'm fairly happy with that.
Now if only I could get the damn tonnage bars to work...
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