KurtJurgens
03-25-06, 01:48 PM
This is nothing new, but as I just wrote this out for a friend of mine who's just bought SH3 I thought I might as well post it.
This is based on my noobish experiences of attacking unescorted coastal merchants in the North Sea with the small type II boat. It's pretty long winded, but go through it step by step as you find your target. Once you've done it a couple of times the method becomes clear and you'll crack it and remember it. Basically 90 % of the game is drawing lines on the map based on the info you've got, so u need to get used to using the angle- and distance-measuring tools.
So, this is finding and doing a torpedo attack on some poor unescorted coastal merchant guy, using realism settings of 'auto map update' ON, but automatic range finding and weapon officer help OFF. You need to have the latest game update installed:
Remember - 1 knot = 1.853 kph (annoying huh? speed in nautical miles but distances in metric)
For intercepting ships/convoys from many miles away, put your ruler along the little line that sticks out from the target box to get a pretty accurate heading for it. a slow target will go at average of 6 knots, a medium at 10 knots. This may vary but go with these figures 'cause u can't know until you actually intercept. Use the compass and/or ruler to figure out how far it can get in the time reported on that course and plot an intercept accordingly. When you're in the interecept region, submerge to about 16 metres or a bit more and stop engines, as you can hear things a lot further than you can see 'em, maybe up to 25km or more. Listening is useless unless you're at about 16 metres or more, you can't hear a thing while on the surface.
If you get a hydrophone contact, use the marker pen tool to put an x on the very end of the black line that appears on the map. This is a bit cheaty really, as the line displayed is waaay too accurate as to the distance of the target, as in real life it would be hard to tell from a long range.
Interecepts can be pretty hit and miss, you'll get better at it as you go along. If you find your target, don't go any closer than 3km at night or 5km in the day, or even 6km if it's very clear weather. Basically if you're JUST inside visual range during the daytime, he won't see you, but any closer and the risk increases.
Once you get close enough to get a visual on it, mark it with an x straight away. Using the marker when you have an accurate range is soooo important, you should be marking targets every few minutes or when feasible. If you don't do this, NOTHING else will work right. You need to be zoomed in at least until you can see the grid lines to accurately mark something. Personally I like to zoom in until the red target square becomes that cigar shape representing the ship, and then put a mark on the bow.
Once over a few minutes (accelerated time is always helpful here) you've got at least 3 marks (the more the merrier of course) you can draw a line through them and see what his exact course is. Find the heading using the protractor (the first stated number, the one you want to take notice of here, is relative to north, not the bearing from your ship as almost every other report is). Everything you do from this point will be based on the target course you just figured out - if you've got it wrong you're wasting your time.
It's best to find out what his course is with the protractor, then change your own course to match his, always staying close enough to keep him in visual. Targets only change course very rarely, so you'll either be unlucky or shockingly slow to not get yourself into firing position before he changes course. Unless he sees you, of course - then he'll start zigzagging and from then on, you're on your own m8 :know: .
So now you're on a parallel course to his at 5km (don't stop slapping a mark down on him every once in a while, and extending the ruler line you've drawn through the marks, or else small innacuracies will mean you go off course). Now extend that ruler along his course a very long way ahead - you'll be with him for quite a distance before you position for attack. Now you must work out his speed by matching your own with his - basically do it by eye. When you feel you're going at the same speed as him, note the speed. Personally I feel this is the most accurate way of getting his speed - you can do it mathematically but it always seems to be just a little bit off. Besides, getting a good, close submerged attack position will help dissipate any inaccuracies.
Accelerate to flank speed - now it's time to get way ahead of him so you can get into attack position. Keep going until he goes out of visual range (disappears from map) so you can move to a parallel course closer than 5km.
Best way to do this is: use the protractor and the ruler to ACCURATELY draw an exact parallel course only 1km away from his. Don't just guess, use the protractor to draw a line coming off his course at 90 degrees. Do this twice, then measure 1km along each of the 90 degree lines. Then you can draw a line through the end of both 1km lines and end up with a line exactly 1km from his course line.
Now adjust the course of your sub to turn towards this line (remember he'll be coming along his own line soon and you want to be in position before he can see ya - you can always submerge for the final maneuvers). Your final position should be at 90 degrees to his course. So if his course is 45 degrees and you're to his right, your final heading should be 315 degrees. If you were to his left it would be 135 degrees. Be accurate in this - do the maths and just use common sense to make sure you get it right - it's important to be as close to 90 degrees as you can for a good shot (90 degree angle on bow, right?). At this point I'd save it, so you can repeat for purposes of practice if neccessary.
So now you're 1km at a precise 90 degree angle from his course. The final thing to do is submerge and close the gap from his course a bit more. Again, use the ruler and protractor on the map to measure how far you need to go. I like to shoot at 700m. I always attack submerged, even at night, as you may well get spotted at 700m and all your preparation thrown away. If you've done everything right, he'll be along soon - you just sit and wait. When he comes up, do everything in the back of the game manual ('Conducting Torpedo Attacks') to get the range etc. Don't forget to open your selected torpedo tube BEFORE you shoot (press Q), else the delay causes inaccuracy. If going for something a bit larger than a coastal merchant, say a C2 Cargo, you may want to do a 2-torp salvo. At 700 metres, I'd say a 4 degree spread would be sufficient. I like to use impact setting rather than magnetic, which I find more unreliable atm.
This is based on my noobish experiences of attacking unescorted coastal merchants in the North Sea with the small type II boat. It's pretty long winded, but go through it step by step as you find your target. Once you've done it a couple of times the method becomes clear and you'll crack it and remember it. Basically 90 % of the game is drawing lines on the map based on the info you've got, so u need to get used to using the angle- and distance-measuring tools.
So, this is finding and doing a torpedo attack on some poor unescorted coastal merchant guy, using realism settings of 'auto map update' ON, but automatic range finding and weapon officer help OFF. You need to have the latest game update installed:
Remember - 1 knot = 1.853 kph (annoying huh? speed in nautical miles but distances in metric)
For intercepting ships/convoys from many miles away, put your ruler along the little line that sticks out from the target box to get a pretty accurate heading for it. a slow target will go at average of 6 knots, a medium at 10 knots. This may vary but go with these figures 'cause u can't know until you actually intercept. Use the compass and/or ruler to figure out how far it can get in the time reported on that course and plot an intercept accordingly. When you're in the interecept region, submerge to about 16 metres or a bit more and stop engines, as you can hear things a lot further than you can see 'em, maybe up to 25km or more. Listening is useless unless you're at about 16 metres or more, you can't hear a thing while on the surface.
If you get a hydrophone contact, use the marker pen tool to put an x on the very end of the black line that appears on the map. This is a bit cheaty really, as the line displayed is waaay too accurate as to the distance of the target, as in real life it would be hard to tell from a long range.
Interecepts can be pretty hit and miss, you'll get better at it as you go along. If you find your target, don't go any closer than 3km at night or 5km in the day, or even 6km if it's very clear weather. Basically if you're JUST inside visual range during the daytime, he won't see you, but any closer and the risk increases.
Once you get close enough to get a visual on it, mark it with an x straight away. Using the marker when you have an accurate range is soooo important, you should be marking targets every few minutes or when feasible. If you don't do this, NOTHING else will work right. You need to be zoomed in at least until you can see the grid lines to accurately mark something. Personally I like to zoom in until the red target square becomes that cigar shape representing the ship, and then put a mark on the bow.
Once over a few minutes (accelerated time is always helpful here) you've got at least 3 marks (the more the merrier of course) you can draw a line through them and see what his exact course is. Find the heading using the protractor (the first stated number, the one you want to take notice of here, is relative to north, not the bearing from your ship as almost every other report is). Everything you do from this point will be based on the target course you just figured out - if you've got it wrong you're wasting your time.
It's best to find out what his course is with the protractor, then change your own course to match his, always staying close enough to keep him in visual. Targets only change course very rarely, so you'll either be unlucky or shockingly slow to not get yourself into firing position before he changes course. Unless he sees you, of course - then he'll start zigzagging and from then on, you're on your own m8 :know: .
So now you're on a parallel course to his at 5km (don't stop slapping a mark down on him every once in a while, and extending the ruler line you've drawn through the marks, or else small innacuracies will mean you go off course). Now extend that ruler along his course a very long way ahead - you'll be with him for quite a distance before you position for attack. Now you must work out his speed by matching your own with his - basically do it by eye. When you feel you're going at the same speed as him, note the speed. Personally I feel this is the most accurate way of getting his speed - you can do it mathematically but it always seems to be just a little bit off. Besides, getting a good, close submerged attack position will help dissipate any inaccuracies.
Accelerate to flank speed - now it's time to get way ahead of him so you can get into attack position. Keep going until he goes out of visual range (disappears from map) so you can move to a parallel course closer than 5km.
Best way to do this is: use the protractor and the ruler to ACCURATELY draw an exact parallel course only 1km away from his. Don't just guess, use the protractor to draw a line coming off his course at 90 degrees. Do this twice, then measure 1km along each of the 90 degree lines. Then you can draw a line through the end of both 1km lines and end up with a line exactly 1km from his course line.
Now adjust the course of your sub to turn towards this line (remember he'll be coming along his own line soon and you want to be in position before he can see ya - you can always submerge for the final maneuvers). Your final position should be at 90 degrees to his course. So if his course is 45 degrees and you're to his right, your final heading should be 315 degrees. If you were to his left it would be 135 degrees. Be accurate in this - do the maths and just use common sense to make sure you get it right - it's important to be as close to 90 degrees as you can for a good shot (90 degree angle on bow, right?). At this point I'd save it, so you can repeat for purposes of practice if neccessary.
So now you're 1km at a precise 90 degree angle from his course. The final thing to do is submerge and close the gap from his course a bit more. Again, use the ruler and protractor on the map to measure how far you need to go. I like to shoot at 700m. I always attack submerged, even at night, as you may well get spotted at 700m and all your preparation thrown away. If you've done everything right, he'll be along soon - you just sit and wait. When he comes up, do everything in the back of the game manual ('Conducting Torpedo Attacks') to get the range etc. Don't forget to open your selected torpedo tube BEFORE you shoot (press Q), else the delay causes inaccuracy. If going for something a bit larger than a coastal merchant, say a C2 Cargo, you may want to do a 2-torp salvo. At 700 metres, I'd say a 4 degree spread would be sufficient. I like to use impact setting rather than magnetic, which I find more unreliable atm.