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View Full Version : I'm totally hopeless when it comes to torpedo attacks...


mungojerry311
12-15-21, 02:45 AM
In the years and years of my on-and-off playing of this game I don't think I've ever made a successful torpedo attack on a target. I don't want to use the auto solution because that's cheating IMO. I've watched and read plenty of tutorials but somehow that knowledge doesn't transfer to actual gameplay for me. The sheer amount of dials in the TDC is dizzying to me. I just draw a blank whenever a target gets spotted. I could go on and on but that's the gist of it.

Anybody got any words of wisdom for me?

pikke
12-15-21, 03:50 AM
I'm not that good either but I improved somewhat doing this:
1) create a "test" career at the very beginning of the war
2) find yourself a suitable target, a single merchant on a fine day is ideal
3) save the game as soon as you spot the target
4) stop there, pick up pen and paper and plan your attack in advance, write down a checklist of the things you are going to do. My advice is to run you first attacks from very close (600m or less) and an ideal angle (90°, either port or starboard)
5) do every step, take your time by pausing the game when needed and write down the data you got (target heading, speed, torpedo settings, and so on)
6) write down (or take a screenshot) of your TDC settings just before the attack and write down what you expect to happen (i.e. hitting the ship right under the funnel)
7) open the torpedo tube (I find this difficult to remember)
8) fire your torpedo!
9) cross your fingers! this is a very important step! :haha:
10) see what happens, write it down and compare it with what you expected trying to figure out what was wrong (i.e. wrong extimated target speed, incorrect AOB and such)
11) add or remove steps from your checklist if need be
12) save and exit, reload the engagement and run it again trying to fix what went wrong
13) rinse and repeat
14) once you get it right most of the time, change your attack plan (i.e. increase the range, attack from ahead or from astern with less than ideal angles, give yourself less and less time to gather the data, etc)
15) rinse and repeat
16) when you are confident on your results let yourself be spotted so that your target will be zigzagging and...guess what?...see below :03:
17) rinse and repeat
18) play as much as you can and have fun!


Some people have the talent, others need practice...I need practice and lots of fingers crossed! :har:


Have fun! :salute:

John Pancoast
12-15-21, 04:52 AM
"Fast 90" attack. Simple, accurate, etc. Google it for various links. Also, learn how to tell the target speed via just looking at the smoke/bow wave of the target(s). Just takes a little game time experience/experimentation.

kyle9154
12-15-21, 10:30 AM
I use the attack disk either the one that comes with ARB GUI mod or the other one that comes with MAG UI. easy instructions to follow and once you do it a few times its like second nature.

ARB Widegui RAOBF
https://www.youtube.com/watch?v=uwDOIO9WicU&t

MagUI RAOBF
https://www.youtube.com/watch?v=4JQbA-BgWD4

mungojerry311
12-15-21, 07:14 PM
Thanks guys. I've also heard of people using the mission editor to make a practice scenario. I imagine that's an option as well?

John Pancoast
12-15-21, 07:16 PM
Thanks guys. I've also heard of people using the mission editor to make a practice scenario. I imagine that's an option as well?


Yes, but the ones in the academy will work just as well.

bstanko6
12-15-21, 09:50 PM
If I could chime in. The real secret to a successful torpedo attack is a structured plan.

1) identify your target.

Without properly identifying your target in the recognition manual, you will not have the information on the ship to calculate the numbers you need. It could take a while to do this.

2) calculate the speed

Once identified, you MUST calculate speed. The ID and speed will not change once you figure them out (unless you are discovered), so once you have this information, you can rest easy at having 2/3 of the vital information needed to make your attack.

3) Angle on the bow

This is the one thing that will prove most troublesome. This can change several times because it gets more accurate as the target gets closer. It is dependent on your point of view. But once you figure this out, you are in the zone.

Other aspects such as weather, depth under keel, draft, will add more complexities to your calculation but stick with the big 3. Practice in the academy. You will get there. But stay structured.

As you play as long as I have, you can learn how to shoot snapshots, and 33 deg convoy attacks.

Good hunting

mungojerry311
12-15-21, 10:53 PM
Practice in the academy.

Do you all mean the Naval Academy where the basic tutorials are located? Because if so, that is a very controlled environment. I'd rather practice in as close to actual patrol conditions as possible, but that's just me.

mungojerry311
12-16-21, 04:03 AM
Update: I just tried practicing in the Academy but once again I drew a blank on what to do and quit. See what I mean guys?

kyle9154
12-16-21, 06:29 AM
Update: I just tried practicing in the Academy but once again I drew a blank on what to do and quit. See what I mean guys?

I just gave you videos on how to do it, it doesn't get easier then that following those videos. We can't do it for you so your going to have to watch those videos and maybe write down what they say in steps.

MagUI ROBAF Training
Legend
Top outer ring = Length and Mast Height
Top Inner Ring = Range
Bottom Inner Ring = Speed
Bottom outer ring = AOB

Pause the game if you can when doing these steps to save on critical aiming time

Measuring Speed
Step 1: When ship's bow hits desired mark (ex. at 30 degree mark on your periscope) then start stop watch or chronometer until mark is lined up with the ship's stern then stop timer and record the time. Take top inner ring and line up the time value with ship's length in top outer ring, then whatever red line is over bottom inner ring at that time is the target's speed, input into TDC.

Measuring AOB
Step 2: Move bottom inner ring and line up mast height value with ship length outer ring, then measure horizontal marks and find that value on the bottom inner ring and read what the bottom outer ring is at that point, that's your AOB that you input into TDC.

Measuring Range
Step 3: Measure vertical marks from waterline of ship to highest mast at 6x magnification then find that value on bottom inner ring move it so it lines up with the 90 value on the outer bottom ring.
Step 4: Look at mast height in rec manual and find value on top outer ring then look at top inner ring at same point, that will be your range that you input in your TDC.

P.S. if your not willing to put the time in to learn from these tutorials and vids then you might as well have weapon officer on and ask him for the torpedo data and ship identification so its more suited to your play style. Captains didn't take the calculations anyways it was the 1st officer that took the visual readings and weapon officer that inputted the info into TDC, captain just gave overall orders it was the specialists that got into the specifics.

derstosstrupp
12-16-21, 07:05 AM
Point of clarification here from a historical standpoint. The first watch officer delivered the values to the TDC operator (who was the chief bosun, there was no “weapons officer”) for surface attacks under the supervision of the commander, but for submerged attacks all of the data gathering and targeting was on the shoulders of the commander.

That said however, the data was usually gathered even for surface attacks even before the first watch officer or commander put his eyes to the optics. And that was done typically by matching course and speed (called “Ausdampfen”), and was a joint effort between the commander, the first watch officer and the navigator. When the first watch officer put his eyes to the UZO, he was simply refining the values at that point. Same for the commander at the scope when submerged.

So indeed a joint effort, but something the commander was directly involved in.

John Pancoast
12-16-21, 08:22 AM
Point of clarification here from a historical standpoint. The first watch officer delivered the values to the TDC operator (who was the chief bosun, there was no “weapons officer”) for surface attacks under the supervision of the commander, but for submerged attacks all of the data gathering and targeting was on the shoulders of the commander.

That said however, the data was usually gathered even for surface attacks even before the first watch officer or commander put his eyes to the optics. And that was done typically by matching course and speed (called “Ausdampfen”), and was a joint effort between the commander, the first watch officer and the navigator. When the first watch officer put his eyes to the UZO, he was simply refining the values at that point. Same for the commander at the scope when submerged.

So indeed a joint effort, but something the commander was directly involved in.


Mungojerry, matching course and speed as mentioned is a big step and easy to do too via just your own eyes (binoculars, uzo assisted). Keep it simple, no need to make things a math/physics experiment. It only takes a short time to do. Even when it's not summertime. :D

Once you have course and speed, you're set for the attack.

bstanko6
12-16-21, 05:32 PM
If you are having issues in the academy, under near perfect conditions, I believe you are having issues with speed or AOB. The tanker is a relatively easy target. I think your problem may be the second part of this video. You are not setting your TDC correctly.

https://youtu.be/LO7uOs5IUH8

3catcircus
12-16-21, 05:47 PM
If I could chime in. The real secret to a successful torpedo attack is a structured plan.

1) identify your target.

Without properly identifying your target in the recognition manual, you will not have the information on the ship to calculate the numbers you need. It could take a while to do this.

2) calculate the speed

Once identified, you MUST calculate speed. The ID and speed will not change once you figure them out (unless you are discovered), so once you have this information, you can rest easy at having 2/3 of the vital information needed to make your attack.

3) Angle on the bow

This is the one thing that will prove most troublesome. This can change several times because it gets more accurate as the target gets closer. It is dependent on your point of view. But once you figure this out, you are in the zone.

Other aspects such as weather, depth under keel, draft, will add more complexities to your calculation but stick with the big 3. Practice in the academy. You will get there. But stay structured.

As you play as long as I have, you can learn how to shoot snapshots, and 33 deg convoy attacks.

Good hunting

I'm going to go out on a limb here regarding identifying the target: cheat. Let the WO ID the target. Initially, the target is too far away to effectively ID. When it gets enough, by the time you click through the rec manual, the target has gotten too close for a good solution.

Everything else, do manually.

John Pancoast
12-16-21, 05:58 PM
Be a good idea to post your install/mod list too.

mungojerry311
12-16-21, 09:40 PM
Be a good idea to post your install/mod list too.

Here it is:

GWX - 16km Atmosphere
GWX - Alternate Loadscreen - Full Circle
GWX - Captain America's Officer Icons
GWX - Open Hatch Mod
GWX - VIIC41 Player Sub
Thomsen's Sound Pack V3.2cg
Rbs1_SH4_Effects_GWX_30_71
Rapt0r's Uniforms V2.0 [Black]
Rapt0r's Uniforms V2.0 [Black - All Leather] Patch
Rubini´s Underwater dust&plancton v1
M.E.P v6
Optional - ShipVanishingHull for MEP v6
Optional - FSF for MEP v6
TKSS18 German U-Boats Compilation
U-Boot 7c-II
FixAllSubGWX
ARB WideGui 1920x1080
ARB WideGui Fix
Adaptation for English & Deutsch
Ricks_GWX_Rec_Man_Final
M.E.P v6- VisualSensors for GWX3

John Pancoast
12-16-21, 10:23 PM
Here it is:

GWX - 16km Atmosphere
GWX - Alternate Loadscreen - Full Circle
GWX - Captain America's Officer Icons
GWX - Open Hatch Mod
GWX - VIIC41 Player Sub
Thomsen's Sound Pack V3.2cg
Rbs1_SH4_Effects_GWX_30_71
Rapt0r's Uniforms V2.0 [Black]
Rapt0r's Uniforms V2.0 [Black - All Leather] Patch
Rubini´s Underwater dust&plancton v1
M.E.P v6
Optional - ShipVanishingHull for MEP v6
Optional - FSF for MEP v6
TKSS18 German U-Boats Compilation
U-Boot 7c-II
FixAllSubGWX
ARB WideGui 1920x1080
ARB WideGui Fix
Adaptation for English & Deutsch
Ricks_GWX_Rec_Man_Final
M.E.P v6- VisualSensors for GWX3


Thanks. I was wondering if you were using H.sie's patch as that can affect torpedo depth.
But you're not, so scratch that idea. :)

mungojerry311
12-17-21, 01:18 AM
Thanks. I was wondering if you were using H.sie's patch as that can affect torpedo depth.
But you're not, so scratch that idea. :)


I think I do have that patch. I installed it following the instructions to make the ARB UI work.

John Pancoast
12-17-21, 05:15 AM
I think I do have that patch. I installed it following the instructions to make the ARB UI work.


Should have a folder titled "Supplement...." in your mods if so. Patched your sh3.exe with it.
Sound familiar ?

kyle9154
12-17-21, 07:31 AM
I'm going to go out on a limb here regarding identifying the target: cheat. Let the WO ID the target. Initially, the target is too far away to effectively ID. When it gets enough, by the time you click through the rec manual, the target has gotten too close for a good solution.

Everything else, do manually.

I use the weapon officer to identify because I use the merchant fleet mod along with Onealex or Toyagt86's mods so its a lot more ships that are similar in appearance to try to identify, the rest i will do manually.

3catcircus
12-17-21, 09:12 AM
I use the weapon officer to identify because I use the merchant fleet mod along with Onealex or Toyagt86's mods so its a lot more ships that are similar in appearance to try to identify, the rest i will do manually.

Yep - same for me. That MFM is great for variety, difficult for the rec manual. Having the ability to pre-segregate by types or by QTY of masts stacks and kingposts before scrolling through would speef things up.

From the Deep
12-18-21, 02:38 AM
I'm a bit late to the party here but here's a link to my method: https://youtu.be/-fT3s-Qaiig

Skip to about 13 minutes, for a hydrophone hunt, I'm hoping my explanation of "AoB" is useful.

mungojerry311
12-21-21, 04:27 AM
Another update for you guys. I did the torpedo acadamy mission (training mode of course). I fired a two torpedo salvo at the unmoving Tramp Steamer and I missed! Huh? I'm baffled.


If I can't hit a stationary target how can I possibly hit a moving one?

kyle9154
12-21-21, 07:02 AM
Well if you can't learn from the videos and in-game tools provided then just play with the weapon officer and then you can fire with a 90-95% chance that your torpedo will hit, I think that will be better for your play style. subsims is just too much in depth for some people to grasp and learn so there's realism difficulty options to make it more arcade/easier with less things you have to manage in game. Plus using the weapon officer is better then using auto targeting because it gets rid of that stupid targeting arrow on ships when you look at it with periscope and you have to ask your WO for new torpedo data after every 10 seconds or so because of the target moving or getting closer/AOB changing etc. It only gives you the data/reading for that point in time when you locked on and requested the data from WO.

bstanko6
12-21-21, 12:16 PM
If you launched a torpedo at a 0 speed 90deg AOB target, and you double checked your solution… it’s either the mods you are using or your understanding of the game.

Turn off all mods and go vanilla… if you still can’t hit a stationary target, then I will send you your official papers stating your release from the Memel Naval Academy because you are not proficient for this game.

If you turn off the mods and hit it… you have a conflicting mod.

That is literally all I can say at this time.

Pisces
12-21-21, 12:53 PM
Another update for you guys. I did the torpedo acadamy mission (training mode of course). I fired a two torpedo salvo at the unmoving Tramp Steamer and I missed! Huh? I'm baffled.


If I can't hit a stationary target how can I possibly hit a moving one?The tramp steamer scoots out of the path of the torpedo once it notices you fired on it. So it is not strange that you missed. I don't remember if you have electric torpedoes loaded in that training mission, but if you do, use those type 2 torpedoes. They don't leave a wake. Or keep your periscope down while it is on it's way.

But if the AOB is not correct set into the TDC compared to the bearing dial (or in vanilla SH3 it is called heading I think) then the torpedo goes the wrong way. It might help if you post a screenshot of your TDC dials and attackscreen.

lees72
12-23-21, 05:12 AM
I agree. You should play vanilla before you start adding ultra realistic mods.