Log in

View Full Version : perfected my convoy attacking....


gutted
10-20-06, 06:19 PM
.. with manual targetting. i can now hit 4 ships nearly everytime. the torps will impact at around the same time. i can actually get more.. if i turn around after the last shot and flip the AOB i can launch the rear tubes at the next row.

well.. atleast until i get to '43 :P
http://www.jg52.com/gutted/sh3/Convoy.wmv


to get an idea of how i did it look at this:
http://www.jg52.com/gutted/sh3/Animation2.gif


All i do is figure get on a perpindicular course to them.. figure out their speed using the hydrophone (thanks to the guys who made that chart).

put the scope on 0, Set AOB 90, enter their speed.. then turn off the manual entry button. back to the periscope.. slew it over till the gyro reads 0.. then fire as each lead ship crosses your firing point. after the last torp is gone, slew the crosshair back to 0 and wait.

when they cross the 0.. watch the fireworks :P

don't even bother with the range knob with this method.. this works from any range.

thegroo
10-20-06, 07:53 PM
Great idea.:up:

I'll have to try it.

Regards
Dieter

kylania
10-20-06, 08:35 PM
Wow! That's very very impressive!

LoneTraveller
10-20-06, 10:32 PM
I do that but only with the automatic targeting. Cause I admit that I can't shoot (even less mesure the speed of a ship) in manual targeting mode.

I admire you :up:

The thing I'm working on now is how to attack a convoy (that is in a square formation) but from a diagonal angle through the square itself and shoot at the furthest targets (along the shootable perimeter) then the ones closer and closer. The idea is that the first column and row (like in a matrix) like be destroyed in one attack. I am working on it with a type XXI cause it has enough torps and reloads fast enough.

I wish there was a simple way to make correspond the knots speed, distance (in meters) and seconds so that all torps would hit at the same time :hmm: Anybody have ideas how to do this ?

Dantenoc
10-20-06, 11:12 PM
Brilliant :up: ... shows what a person can do when he bothers to think out a problem a bit :yep: .

Just one thing, though... I take it you don't use any of the major mods? The reason I ask is that I haven't been able to use sound for determining speed since I modded my game (some modder thought it would be cool to change all the ship's sounds :cry: )... I haven't been able to figure the new RPM to speed convertions since :shifty:

If anyone has info on this please share :yep:

Emcon
10-21-06, 07:03 AM
when they cross the 0.. watch the fireworks

LMAO

:up: Very nice, Gutted!

Sawdust
10-21-06, 08:39 AM
Ditto what the others have said. Great idea. :arrgh!: Nice video and animated gif file, too; both are well made.

Based on your idea, I was thinking that if you were to obtain an obtuse angle to the ships you'd have more time between torpedoes needing to be launched...but then the ships wouldn't be hit at the same time and the later ships might be able to change speed or course.

gutted
10-21-06, 08:53 AM
Brilliant :up: ... shows what a person can do when he bothers to think out a problem a bit :yep: .

Just one thing, though... I take it you don't use any of the major mods? The reason I ask is that I haven't been able to use sound for determining speed since I modded my game (some modder thought it would be cool to change all the ship's sounds :cry: )... I haven't been able to figure the new RPM to speed convertions since :shifty:

If anyone has info on this please share :yep:

i use the GW mod, but i replaced their hydrophone sounds with the original ones.

CptGrayWolf
10-21-06, 10:12 AM
Holysmoke does this really work!? http://www.jg52.com/gutted/sh3/Animation2.gif
Sounds like something that should work in theory, but what about practice?
Maybe one of our resident U-boat experts can tell us if this method was ever used.

abel29a
10-22-06, 10:35 PM
Holysmoke does this really work!? http://www.jg52.com/gutted/sh3/Animation2.gif
Sounds like something that should work in theory, but what about practice?
Maybe one of our resident U-boat experts can tell us if this method was ever used.

This works like a charm, I use it myself with great success. It's simple geometry after all. When you fire your torpedoes at the same angle at several targets the distance the target travels from that point to the torpedo running vector is proportional to the distance from the target to your boat. As long as all the targets and your torpedos travel at the same speed they must intercept eachother on the 0 angle bearing. The distance measure for a 0 angle shot is therefore of no importance whatsoever. Took me a little while to get my head around that one :)

I only bother with updating the range to a target when I want the correct running time.

As for RL use - well, I doubt convoys where as regular as they are in SHIII, even a little zig zagging would make hitting the further targets much more difficult. And as far as I know, except Kretschmer and a few select one would probably launch more than one torpedo per target, thus making a perfect 4 hit wonder salvo less probable.

rasmus1896
10-23-06, 08:36 AM
i agree with the others but could you do a video of plotting the torpedo attack

i as i am a ducouldnt undrestand how to you make the AOB 90 d*mbhead:oops:

kanolsen
11-27-06, 06:28 AM
http://www.communitymanuals.com/shiii/index.php?title=Manual_Targeting

Check out this site for an good explanation of manual targetting, there is also an link there for AOB and how you set it in different ways.

Good luck.

Kanolsen

P_Funk
11-27-06, 06:52 AM
I keep adding things to my must have list for manual targeting. Im not very good at developing new and amazing techniques for SH3 but I am good at learning them. This I am gonna try out as soon as I can.

Soon enough whenever a noob starts a thread asking for tips on manual targeting in addition to Wazoo and danotec there'll be gutted.:up:

nightdagger
11-27-06, 07:29 AM
What chart are you talking about and, more importantly, where can I find it?

raduz
11-27-06, 07:46 AM
I keep adding things to my must have list for manual targeting. Im not very good at developing new and amazing techniques for SH3 but I am good at learning them. This I am gonna try out as soon as I can.

Soon enough whenever a noob starts a thread asking for tips on manual targeting in addition to Wazoo and danotec there'll be gutted.:up:
danotec:D

raduz
11-27-06, 08:07 AM
What chart are you talking about and, more importantly, where can I find it?
i guess he is speaking about the RPM charts that allow you to determinate the speed of the target just by listening and counting the revolutions of the propeler per minute. you can download it with the sound trainer by greyrider, here: http://www.subsim.com/subsim_files/patches2005.html

kanolsen
12-14-06, 05:51 AM
..
...
put the scope on 0, Set AOB 90, enter their speed.. then turn off the manual entry button. back to the periscope.. slew it over till the gyro reads 0.. then fire as each lead ship crosses your firing point. after the last torp is gone, slew the crosshair back to 0 and wait.

when they cross the 0.. watch the fireworks :P.

I don't get it. I tried it yesterday on a large convoy. I was 90degrees to the ships. and manually adjusted the firing solution as in the quote above. When the ships came, the one in the front shadowed for all the other ones in the back, so the torpedoes only hit the one in front. I understand that I have to fire early. but how much early to hit all at the same time?

Even though the explanation were simple. I believe I need a simpler one :oops:

Kanolsen

plastik
12-14-06, 03:52 PM
cool post! although i haven't tried it yet, the idea looks amazing!! imagine being aboard a destroyer and trying to figure out where the sub is from the explosions!!

Jmack
12-14-06, 04:20 PM
that is very interesting but this will only work if you use electric torpedos ...
if you use regular ones as soon as the first ship of the column sees it
they will change course and you might hit the first but the rest of them will have more time

squeak
12-15-06, 07:19 AM
][/U]
All i do is figure get on a perpindicular course to them.. figure out their speed using the hydrophone .

How do you that ? :huh:

Cpt. Stewker
12-15-06, 07:24 AM
By listening to the propeller sounds.
Depending on the ship, you can find out the speed by how many revolutions the propeller(s) make per minute.


Head to the hydrophone and listen to the target.

CHUG-chug-chug-chug CHUG-chug-chug-chug CHUG-chug-chug-chug...

his four bladed propelar turns 28 times per minute. For a C2 that kind of engine effort translates into 7 knots. Speed confirmed (if this was way over your head don't worry, there's an excellent academy mission download for training yourself in the use of the sonar, done by Grayrider and Captain Nautilus I beleive).

Corsair
12-15-06, 07:39 AM
It is called "sound training" and iirc downloadable either by subsim or ubrs..